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Jon
12:08 AM
@AttackingHobo never played it
 
Jon
12:19 AM
also bookmarked the native code stuff for later.. drunk right now
 
Pip
Soo.... I have an Rift dev kit 2....
gift from a friend on my robotics team
 
Jon
holy fuck cereal?
ok listen pip
you need to port the pc version of gta5 to the rift
 
oooo
@Pip is it cool?
 
Jon
he's looking at vr porn right now
we need to wait
 
what's been your choice of drink, Jon?
 
Jon
12:33 AM
mountain dew baby
 
lol
 
Jon
or dr pepper 10.. its not for women
 
user4704
12:55 AM
Wow.
 
user4704
That's horrible.
 
Joe
1:10 AM
@Chris thats interesting looking at the view like that... ive never considered layering stuff in that way
 
I thought I'd try it
 
Pip
@Chris ofc it is
 
lol
 
Pip
@Jon was at a robotics meeting :/
I actually might donate it to the robotics team and get myself a newer one
It would be cool to use it for remote viewing during matches
 
ayo
 
1:20 AM
o/
 
@Chris man looking at the gifs you are making some serious progress on whatever that is youre working on
 
Thanks, yeah it's just an RTS prototype right now, feeling good about it so far
 
Joe
looks pretty sick to be honest
 
movement, interaction, selection, unit awareness, combat, teams, unit types, networking, map creation, game objectives, corpses, blood splats, sound effects... sums up the plans I suppose
performance bottlenecks will probably be how many animations can be displayed at once, and how many network views for umpteen units will be appropriate
 
Joe
maybe you should plan in some functionality down resing of quality of animations or just generally preventing drawing animations outside of view
 
1:31 AM
@IcyDefiance it still works
when the Launch button on the LoL client isn't orange and hittable, you can type "thereisnourflevel" to enable it
 
huh? who works?
 
doesn't help much, but it's funny
 
ha it does
 
:D
 
lol they planned to be done with this downtime 5.5 hours ago
and this isn't even a patch
it seems they're working on server infrastructure to reduce ping times, especially for the east coast
which is big, and I totally understand why it's down for this long
but I want to play :'(
 
1:33 AM
hahaha yeah
 
@Joe yeah I've added checks to not animate if something's not in view. Might resort to a spritesheet for different animations later on if my current system of animating individual limb sprites is too CPU-intensive (and by animating, I mean just rotating them)
 
let's just switch to Brazil for tonight
;)
 
if I did that I'd just make them pay for all the brazilian troll premades that I used to deal with in normals
which may not have even been brazilian. could've been people pretending to be brazilian
but still!
 
heheh
@IcyDefiance beep me if you see it go live
 
2:03 AM
LOL they're taking down the servers again st 1:30 am pst tomorrow
they might be up for like 6 hours
but that will be for the next patch, which adds Kalista and a bunch of the new season changes
 
Pip
@IcyDefiance Valve is doing the same thing for Dota, especially since they have been getting DDOSed a lot recently
@Chris holy crap man, you are a machine
 
lol ty
 
user4704
Somebody signed up for snapchat without knowing their own email address.
 
user4704
A password reset takes only a few minutes.
 
user4704
And then hilarity ensues.
 
user4704
2:12 AM
And his account is deleted.
 
Joe
@IcyDefiance what is TRION running LOL now...
 
basically yes
 
Joe
im so sorry
 
and once it's back online there will be 1 or 2 hours in queue to log back in
I think I've given up on playing yet tonight
I'll be at school all day tomorrow so that doesn't matter so much
 
Joe
its nice when work/school aligns with downtime like that
sucks like crazy when its the opposite
 
2:18 AM
it's preseason and they're making huge changes, so whatever. they very seldom take servers down for this long at any other time.
 
Joe
scaffolding misery
 
2:45 AM
16
Q: What does P::************ mean in Boost assert.hpp file?

stoneyanIn boost/mpl/assert.hpp, I saw something like this: template<class Pred> struct eval_assert { typedef typename extract_assert_pred<Pred>::type P; typedef typename P::type p_type; typedef typename ::boost::mpl::if_c<p_type::value, AUX778076_ASSERT_ARG(assert<false>), f...

A) that is some sneaky shit
B) this comment is hilarious: "it's actually reading hunter2hunter2hunter2hunter2 here"
 
3:11 AM
@Almo game is online AND they merged the 4.20 update with it just because they can.
I'm not even annoyed anymore. the update should be cool.
guess this means I should read the patch notes...
 
 
2 hours later…
5:38 AM
I am reading the standards for the QIC-113 format so that I can recover data from some old files.
This is annoying.
Apparently it's from back in the old days when people stored data on tapes.
Back in Windows 95/98.
DOS too.
 
good times
 
@Chris Maybe back then, but not now that I'm trying to recover the files.
 
:P :(
 
Your game looks awesome BTW.
 
cheers
reminds me of my Tallowmere prototype... had basic movement and combat working in like a week or two. then it's just adding more stuff after that
I abandon failed prototypes after a day or two if the project doesn't feel right lol
 
 
3 hours later…
user92578
8:41 AM
Ah finally time for gamedev
 
What time is it for you?
 
user92578
10:42
 
user92578
got home early from my philosphy exam
 
user92578
exams have been taking all my freetime
 
user92578
life is getting in the way of my hobbies :)
 
8:45 AM
12:45 AM
Have class at 5:00
I mean I get up at 5
 
user92578
9:29 AM
Is this really the required way to initialize an array in C++?
 
user92578
// Header:

class Class
{
private:
	static std::string m_EntityTypeEnumToString[10];
}

// Source:
Class::Class()
{
	std::string entityTypeEnumString[10] = {
		"NONE",
		"TILE",
		"ENEMY",
		"PLAYER",
		"PLAYER_BULLET",
		"ENEMY_BULLET",
		"TILE_PLATFORM",
		"TILE_BOX",
		"PRISON",
		"PRISONER"
	};

	for (int i = 0; i < 10; i++)
	{
		m_EntityTypeEnumToString[i] = entityTypeEnumString[i];
	}
}
 
user92578
eating brb
 
12:52 PM
Hi guys, I've created a game mechanics Q&A proposal over on area 51. As video game design is a valid (but troublesome) topic over here on gamedev.SE, some of you may be interested or very much against it, I would like if anyone could share their views on it.
 
user92578
I think all those questions are valid here
 
user92578
I don't see a reason for a new GameDev site only for Game Mechanics
 
@Tyyppi_77 What advantages do tabletop games offer over video games when creating a horror game? is valid here?
 
user92578
12:58 PM
idk
 
@Tyyppi_77 Most of the questions tagged are actually mistagged or closed/badly received.
 
user92578
true
 
user92578
doesn't mean we need another site just for a small portion of questions heavily related to gamedev
 
I feel grouping video game design with design for rpg's, and board and card games makes more sense than with game programming and game graphics
But you're free to weigh in of course
 
user92578
 
1:03 PM
@Tyyppi_77 I know It's listed as on-topic, my suggestion is that it would make more sense in this format, on its own site grouped with design of various other types of games.
 
anyone here got any kendo ui experience ?
 
@overactor tabletop games and video games go well together when talking about game development
 
@Lasse But surely it's not within the scope of gamedev.SE?
 
the problem with game mechanics questions are that the answers are mostly opinion based, and it's hard to come by with really good questions that would produce great non-opinion answers
it really is I think
 
@Lasse Which is why grouping all game design experts and enthusiasts together seems liek a good idea
 
1:11 PM
the group already exists, and it's gamedev.se
I don't see any additional value with game mechanics focused QA site
 
@Lasse Then why are game design questions also on-topic on rpg.SE and board&cardgames.SE?
The group is split into three if anything
+ there's a gamification proposal that's headed for a second beta
I'm not saying you're wrong btw, it might be too much of a change to justify
 
user92578
I feel like questions like "How would I implement jumping in XNA?" would also fall under the tag "Game Mechanics"
 
Let me tell you a story. There was 14 standards and different people were following different standards. Then one guy decided "Now it's time to make a new standard that everyone starts using" and made a new standard that got the best things of all of the other standards. Then there was 15 standards.
 
user92578
I don't see a reason for a new site for that
 
@Lasse xkcd is always relevant
 
1:17 PM
yes.
 
@Tyyppi_77 That's a matter of semantics
 
user92578
yeah, true
 
It's a technical question and would never fit on gamemechanics.SE
 
user92578
So game-mechanics.SE is actually about design behind game-mechanics and not the actual mechanics?
 
The question is really where do you draw the line
I'f im building a browser based game does that make all html / javascript questions I ask related ?
probably not
 
1:20 PM
@Tyyppi_77 How do you define game mechanics?
 
I think the real answer is less about the question and more about the context of the question (if that makes sense)
 
user92578
I feel like this would be something like creating a new SE site for "threading" related questions on SO
 
user92578
@overactor A basic function/factor that takes place in a game environment
 
@Tyyppi_77 exactly ... are threading questions not related to the general programming SE
 
@Wardy The way I'm seeing it, I'm trying to group question based on what skill or knowledge it requires, not based on what you are trying toa chieve in the long term.
 
1:22 PM
Arguably a threading related question within the context of a game could sit in both GameDev.SE and the main
 
or the nature of teh big project this question is part of.
 
meh, I converted a unty 4.6 project to unity 5 project and mesh batching broke, now all the foliage are separate draw calls and slowing down :(
 
@Tyyppi_77 But it's not about technically implementing it
 
@overactor I'm not out to do anyhting ... just giving you my 2p worth
My point was simply that just because something is about topic A does not mean that it is not about topic B ... thus could fit in to many sites on the network.
 
user92578
@overactor implementation is one part of a game-mechanic
 
user92578
1:24 PM
design is other
 
@Wardy It's a valid point, this proposal is simply my view on it, we'll see what the community does with it.
@Tyyppi_77 The name may need change, game mechanics isn't perfectly clear
 
I think this type of metadiscussion comes up quite a bit
 
user92578
so something like only-design-related-questions-regarding-game-mechanics.stackexchange.com
 
So when someone asks about component modelling their crafting system where does that fit ?
 
@Tyyppi_77 It's difficult to express in short terms and yet I think it's a coherent and wide subject
@Wardy It's an edge case I suppose
 
1:28 PM
gah ... I thought if you gave EF a complete object tree and said "go save this" it stuffed the whole stack in to the db :(
my noise toolkit isn't saving full stacks of values for the modules :(
@Lasse got it up online though, might be something you would be interested in
 
for gamemechanics.SE the question should focus on the system the player interacts with
 
I still have work to do but its basically functional now
 
implementation and even design of the program don't ultimately affect the game system
(typically)
 
could this not just be a tag on an existing site rather than a whole new site?
 
user92578
^^
 
1:31 PM
there are too many stack sites as it is
 
@Wardy maybe
 
@Wardy looks cool, I'll gotta check that more closely
 
Jon
world of warcraft is back up to 10 million subs
god damn when is that game going to die?
 
user92578
aight back to social studies :(
 
@Lasse it's not perfect by a long shot ... my aim is that you would get the assembly from the same place then add that to your project then come on there to design your module and hit a button to get the c# to set that module up.
The other way is that I dynamically generate the type and add it to the assembly prior to download.
I did wonder about creating some sort of custom "my modules" shopping cart like thing that you could browse through modules saved on the server and add them to your cart then have it add them for you.
depends how popular it gets I spose
for that though I would like to see this get implemented ...
 
1:44 PM
Mornin folks
@Wardy I'm confused about your request
Would you be requesting a remote DLL on the server or are you suggesting this to be used where the user would download the DLL and run it on their PC?
 
user92578
2:08 PM
I just setup my laptop as a my browser-monitor with Mouse without borders
 
user92578
just like a 3rd monitor except I can't drag windows to it from the other two
 
user92578
this is what I spend my time to when I need to read to an exam
 
@IcyDefiance :D
 
user92578
I need to watch videos and streams still on my actual monitors, since you can't send sound... :(
 
@SpartanDonut why is this confsing ?
I could write a dll and deploy it with my app
then using something call methods in it
for stuff like noise generation it makes sense
obviously there's a huge can of worms around security
 
2:22 PM
I ask because forcing the user to download a DLL isn't necessarily practical and if you're hosting a DLL on a server why not just make it a web service that returns the data? You're 90% of the way there already
 
@SpartanDonut I have code in an assembly that is going to be computationally expensive
 
You aren't answering my question - just repeating yourself over and over again
 
I don't want my site to get popular then my server to come down because everyone wants to run a complex module stack
@SpartanDonut do you not see the need for this ?
 
I don't because you aren't providing me any context where this would be useful
 
there's context in the request
 
2:24 PM
the single scenario I can think of is doing it from node whether node is the web server or a stand alone app
I read your request and I asked for clarification
 
My noise module designer allows the user to do all kinds of crazy things
 
I undersatnd your noise module designer is performance heavy
 
as a user I could create a module stack with 400 modules in it
 
but from a practical standpoint WHERE WILL THE DLL RESIDE SO THAT USERS CAN EXECUTE CODE FROM IT
 
right now it uses a web service and executes that stack on the server
I want to have that stack executed on the client though
 
2:26 PM
So you want DLLs to be downloaded with the request and executed from the browser?
 
but I don't want a different version of the code (e.g. a js translated version)
yes
 
Was that so hard to say?
 
well I thought it was pretty obvious
it says that in the request
the main title is pretty much exactly that
 
It does not
 
which is why I wasn't saying that .. since you apparently read it already
 
2:27 PM
But I'm not going to argue with you on that
Executing C# from JavaScript does not provide any context whatsoever
 
main title on that page: Execution of c# in the browser without a plugin
 
Does not answer my question
 
that's the problem I want microsoft to solve
what's your question?
 
38 mins ago, by SpartanDonut
Would you be requesting a remote DLL on the server or are you suggesting this to be used where the user would download the DLL and run it on their PC?
The very first thing I asked you
 
As per the title: Execution of c# in the browser
does that not answer that ?
 
2:29 PM
no
perhaps you're familiar with AJAX?
 
wtf ?
that's not executing it in the browser
ajax is making a server request
 
the server executes the code
 
I was specifically referring to the loading of the DLL
not the execution of the code
 
the request is Execution of c# in the browser
 
2:30 PM
ffs
When you have a DLL
The DLL must be loaded prior to execution
 
yup
 
Jon
if you allowed code to be sent to the browser and executed, do you think that would be a security issue?
 
@Jon My thinking is that the c# vm can be constrained in the same way that the js vm is in all current browsers
 
Jon
the c# vm?
you would need to build that
 
so it basically says "you can run anything within the confines of this process but cannot talk to the OS"
c# runs in a vm
 
Jon
2:34 PM
why not use webgl?
 
webgl ? is an api ... that I can call in to with js ... can I load in a c# assembly for use with webgl ?
 
Jon
no idea never used it
:)
 
I think all im rally asking is that c# works in the browser in the same way that java does
if you have the framework an app can be sent ot the browser and executed
 
Jon
hmmm
you can expose .net classes to javascript, in chromium
 
much like silverlight used to do
yeh good idea
effectively thats what im saying
link a js call to a c# handler
 
Jon
2:37 PM
oh shit
what about an extension?
like a firefox extension
 
var result = new csharpObject().method();
but in js
I was hoping to avoid the client needing a plugin
all I want to do in this case is render a texture
but the texture is generated
and the cost of generation is not something I want to cover on the server
 
Jon
yeah.. i'm just shotgunning ideas
couldn't you just port the dll to javascript?
 
Hello! I have to do a game that features vertical scrolling. After a certain distance, the sky changes and you leave the atmosphere. How would I make planets stay the same place without allocating a lot of planets and without putting every pixel through the perlin noise function? Perhaps a method that combines the two?
 
Jon
would take a while, but ultimately wouldn't that be the best option?
 
well there is that c# to js compiler
 
2:39 PM
He's concerned about performance
 
Jon
@belgin can you elaborate? what do you mean by making a planet stay the same place?
 
yeh js is slow as shit ... and also I have some concern that the converted version may produce different results
 
got a question about exclusivity/intellectual property clauses in employment contracts
anyone knows how they work in practice?
 
Jon
i'm not a lawyer, but I can give you my opinion, lol
 
@Jon, I mean say you scroll at a certain height and see a bunch of planets, when you scroll back, I'd like it to make it so you see the same planets in the same positions
 
2:40 PM
@belgin use layers of noise
procedurally generate your entire universe
no mans sky !
 
I'd like to know if I still retain all rights to software I develop in my free time
 
My work only has a non compete agreement which basically means I can't freelance the same stuff I do for work and if I leave I can't take clients with me
 
Jon
@snake5 depends on your employer really.. technically if it is on your spare time, but using company resources, it can be a shady area
 
It will vary from contract to contract though
Yeah don't use company resources
 
@Jon free time, my own resources
 
Jon
2:42 PM
depends on what you agreed to
 
haven't agreed to anything yet, that's why I'm asking
 
@Wardy, it's a 2D game, it would be enough to go through all pixels on screen with perlin + some scroll factor in the Y coordinate, but I wanted faster
 
Jon
If you are developing a competing product, you can consider getting sued in the future
 
not developing a competing product
 
Jon
should be fine..
 
2:42 PM
@belgin dude there's so little data in 2d surely you can just place the other planets when they become visible then leave them there
 
Jon
If you are concerned, might be worth bringing it up with your employer
@belgin this really depends on your implementation
 
but the employment contract asks me to "transfer all my rights to employer in relation to any work I've created during the employment"
 
Jon
not concurency
 
@Jon I definitely will, just wanted to hear some opinions first
 
not sure why you feel you need to relocate anything ... surely all you move is the camera?
 
2:43 PM
yes, only the camera moves and the planets are stationary
 
Jon
so just keep them in memory.
 
so why would a planet move / not be in the same place if you move the camera?
 
Jon
Cull them when they are not in view.
 
exactly as @Jon says
load them when seen and cull when not interested ... or use view and projections to cull
 
Jon
if you go overboard with memory consumption (world size), you can dump to disk
 
2:45 PM
hm, I just had an idea. How about I perlin sections of the screen + scroll factor in Y coordinate and inside those sections I perlin more sections, until i find a small section with at least planet inside it, and if a section doesn't have a planet in it, I leave it?
and the perlin returns number of planets in section
 
im lost
 
for some reason my boss doesn't want me to perlin the whole screen
 
Jon
ehhhh, yeah you sound like you have problems with your implementatino
 
what are you trying to do ?
 
and he also doesn't want me to leave the planets in memory
 
Jon
2:46 PM
I guess I'd need more information... do you have screenshots?
 
^
 
Jon
or just focus on what you want to do, as opposed to what you are trying to do
tell us what you want to do
 
persistent planets without retaining them in memory and using perlin functions at a minimum
 
Jon
2d or 3d planets?
 
2d
 
2:48 PM
go the way @Jon did his funky robot game
 
Jon
so when you say "perlin the screen" are you saying you are generating a planet at a location or?
 
2d voxel style ... then itsjust a matter of pulling a section of data based on cam pos
 
i mean putting each pixel coordinate in a perlin function and deciding upon the output if there's a planet there or not
 
Jon
yeah, you typically would need to retain the data in memory, otherwise your cpu is going to go crazy.
 
i see
 
Jon
2:49 PM
well consider you are reloading/throwing away data all the time
 
do you want to generate planet positions or just have a means of ensuring they retain their pos when placed ?
 
@Wardy, both
 
Jon
also, if the game is closed, do you want it to have the same position when reopened?
 
not necessarily
 
so I would go back to my previous suggestion ... use noise function to generate entire map then store that somewhere (dependent upon on size it may need to be partially on disk)
 
2:51 PM
i don't think players will remember the planets, they're just part of the background, not part of gameplay
 
oh its just a background texture ?
 
Jon
fixed world size?
ah, i thought you were generating the planets.
 
also, the scrolling is potentially infinite in the Y direction
 
Jon
that is even easier, hehe
 
perlin a few sections then randomly stitch them on top of each other
 
Jon
2:52 PM
If you could place your planets based on a function -- they would always be placed at the same place
 
that's what perlin does
 
Jon
yes, exactly
an easier method would be to have a list of planets.. but that could get problematic since you can scroll infinitely
 
ok thanks for your help
 
Jon
I was thinking
 
presumably you could turn the perlin wave on its side so its side to side going up
then every y amount place a planet on the line
so the perlin cost is trivial
depending on size its just a few calls for a whole screen
 
Jon
2:56 PM
every y % spacing
 
yeh
did that make sense ?
 
Jon
yeah
 
cool thanks
 
Jon
you don't even have to use perlin for this
 
oh yeh ... a normal sine wave should work
 
Jon
2:57 PM
a sine wave function, for example, would repeat to omuch
but something like.. the golden ratio maybe
 
but if the frequency of the sine wave and the % were tuned
it would look perlin style random
 
Jon
1D perlin would probably be fast enough anyways
 
yeh probably
 
Jon
yeah, i'd probably try doing it that way
good thinking @Wardy
 
did you have a play with my noise module toolkit ?
 
Jon
2:59 PM
you linked it?
 
its not totally finished ... bug in saving
 
Jon
nice
 
but it should let you play
and generate
 
Jon
so is this server side rendering righ tnow?
 
I also need to add custom gradient configuration
yeh for now it is
 

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