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12:00 AM
@AlexM. hey I can't remember which was faster, checking null on events or just calling the event
I just remember we had a discussion about it
 
IIRC you can't invoke an event that has no handlers attached to it. So if it can be null you have to do the null check.
 
yeah, but if I stick empty delegate in there when I create the event variable, I can just call it without checking first
public event MouseMoveDelegate MouseMove = x=>{};
like that
 
Jon Skeet wrote an excellent article on the best way to handle this exact situation and I cant find it :(
 
Yeah it's faster to check for null
I guess I have to do that then
I know it's premature optimization, but whatever, I want fast!
 
12:20 AM
the empty delegate was a solution for concurrent event handling
I tried Fate
I will never call Torchlight a Diablo clone, ever again
 
ah, right, it was for that
 
the Torchlight devs didn't even bother changing the "You have sprung a trap" texts from Fate
much less the rest of the gameplay
LOOK AT THE MOTHERFUCKING DETAILS
JESUS
WHAT THE FUUUUUUUUUUCK
DUDE
what did they use for this game
a nether demon summoned by sacrificing the souls of 100 virgins
forget about curing cancer
working on Crysis 3's engine has to be the greatest achievement one can get
 
I like unreal engine 4 demo visuals more than those
 
UE always seemed plasticky
 
that was artist design decision
it doesn't have to be
 
12:33 AM
the UE feeling does carry over in most games though
it's what Ali.S was talking about sometime ago
 
that's like saying all unity games look like unity
 
how you're able to tell what engine was used for what game
well yeah
you can sort of tell what games were made with Unity
at least I can
 
not from the graphics you can't
 
there's a certain resemblance that carries over
 
the game FEELS like unity, because unity handles the objects in certain way
 
12:35 AM
um, I can from the screenshots
 
you should go work for some CSI team then
 
shrug
I'm off to watch some anime then to sleep
it's going to be a fucking long weekend
cya
 
12:48 AM
you can generally tell from graphics if it was made with unity free, or at least if the devs didn't make their own shaders
I know what he's talking about. it just has a feel to it.
 
1:19 AM
Has anyone used Unity3D before? I really like that they support so many platforms. WebGL comming too. So I might start using it for my next project after this one. Any thoughts + suggestions?
 
People in this room like it
 
So I reached five hundred.
 
user4704
Quick downvote him back to 499!
 
Five hundred what?
^^ Haha
 
Got another downvote though. And of course some people are so helpful that they don't even leave a message on your post to let you know there reason for the negative-nes
 
user4704
1:26 AM
You really need to get over that.
 
@JoshPetrie 502 :)
@JoshPetrie But twice in a row? You'd think that statistically you would at least get something.
 
Peer editing papers is not fun.
Especially when the person you're peer editing has the grammatical skills of an 11 year old
 
user4704
Two different questions.
 
Yet they're 16.
 
user4704
You still only have the one -1 from your multiple inheritance question.
 
1:28 AM
@JoshPetrie Twice in a row on the same answer.
 
user4704
Mm, don't see that.
 
user4704
Unless somebody changed their initial vote.
 
Wait, it looks like it's gone now.
so confuse
such strange
wow
Derp
I think I was looking at the summary and wasn't paying attention and thought that there were two :P
 
All my parts so far.
 
Non-threaded merge sort took: 0m 46s 231ms
Threaded merge sort took: 0m 40s 878ms
multithreading is so overrated
 
1:42 AM
6s seems pretty signifigant to me :/
 
it shows only with huge datasets
21474836 items in the array
oh, I know now why it took so long
float[] tempArray = new float[total_elements];
because of that
that was called basically 21474836 / 2 times
 
2:30 AM
this is weird
I got rid of that array creation and made it one huge array that gets created only once, and it still takes so long
Non-threaded merge sort took: 0m 43s 326ms
Threaded merge sort took: 0m 39s 587ms
and merge sort is supposed to be fast
oh well, I have no other sorts here for comparison
 
Hi
best game is what?
 
Hello
That's really opinion based question, but my favorite is dwarf fortress
 
@xiaodongjie obviously cs
 
hey mick, merge sort is fast, right?
 
@MickLH obviously cs = Counter strike?
 
2:37 AM
@xiaodongjie of course, why else would you know already :P
 
@MickLH where is that?
@MickLH How to download it freely?
 
@Lasse no comment?
 
I were sort of hoping you had a comment
I'm sorting bunch of floats
@xiaodongjie Dwarf Fortress is free, you can download it from their website
 
I don't usually screw around with the sorting implementation, the compiler's default seems to work just fine :P
 
@Lasse sorry, exactly site address?
 
2:40 AM
compilers have their own sorts? :|
 
er, the platform library
 
@Lasse Thank you.
 
No problem!
Enjoy the game, it's lots of fun once you get into it
 
@Lasse I heard a rumor that merge sort is fast on GPU
 
2:43 AM
well I don't want to sort my gui controls in my gpu
 
wtf? why not?!
lol
 
lol
there's like three of them on screen at given moment
 
I always use quicksort when I have to throw something together, it's easy and simple
 
and yes, I want to sort all three!
 
but like I said before, I just go with std::sort basically always
 
2:44 AM
allright
 
in your case though, use bubble sort
if you have literally 3 items
 
well, I do have more
I just want to sort them to get the one with highest Z value so I can click that button instead the window behind it
 
then don't sort
scan
O(n) bam faster than anything based on a generic sort :P
 
I also want to know which windows should be drawn on top and which ones behind
 
depth buffer?
 
2:47 AM
that screws up blending
 
lol then I don't know what you're asking for
 
Pip
heyo
 
but if I sort them once when they are moved, and don't touch them elsewhere, it shouldn't be too hard and I can always pick the first in the array
 
hi pip
@Lasse maybe you actually do want bubble sort
 
Pip
whazzup @MickLH?
 
2:48 AM
you have an almost ideal case for it, you only bubble one item up every time the GUI changes z-index
 
hmm
 
@Pip I got my arbitrary precision solver framework setup today :)
 
Pip
:)
 
oh also I got a haircut, how are you doing?
@Lasse don't use a sort algorithm
you have a priori, sorting and scanning are both silly
 
I didn't in my previous implementation and it was buggy as hell
 
Pip
2:51 AM
Apparently the Oculus rift had a HUGELY good reaction at PAX East
even after the FB thing, it is supposed to be really good now
 
use a linked list, when you bring something to the top of the stack just link up the lists proper
bam O(1) faster than a sort
 
if I got like five windows, I could add to it's z until it's on top of everything, but after a while the znear comes in and hides the elements
oh
hmm
 
and you can have them linked in rendering order, and keep an end pointer to direct input to
 
star citizen had a hugely good reaction when they showed off their new dogfight module, but they had an open bar there, so...
 
Pip
lol
there was a 6 hour line to try the dev kit version 2...
from about 19:30
just listen
 
2:54 AM
I'm thinking about a way to implement that with my current plans
 
Pip
the video is irrelevant
Btw guys
the dev kit v2 supposedly has gotten rid of the pixelated look, no more motion sickness, etc
now I want one....
 
@Lasse and! and!, every time you re-arrange the linked list, scan it just once to create a VBO and render with that every frame until it changes
 
uhh how does that work then
 
@Lasse aaaaaand for extra credit abuse the W coordinate to let you update the position of the selected window on the fly just in case it's dragged using a vertex shader
so that way you only have to send a new VBO when a window is selected
 
>_>
 
Pip
2:56 AM
did anyone go look at that video?
 
I didn't, I'm trying to think here
I bet you can hear me thinking, that's how hard I'm thinking
 
Pip
I can
I bet you thought that :P
if you really don't want to listen to the whole thing, listen from about 25:30 @Lasse
 
@MickLH the problem is that I have tree-structure already of all the controls I'm going to draw. A window has buttons and text as children etc, and the children could have children
how am I supposed to draw all that in single vbo?
 
lol this is exactly why you need to implement a vertex array
 
they have a lot of different textures and coordinates and shit
 
3:01 AM
you pack a texture atlas and run the tree as if you were rendering it, but instead build a polygon soup
 
Pip
@SpartanDonut did you get a dev kit 2?
 
I've actually never implemented dynamic atlas
I guess it's time for one
or is that even what you ment?
 
well it doesn't even have to be, you can pre pack it in your GUI skin file
but a dynamic atlas is always a good building block
 
lol
megatextures here I come
I guess the skin approach is enough
 
you don't even have to get that far to enjoy the benefit
 
3:04 AM
oh oh oh I could use textureArray too
 
same thing
 
it's like 3d texture but it does not filter with z
 
atlas - "book of maps or charts"
 
right
all right, I know now what I'm going to do
 
how ever you want to accomplish that :P
 
3:06 AM
can it be weirdly sized?
like, one paged texture array?
 
good question, guess who's got the answer :D
 
mr google?
 
the manual! :D
 
oh right, that guy
 
lol
 
3:08 AM
well, the online manual was down a week or two, it's not realiable!
 
that's always my biggest fear with online manuals
but I just use a downloader to mirror them just in case :P
I've got like 3TB to fill before I can have an excuse to buy another hard drive
 
I have heard a true story about a guy who did that to a complete forum, just to make sure he's got access to it all the time
 
there's always archive.org/web too
 
the downside was that the forum got so much traffic that it didn't respond anymore
@IcyDefiance that's what I used when it was down
I have too many tabs on my browser
I can't see the icons on my 1920 wide screen anymore
 
 
2 hours later…
5:21 AM
Yayess!
(pronounced yay-ess)
As in, yipee, I just completed all of my studying. Well, mostly.
GN
 
0
Q: How can we encourage people who repeat posting low-quality questions?

Vaughan HiltsFor example, this user has had many questions closed and of low quality. Yet, they persist on posting. CodeOfGenius, if you're reading this: please read the help center!) This user is obviously not the only offender. How can we encourage users as a community to read our guidelines better and gen...

 
@Vaughan I think that meta question title needs a little clarity, though its obvious what you are asking in the body
 
6:13 AM
@xiaodongjie hi
 
 
3 hours later…
9:20 AM
hey good morning beautiful souls of internet
 
 
2 hours later…
Pip
11:10 AM
good morning BlueBug
there's our logo on the Meta SE header
 
Hello @Pip
 
Pip
hey
 
Bought internet now :P
 
Pip
nice
 
So how is it going with MT
@Pip
 
Pip
11:22 AM
you should know, you are part of it
we need to have one more meeting
with everybody this time
so we can decide on what route we will take to go forward
 
Is it school for you today?
 
Pip
nope, but I am going to be at a wedding with no internet for the next few days
leaving in about an hour
 
;(
How are we going to have our meeting then?
 
Pip
idk :(
 
How many hours does it take to drive to the wedding?
 
Pip
11:27 AM
three ish then a rehearsal dinner that will take the rest of the night. Tomorrow there is meeting with family then the wedding. Then, we meet with family again Sunday, then drive home, and I will have to go to bed
Alright Joa
 
Thats...
bad
Just figured out you woke up early today
@Pip I am going to be mostly available from today to Monday in the time between 4 AM to 4 PM (translated to your timezone)
 
Pip
alright
I did wake up early :/
I can call for a little bit if you want... maybe 15 mins @joapet99
 
you don't need
cause I'm not alone right now
a little embrassing
when somebody listen to every word
 
Pip
11:42 AM
ah
 
 
1 hour later…
12:54 PM
someList.Count() vs someList.Count
the first is linq, and latter is just List property
the linq one actually counts all of the items, and the list property just returns the private count field that gets updated when items are added or removed
I so hate linq because of this crap
 
1:20 PM
Wow, that is strange
I hadn't noticed that before
@LAsse
 
It's bad in game development when you want to have maximum performance, for example in rendering engine
way too easy mistake to make
 
Yep, checking my code to see if I accidentally did that anywhere :P
 
which is why I'm always banning any "using System.Linq" lines in the code
and if someone in my team adds them there, I yell at them
 
1:34 PM
Hello @ShotgunNinja
 
Hmm, interesting, @Lasse
 
@Lasse do you have a team?
 
My Algorithms professor is constantly hounding people on that
of course, she also teaches C#
 
@joapet99 I'm part of a team, yes
 
Whats it called?
 
1:36 PM
I wrote a program to implement cellular automation on my homebrew processor, I need to get a job with wolfram research
2
 
it doesn't have a name
 
ok
How its going with the voxel like engine
 
It's slow, since we are participating in hello world open
 
:P
Made a level editor for Pew Pew btw
Just used one hour or something
 
This processor has retarded huge specs for flops and bandwidth, but its hard to actually put it to use, but the cellular automata nearly maxes it out and that what the wolfram research people are all about
I don't know why I never made this connection before, probably because of not trying to write the program for it before
 
1:45 PM
now, everybody can make levels for Pew Pew
 
 
3 hours later…
user4704
(and a touch morbid)
 
Pretty cool!
 
5:17 PM
Is there some math way to get surface normal on aabb vs ray intersection point?
I know there is if-else way getting it, but is there math way?
 
@Lasse if ... else is math
 
well, yeah
 
You want a reflection vector
 
Do I?
well I can get the normal from center of the aabb to the point of intersect
 
(tl;dr version) r=d−2(d⋅n)n
 
5:26 PM
@JoshPetrie Fascinating is probably the best word to use there ya. I did like the presentation format a lot though.
 
^ very pretty.
 
I thought the presentation was well designed too, almost too well designed
But there was enough substance, the style was justified :P
Although about that "gap" they kindof breezed over, is it just coincidence that it lines up with the rise of food technology in america? And that the age group that's back on track down like it was before the 80s is the under 25 group which has the highest concentration of people who are educated about the food industry today?
 
Could humans have developed alongside dinosaurs?
 
[sarcasm]of course they did, god just got rid of the dinosaurs[/sarcasm]
 
No. I didn't say, "Did they". I said could they have
 
5:42 PM
I would say if you are talking about the modern human as we are today I am thinking its very unlikely
 
It's impossible to find any real analysis with all of the religion stuff
 
If it was some mole man human that lived underground away from the dangers of the predatory dinos then perhaps
 
@SpartanDonut Yeah, that's what I'm thinking as well. Trying to figure out as definitively as possible what factors kept mammals very small during that time
 
Homo sapiens most likely would not have developed with dinosaurs
 
I don't know you'll find much definitive evidence but my guess is the bigger the mammal the better the snack
Dinosaurs were just so damn big
 
5:44 PM
The overall breakdown between herb/carni-vores would make a difference too.
Yay for Discovery. Curiosity What if K-T didn't happen.
 
That would be a good thing to look into to justify some speculation
 
Well that didn't appear to be very useful :P
 
Yet again my english fails, what's aabb extent in plain english? My guess would be the size of one side, but I'm not sure
 
@SpartanDonut Made me think of things that I didn't previously think about :\. Competition for resources, long-term survivability of species of that size.
Ultimately the answer is most likely they wouldn't have, like Lasse said. The mammals that we ultimately came from were around all through the time of the dinosaurs, but they never got significantly larger until after they were gone.
 
5:57 PM
@Lasse My understanding is that the extent is half the size on a given access
At least that's what I've used it for in Unity
So if your box is 20x10 its extent on x is 10 and on y is 5
I used extent in conjunction with position (my positions are in the center of the object) for collision detection
 

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