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@Ali.S Theres plenty of programming to be done. It's more rapid content creation oriented by allowing you to very easily create objects and their functionality that would have otherwise required a whole lot boilerplate code
 
Java.net.url
 
lol I'm not a Java API expert either
I know more about the Java VM's internals than I know about Java itself
 
my look at is jacked
faux 3d
 
seems pretty gangster
 
7:02 PM
    try
    {
        URL destination = new URL(url[0]);
        BufferedReader input = new BufferedReader(new InputStreamReader(destination.openStream()));
        System.out.println(":::::::::::::::::::-----------------------------" + input.read());
    }
    catch (IOException e)
    {
        e.printStackTrace();
    }
 
no
 
I've got this now
@MickLH Outputs "104"
 
Lol I'm nothing but a layer over the manual until you get back to the PHP or Pure Conceptual stuff
 
Lol but why 104
 
lol god only knows just sacrafice Grey to the Java gods
 
7:05 PM
grabs leash
GREY COME ERE
 
They will savor his C# tainted blood purely in vengeance of microsoft
Man gods are such fucking assholes, as if we don't already have enough violence down here, they are threatening us with violence if we don't do more violence
 
MICK
IT WORKED
04-26 15:06:37.498: DEBUG/SSRMv2:AmoledAdjustTimer(701): prevTemp = 297, currTemp = 297, prevStep = 4, currStep = 4
**04-26 15:06:37.518: INFO/System.out(19156): :::::::::::::::::::-----------------------------hello**
04-26 15:06:37.559: DEBUG/NuCachedSource2(207): Remaining (22039K), LowWaterThreshold (4096K)
04-26 15:06:37.659: DEBUG/NuCachedSource2(207): Remaining (22039K), LowWaterThreshold (4096K)
 
schewwwwwwwwwweeeet!
 
AWW YEHH
<?php
$o["wow"] = "hello";
echo $o[$_GET["giveme"]];
?>
 
add a PHP error in there and see what happens
 
7:07 PM
Will do
 
so that when you make a real PHP error later, you wont spend an hour figuring out wtf is wrong with the android app :P
 
k, new script
<?php
	$o["wow"] = "hello";
	echo $o[$_GET["giveme"]]; grey sucks
?>
04-26 15:08:32.180: INFO/System.out(19156): :::::::::::::::::::-----------------------------<br><table border='1' cellpadding='2' bgcolor='#FFFFDF' bordercolor='#E8B900' align='center'><tr><td><font face='Arial' size='1' color='#000000'><b>PHP Error Message</b></font></td></tr></table><br />
Gross
 
koo at least it doesn't throw an exception in android
 
hello folks
 
Although I think it's still possible that you might need to catch some exception if the server threw an HTTP 500
 
7:09 PM
oh god he's back
 
sup @OMGtechy
 
So, Mick, do you know why Apache's libs were deprecated?
 
Nope lol I just found out they were last time I used internet in an android app
 
How'd you find out?
 
Hopefully they are just trying to clean up
I read manuals and tech documents a lot :P
Some quick googling tells me it's buggy on old versions of android
Also apparently HttpURLConnection gives you compression and internet cache for free
 
7:14 PM
What's the current discussion about then?
 
Everyone's just coding like usual
 
@hasherr a no
        oldrot = self.gameObject.transform:GetEulerAngles()
         self.gameObject.transform:LookAt(player.transform:GetPosition())
        rot = self.gameObject.transform:GetEulerAngles()
        rot.z = 0
        rot.x = 0

        if(direction.x > 0) then
        rot.y = rot.y + 180
        else
        rot.y = rot.y - 180
        end


        --self.gameObject.transform:SetEulerAngles(Vector3:New(0,rot.y + 180,0))


        self.gameObject.transform:SetEulerAngles(Vector3.Lerp(oldrot,rot,t))
i tri lock x axis
it r not work.
err... lock every other axis except rot.y and make the enemy orientation face the player.
 
SetEulerAngles(0, Atan2(a.x - b.x, a.z - b.z), 0)
Check if your Atan2 has x or y first
And my brain wont tell me if a is you and b is the enemy, or the other way around
 
x or y first
hrmmm
x is first y second
 
cool
I think that's the right way
I think it should just be atan(x), with an optional 2nd parameter but oh well
 
7:20 PM
What's the point of this:
assert(position==position);
assert(momentum==momentum);
assert(orientation==orientation);
assert(angularMomentum==angularMomentum);
 
equality tests
 
check for NaN
 
true and false
 
@Grey but why?
 
wat @mick
 
7:20 PM
@MickLH Ah
 
NaN != NaN
 
You're testing if a variable is equal to itself?
 
e_d
 
fuckingYESSSSSSS
 
7:21 PM
I'm going entirely off what @William'MindWorX'Mariager posted here
 
the bounds are so sexy
the blue and green are instant to calculate, they are x-1 and 1-1/x respectively, and provide a pretty tight guarantee
then the red and orange are simple infinite series which can get arbitrarily close on either side :D
it fucking works bro I'm so pleased
 
Hi again @Grey
Wonder why Pip isn't here right now
 
@MickLH This is what I've got now:

 rot.y = math.atan2(playerPosition.x - thisPosition.x, playerPosition.z - thisPosition.z)


       --self.gameObject.transform:SetEulerAngles(Vector3.Lerp(oldrot,rot,t))
       self.gameObject.transform:SetEulerAngles(rot)
Me hope work
but very still
 
oh another thing, you are aware of the pitfalls of lerping between euler angles right?
 
nope
There is a pitfall?
OH NO
 
7:29 PM
Well in your case you're mostly safe, except one of them
Which is that if you are facing 0 degrees now, and you lerp to 359 degrees
 
oh no i'm not lerping anymore it's commented out "--"
 
instead of turning 1 degree... you'll turn the other way 359 degrees
I saw I just wanted to let you know
 
okay maybe this isn't the right way to go about it.
 
Well you know the whole thing about "right" ways :P
 
@Grey u gon get eated boi
 
7:33 PM
All right ways come from me
That's the thing about right ways, I don't have time to invent the right way for everyone lol
just kiddinggggg the "right" way is to slerp quaternions
 
@MickLH the grey way
and craft studio is pretty "eh" on quite a few levels
you can't do
self.gameObject.transform:GetPosition().x
 
why would you be able to do that lol
 
you have to store the entire Vec3 that it returns in a variable which sucks.
@MickLH You tell me.
 
They have explicit setters and getters so I'd assume direct member access is "hacky"
They almost for sure set some kind of "dirty" flag when you call SetPosition
And whatever work that dirty flag controls, probably completely overwhelms whatever time it takes to copy a Vec3
 
Maybe Lua allows this, or maybe it's developer caused.
I don't know but I wont' fret about it. CraftStudio has no "undo"
 
7:39 PM
Well if it's Lua then I'd blame the developer
 
and he's in "beta"
 
they should have used metatables to implement implicit setters
 
screw lerping
cant get rot to work so moving rite along
 
8:00 PM
anyone daring to ludem at the moment?
 
i am ludem daring
 
Yo
 
Hello!
 
hey hey
 
It's a party!
 
8:02 PM
cracks a beer
 
oh man lol
 
tosses a beer to rolfl
 
 
ah legal drinking age :)
 
8:09 PM
How is the work going, Grey?
 
There are monkeys in like mexico or the Caribbeans or something, and they steal people drinks and drink until the pass out hahah
 
heard about them. Sounds like a very amusing place to live.
 
8:31 PM
@GnomeSlice thanks for the link :)
 
Jon
8:57 PM
its the only way they can sleep now
im' on beer 6
super nice out
drank em pretty fast.. feel light headed
 
This will happen when you do that
 
Jon
i require entertainment
 
technical difficulties
 
Tell Stevie I said HI!
 
Jon
looks like a popup
 
9:31 PM
Trials Fusion is really fun
 
Jon
liar.
 
What.
 
Jon
9:44 PM
dat ghost
 
@Jon I'll pay you when my open source project makes money.. :)
 
9:59 PM
hey does anyone have experience with pygame
I am trying to draw background texture 800x600. screen.blit(backgroundImage, (0, 0))
is just too slow :(
 
that sounds like a reasonable question for the main site
 
0
Q: PyGame, surface.blit(backgroundImage, (0, 0)) too slow.

Tofu_Craving_Redish_BlueDragonI have image 800 x 600. My screen is set to size 800 X 600 as well. I want to use my image as background. However if I draw background image every time, my FPS drops to around 10~20. I have "animation" going on, on the screen. So I can't afford to draw once and keep the frame. I know smooth back...

actually...
3
Q: Pygame performance issue for many images

user11177I've made a script for generating a game world based off of image pixel data. Trying to make a python map editor My progress so far has resulted in a program which loads an image and draws sprites in positions correlating with the map, like this: Now the problem is that even for small leve...

 
but that only helps depending on how you are using blit
 
@BlueBug did you load your image with convert_alpha()
 
that sounds very useful locking pixel data, I think I can incorporate that "lock" into my thinging if I have examples of using it.
@Serial let me try. one sec
 
10:14 PM
 
OMG
@Serial <3 <3 <3 <3 XOXOXOXO
 
Hahaha
Your welcome :)
 
convert alpha is the magic bullet, eh?
 
aye. I tried just "convert" previously it didn't do much
 
Yeah you gotta do it with large images like that or they slow down frame rate
 
10:17 PM
@Grey, that's pretty cool, it would be better if the location of the camera moved with the person's head
then it would look like looking out a window
 
convert_alpha just bumped my fps to max dances in great joy
 
hahaha
 
@Serial wait wait. fuck its you
you changed your name
 
I will. Craved in my heart. Will remember till end of the day. Saver of my pygame project.
*I like your avatar it's cute and weird, my taste.
 
10:21 PM
Thank you, it's a Github Octocat :)
 
Alright, now for SQL :D
 
no sql
- hipster
 
How do I SQL
No seriously
 
sql isn't a verb
what are you doing?
 
Just making a small database for a small project
Gotta download it :P
 
10:25 PM
can't help you without details
 
Well, I'll let you guys know if I need help
I think I can handle installation and a few tutorials :D
 
you just asked...nevermind
 
^ My thoughts
 
More of a joke :P
 
@BlueBug What are you working on ?
 
10:29 PM
@hasherr run a local db
or you can find a free webhost that allows you to host a small sql server there.
 
Gonna put it up on web service
 
well I can't tell you for sure, because no details, but a full-on sql database is probably wrong for a "small project"
 
Well, this test project is to test a bunch of stuff for a much bigger project
Which will require a full on database
 
are you testing the data storage? if not, it might still not require a db
 
No, but it's going to be a large db
 
10:30 PM
mock data storage is a testing standard
 
A metric shit-ton of text and a ton of images as well
 
well then, might as well get that db installed
 
It's for my school
And they're providing us with all the data
 
hm
as in, it's an assignment?
 
If it's not relational data, there's no need
 
10:32 PM
^- truth
 
@SethBattin Nope, I was 'hired' by the school to make it
'Hired' as in, they want me to make it for free
@VaughanHilts It's definitely relational :P
 
that stuff is fine, school stuff translates to job experience before having a job
shoudl at least get some kind of study credit for it, though
 
I'm getting an A in the class for it, yeah
 
maybe that's not a thing because it doesn't help on standardized tests. No child left behind! (or moved forward!)
 
THE MOST BEAUTIFUL-EST GUI EVAR:
 
10:37 PM
Because of this, the teacher isn't giving any of the people I'm working with grades, and in exchange for the app we'll get A's for the sem
 
sounds like a deal to me
 
Is it a good idea to use buffers in a side scroller?
 
maybe
 
@SethBattin It's a great deal, imo.
The only problem is that one of the kids in my group never works
 
congrats, you're getting education about professional software development
 
10:39 PM
Might have to have a talk to him on Monday
 
the formal PM way to deal with that is to put the responsibilities and schedules in writing
then when he comes up empty, you point at it and say "what's your excuse?"
 
Ha, that's actually exactly what we did. We have time tables now, so you have to sign in/out when you work
And we have a big plan
 
@SethBattin I basically have multiple arrays full of 0s and 1s telling where a path is... Then in the GUI I add sprites where the path is and am continuously scrolling up. When one sprite goes out of my field of view, I pull the next row from the next buffer and display those sprites... I am just wondering if it is a good approach as the implementation is not going so hot right now:P
 
@OutlawLemur what data structure are you using?
oh, multiple arrays...
why multiple?
how big are they?
 
I have multiple multiple-dimension arrays
 
10:42 PM
what language?
 
Inception Bwa
 
@Seth only like 5x20 max
C#
 
mmm
 
Alright MySQL installed!
 
PC?
 
10:42 PM
Shit, just started Eclipse. Fuu
 
actually, no matter there
 
@Seth just testing... targeted for android/mobile... I am using unity just to cross compile
 
it doesn't sounds liek you're running into a performance wall, right?
ah
well, it seems fine to me, like there's nothing obviouly wrong with the idea
if it's too tough to implement, that's a good enough reason to try something else
 
Well... The arrays are created perfectly... I have them fully tested in a console, it is just continuously displaying the data I am having troubles with.
 
So the MySQL workbench just opened up
 
10:44 PM
Any chance you could use the full Seth Battin? I'm getting pings..
 
The algorithm is not complex, so it shouldn't be difficult but it is lol... I also can't think of any other solutions outside of buffers
 
I thought I was
 
@Seth Hahaha
 
@Seth Oh my bad
 
Thanks ;)
 
10:46 PM
No problem... First time thats ever happened for me haha
 
3 or 4 days from now it should stop pinging me too.
 
how so?
 
Pings only work if I've visited this room in the last 3 or 4 days iirc.
I can't remember if that's a per room basis or just chat though..
Guess we might find out :)
 
chat is so strange
weirdest part of SE
 
Haha... I got pinged a few months after I had last visited a chat one time
 
10:48 PM
@SethBattin Indeed. It isn't being too actively developed anymore, so that's probably why it's a bit different than the rest of SE.
 
@OutlawLemur well, what you're doing is just progressing along the array, right? You could just store your current position and read into it only as far as you need. It doesn't really quire buffering, from what you've described
 
@SethB Hmmm... Sort of like shifting the entire array down after a block disappears, and generating only the next highest line?
Then have only one array?
 
yeah, i think so
you don't have very much data, jsut read it every frame
 
hi everyone, does anyone know javascript?
 
some people do, yes :)
 
10:53 PM
would you why this doesnt work
 
I've heard of that language
 
i have
if(monsterHealth[rInt1] < 1)
{
msg = "You killed the monster!";//dialogs[11];
addMessenge();
}
 
@SethB Ill try that... thanks:)
What is the error?
 
and monsterHealth[rInt1] is -240
but it the code inside the block doesnt run
no I meant the value
 
what is rInt1?
string, number?
 
10:55 PM
rInt1 is 1
and that value is valid
 
but, "1" or 1?
 
Try 0
 
user58869
can you run it in a debugger?
 
Javascript uses zero indexes
 
10:55 PM
yes i know that
but it doesnt matter the index
 
where are you doing your testing?
 
I have the array filled
for(rInt1 = 0; rInt1 < monsterCount; rInt1++)
{
if(playerY === monstersY[rInt1] && playerX === monstersX[rInt1])
{
monsterHealth[rInt1] -= 5;
msg = "You hurt the monster, it now has a health of " + monsterHealth[rInt1] +"/100";
addMessenge();
if(monsterHealth[rInt1] < 1)
{
msg = "You killed the monster!";//dialogs[11];
addMessenge();
}
attackedMonster = t;
}
}
monsterHealth = [100, 100, 100, 100];
monsterHealth is suppose to go above
 
does the monsterHealth[rInt1] -= 5; line run?
 
Is that all in a while loop?
 
thats a for loop
@SethBattin what do you mean?
 
10:57 PM
I know... It will execute once for each index, and then no more
 
you initially told us that that code block doesn't run, so i'm asking if anything outside the code block runs
 
If it is in another loop or update then it will execute again
 
the block doesnt, the monsterHealth[rInt1] < 1 comes out false even if it is negative
 
this code is part of a keylistener and is called everytime a key is pressed
so after time the values go down from 100 to 0 and negative
 
10:59 PM
so again, where are you testing?
 
so I put the if statement to "Kill" the monster
 
do you have a js console in it?
 
but the if statement doesnt work
?
you mean console.log?
 
no, i mean a place you can type and execute javascript
 
I forgot about that, thanks!
I'll go to codecamdy
 
10:59 PM
...
 

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