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12:09 PM
I hear a demand for a better minecraft
 
Landmark? :)
 
It exists already, it's called real life. Kappa
 
Oh, I'm already working on something better than real life and minecraft
 
Real life has this annoying thing called "gravity", for example. Also "other people".
 
@Lasse be sure to make it so that I can build realistic stuff at realistic sizes
not just worlds made of huge cubes
 
12:12 PM
Gravity isn't and issue in space. ;D
 
i.e. make your cubes scalable
 
i.e. make sure it doesn't have to be cubes.
 
@AlexM. I have thought about this already, but not yet sure how to implement
 
I'd like to be able to build stuff like this :D
not sure how Cube 2 works
but you should check out its editor
 
That place looks ripped out of Dark Souls.
 
12:13 PM
I could make some option there that it would try to round the corners
 
that would also be great
@MDavies dark souls is a ripoff of Rune
 
I meant the building. XD
As in a direct resource pull from the game.
 
you might be right
 
Can you also include boob physics and a "build waifu" option? ;D
 
@AlexM. Octrees
 
12:16 PM
I'm using octrees too
They try to compress the memory
 
not sure if you've played with that engine before
 
There is an engine called Octrees?
 
But the tesseract fork would be pretty awesome for making anything minecraft like
 
I thought you were talking about actual octrees. That is pretty confusing.
 
it already supports networked multiplayer editing of the octree
and efficient culling and dynamic lighting of the octree
and all that fun stuff with a script console and model loaders and animations
and a health/weapon (game engine) system
 
12:19 PM
I'm still not sure whether you are saying the Engine is called Octrees or engine uses octrees. ;o
 
No it's the Cube 2 engine
 
Ah, okay.
 
The Tesseract fork
 
What's the fun in using pre-made model loaders when you can make them yourself? ;D
 
It's practical
 
12:21 PM
@MDavies depends on what your goal is
 
Saves time and frustration, and reduces the number of bugs while usually increasing performance
 
if it's making people happy, using premade stuff is easier
 
This is coming from someone who's a roll-your-own zealot
 
I know, I'm just messing about. :P
I just felt very satisfied when I built my own.
 
I only roll my own on stuff that's meant for myself
stuff that I don't advertise, obviously
 
12:49 PM
good morning.
 
yo juventus
 
(party) I have birthday today
 
happy birthday dude
 
happy birthday to you
 
:P
In the evening I'm going to eat brownie
 
12:52 PM
Poor brownie, what did he ever do to you!?
 
13
Q: Can I use vodka to clean my keyboard?

user1068446I spilled beer on my keyboard a while back, and some of the keys are sticky. It's driving me crazy, and I don't have any isopropyl. Can I use vodka to clean it?

 
I have a waterproof keyboard
whenever it gets dirty I just take it to the shower
 
what...?
how...
when...
I'm getting old.
 
Can anyone explain this behaviour to me?
It should add then remove 100. Idk. Take a look what it does instead
 
12:57 PM
no, much cheaper than that
 
it says here $29
 
it was ~$6
many years ago
@OliverSchöning what is that supposed to be?
 
@Jovito sweet. I buy that maybe
 
I'll take my noisy keyboard over washable any day. ;)
 
mine is noisy
what jovito linked is not only !noisy
it's fucking ugly
 
12:59 PM
@AlexM. Object pool. Trying to reduce GC. Problem is the loop dont work
 
:D
 
lmao
 
user92578
oh noes, I broke the thing!
 
@MartinSojka lol that's one way to put it
actually, the sex pic is wrong, let me fix it
 
user92578
1:07 PM
I wonder if I should desing the different dungeon rooms in TileD, and then build the levels out of those parts, or write a cool and complex prettyfier that makes the rooms created by the code look like they should?
 
#Tyyppi_77 "...makes the rooms created by the code look like they should?" Like they should? Are you talking about making things prettier?
 
Is that a better one? :)
 
no
 
user92578
@BlueBug adds the correct wall intersections and corner pieces, since the view has a little bit of perspective. So not every wall tile looks the same
 
user92578
And surrounds the room with walls
 
1:10 PM
when i talk about golmers:
 
user92578
I learned about pointers today, I feel very proud of myself
 
fix'd
 
user92578
lel
 
@Lasse the new updated picture on the your project higlight is amazing
 
Also @AlexM. happy belated birthday!
 
1:12 PM
Golmer is a term used to refer to profound study of nothingness; existence of non-existence.
 
You should not have your birthday be in the weekend if you want people to see it =p
 
have a golmered birthday
 
there were quite a few people online though
anyway
it was a joke don't think I'm actually complaining lol
save it for next year if you really want to
 
I at least want to have a golmered birthday
 
@joapet99 golmer
 
1:13 PM
(means: a relaxed birthday)
since golmers don't really do much
 
golmered birthday.the term is used to express the nature of brief life. Even if we exist at the current time frame, it is inevitable for individuals to perish in the end to nothingness. Such a profound statement, it is.
 
@AlexM. I didn't think you were complaining =p
Also, online doesn't mean active =p
I'm fairly sure I'm online most of the time
 
wtf @BlueBug
 
@KevinvanderVelden the problem might have been that people were too active
and my message got buried quickly
 
its like saying a cat can speak with an mail
 
1:15 PM
@joapet99 golmered birthday basically means, your past, present, and future will eventually shrink into nothingness buried in time. I think it's quite an offensive statement to make press report button
 
?
 
nei I was just golmering you @joapet99 hurhurhur.
 
thats an golmer infecting birthday
 
Jon
this is hilarioius
 
I cant get over that cinematic man
I can't even enjoy the glitch because I'm asked to suspend so much disbelief in such a realistic environment that it just leaves me with a stupid feeling
I mean, guy with a gun, two helpless victims... bang bang done, no?
But then after the guy fails to disarm him, surely that's the sign, stop being the nice guy if you want to win
But then after the girl kicks him in the balls and runs away, and is just standing still on a ladder for like 10 minues, why can't writers come up with an actually at the minimum half assed situation why the bad guy has to be the nice guy
Instead of just some stupid crap like "Oops I forgot to shoot even though I came up to point blank range with a gun and said I'm going to!"
 
1:23 PM
@Jon hahahah
 
Writers are often sloppy, and their audience responds to queries such as yours with "but it's only supposed to be a bit of fun". Well, if it's dumb enough, it's not "fun," it's just "stupid".
Pirates of the Caribbean: dumb, boring film. Not "fun" at all.
 
Lol to me that's the hugest insult
If I play a game where I'm supposed to believe I'm some great hero taking down some evil force
Then I find out at the end I've been struggling against some bumbling moron nice guy with a gun and no balls to shoot...
 
heh
 
@joapet99 thanks :)
It's not really that amazing for what I've seen by others
 
2:01 PM
 
what, why?
 
Game development and other polite discussion -> Off-topic and general discussion for gamedev.se
 
well, scroll up some more
there's plenty for you to move
 
Great, you can recognize the difference. Ideally you'd post it in the correct spot to begin with.
 
this is the correct spot
this room allows offtopic as long as it's not insulting
 
2:07 PM
The only message from me which was moved is a polite "happy birthday" to Alex, but oh well. :)
 
excuse Byte please
he's not yet sure what "other polite discussion" means
other
 
? The other room is for off topic and not insulting as well.
 
so you can recognize the similarities
the other room is basically a dupe but w/o gamedev discussions
I'd close it tbh
 
I would not, I think having a separate room for all of that is great.
The other room is not a dupe. Take off topic conversation there.
 
that's fine, as long as you remember you're the only moderator here who thinks offtopic does not belong here at all
hell not even community moderators think offtopic should be banned here
 
Jon
2:10 PM
I thought chat rooms were meant to create relationships with other people that share similar interests
 
I think off topic is fine here. But this shouldn't be the first place it's posted.
 
Jon
Whereas, the stack portion of the site is for questions
 
@Byte56 I'll be sure to keep a 1:1 ratio for my offtopic in both rooms, yeah
 
If you're having a discussion about how much you hate each other, you can take it to the off topic room.
 
Jon
Cool
 
2:12 PM
Opinion based discussions about things not related should be in the pub too
 
Byte is talking about offtopic offtopic
and ontopic offtopic
ontopic offtopic is supposed to go here
and offtopic offtopic is supposed to go there
 
Right, safe sex and how much you hate each other is offtopic offtopic.
 
Jon
How are new people suppose to know this, is there a manual?
 
@AlexM. which means when i was offtopic in the offtopic room i was right about posting it there
 
no
you were offtopic offtopic offtopic
 
2:13 PM
LOL
 
Jon
we need a 3rd room.
 
yes
 
Jon
just for alex and me
 
We need to go deeper.
 
THAT'S WHAT SHE SAID
 
Jon
2:14 PM
take it in the other room
 
we need to make an offtopic offtopic offtopic room
and a joke room
 
Jon
oh, i love jokes
 
I have a great joke.
Jon
Get it?
 
Jon
yes
its amazing
 
Sorry, that should have gone in the joke room.
It's just, we don't have one yet.
 
2:17 PM
I think byte's aim here is to make me make myself suspension worthy again
BUT I WON'T BITE
 
They always BYTE
 
So, I have a basic 2D parallel view engine, tile-based - think old-style RPGs or something you'd make in RPG Maker. Now comes the movement part. Basic control is easy: Use arrow keys or WASD to move. However, I'd like to add diagonal movement as well as in general having the characters not be "stuck" at walls if possible to move diagonally along them. Anybody here dealt with the problems and solutions inherent in that?
 
Jon
yup.
 
though in all honesty, perhaps we should write down some rules
too many moderators moderate with their feelings forward
Byte is a prime example
it affects us all
 
Jon
The king of the north!
 
2:19 PM
I can't tell what is offtopic offtopic and what is ontopic offtopic w/o sharing your sentiments
 
The most basic idea would be to just delay the response to movement key presses by say ... 0.1s, and only then check if two of them were pressed. The question is then, how long a delay is too long?
 
Playtesting time!
 
delays are neither too short nor too long
 
That seriously depends on your game
 
delays are exactly n milliseconds long
 
2:21 PM
@MartinSojka There are some questions like this: gamedev.stackexchange.com/questions/7305/… gamedev.stackexchange.com/questions/63392/… for the collision parts
 
anything else is testing
 
The other idea would be to allow for picking a destination with the mouse and use pathfinding to go there, but then it could get either unfair or too easy if the pathinding either just runs over hidden traps - or runs around them.
 
Jon
For the diagonal movement code, it can get pretty difficult to code properly
you need to consider if the user is holding the diagonal buttons down... what happens if he is pressing 3 of the buttons
 
Yeah, that's why I'm asking if anyone here has any experience with such systems. Or maybe just personal preferences regarding control schema in such games. What worked for you before, what didn't?
 
Jon
I have code somehwere..
I wrote a gauntlet demo
the controls pissed me off for a while.
 
2:24 PM
replace a moderator with a moderator who moderate the moderators
 
Jon
I seem to recall having to put artificial delays on the keypresses
And ignoring anything after a second key is held down (arrows)
 
@MartinSojka I believe the standard implementation to not get stuck is to know the "inside" and "outside" of your world, and when your intended movement vector would place the player "outside" the map, project it back into the map along the normal of the closest surface facing "inside"
 
That's what I'll roughly have to do due to the fact that what a human considers "pressed down at the same time" is not nearly the same point of time for the computer. How precise are humans here anyway?
 
Jon
I'm looking for my code..
might be able to help you
 
Sure, would help.
@MickLH We're talking about a 2D tile map (well, with some height information), the normals are not very helpful.
Unless I'm missing something ...
 
2:26 PM
That's an ignorant point of view, if you are tied to it goodbye, if you want to learn that normals exist (non-trivially) in any dimension 2 or above I'm here
 
@BlueBug So, we have a "sun" that moves across the x-axis at the bottom of the screen, then we take the slope from that sun to the center-point. when we make the shadows we turn all opaque pixels black and adjust the alpha to make them transparent. When we convert them to this form we store each 1Xwidth strip in a list. then since we have the slope from before we move where the strips are blitted accoring to that slope, and ass the sun moves so do the sahdows
If that makes any sense
 
@MickLH Normals require differentiable manifolds to exist. A discrete space isn't one.
 
Jon
Can't find that code...
 
I can define something like a normal on the tile boundary, but it'll only ever be pointing in one of four cardinal directions, so projecting anything along them would just put the character back to where they started.
@Jon No problem, I'm just bouncing ideas off of you guys anyway. ;)
 
@MartinSojka sorry if I came off like a prick, I feel that I did so I disappeared
here's a sub par info graphic to go with my text earlier :P
the hard part is finding the "closest point"
and the map doesn't have to be manifold, but if it's not then you will need to include a raycast phase to detect when you are colliding with a wall
 
2:37 PM
@MickLH You didn't. I'm just not sure if it's helpful for a map which will basically looks like this:
(Not my map, just a random one off DeviantArt)
 
It's definitely a viable strategy for something like that
 
... or this one, since it shows the kind of tiling I'll deal with:
 
are you limited to moving on grid cells only?
 
Jon
Probably better of with just collision rectangles
 
and I'd agree about the rectangles if your angle is like that
 
2:41 PM
@MickLH Yes.
 
Jon
I can't believe I lost that diagonal movement code...
 
Are there any gameplay ramifications to taking diagnol paths as opposed to just making 2 steps?
 
Jon
Is the movement like final fantasy 1?
(moves 1 block at a time) or more fluid (velocity based)
 
I think this issue goes deeper than just a collision routine either way
 
Jon
Will you have diagonal facing sprites?
 
2:45 PM
@MickLH Diagonal paths take 0.7x the time of two steps and can lead to more interesting map designs without them being annoying to navigate. That's the basic idea anyway.
 
Every block needs some extra collision information, so that if, for example two boulders are adjacent diagonally, but there is enough space to cross between, the engine could detect this but still block when the adjacent cells are full of for example 2 walls that have no space between to cross
 
@Jon I won't actually use sprites, it's all (tiny, stylised) 3D models, so I can have fluid animations and any facing I want.
 
Jon
Might be useful for you then
diagonal movement code
 
@MartinSojka Did you set it to 0.7 arbitrarily or are you implying 1/sqrt(2)
 
Basically, the idea is that when I start at the red "blob" at this map and just press left, I'll go like that:
 
2:48 PM
lol! that's what I originally imagined
but then thought nah he must be asking something else
 
@MickLH sqrt(2) / 2, since we compare one diagonal move (sqrt(2)) to two vertical/horizontal ones (2).
 
My original solution fits it though, and allows to generalize on the "size" of the kernel
@MartinSojka 1/sqrt(2) == sqrt(2)/2
 
@Jon Thanks, I'll see what I can clean from it.
@MickLH I know, I just wanted to make sure you know where the numbers come from.
 
Well the idea I've got is to use the numerical derivative formula on a conceptual wall you collide with
Although in the trivial case you could just scan 3 blocks, the one you hit, and the 2 on each side in the direction perpendicular to the motion vector
If only one of the two edges is missing, you can take the path to the missing section to achieve that graphic you drew up there
 
That "wall" at this point is either at 90 degrees from movement vector (if I construct it along the actual tile boundaries), or has a discontinuity (if I construct it from middle points or either tiles themselves or middle points of tile boundary lines).
My biggest worry is less about the implementation (though I'm sure I'll hit quite a few bugs there ...) and more about player expectations.
 
Jon
2:54 PM
A good study subject, is Zelda on SNES
114
Q: How was collision detection handled in The Legend of Zelda: A Link to the Past?

RestartI would like to know how the collision detection was done in The Legend of Zelda: A Link To The Past. The game is 16x16 tile based, so how did they do the tiles where only a quarter or half of the tile is occupied? Did they use a smaller grid for collision detection like 8x8 tiles, so four of th...

 
Oh cool, somebody there actually reverse-engineered this.
 
Jon
Very informative article on the subject.
 

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