« first day (1507 days earlier)      last day (3510 days later) » 

12:00 AM
How come if I use a foreach loop in a function and it works fine, then change it to a backwards counting for loop it completely fails?
 
Completely fails is extremely vague
 
Joe
my first guess is your doing something wrong
and im probably right
 
The function won't work
Lol joe is right
 
@Joe haha
@ChristianFrantz still doesn't give anyone any information that's useful
 
Joe
lol yea please can we get more details
 
12:03 AM
the reverse for loop actually destroys the universe and then frantz restores it from a backup. we only haven't noticed because we are a part of this universe and also get restored from a backup.
 
I'm trying to get a mouse click within an array of rectangles. Using a foreach loop through the rectangles I can determine if the rectangle has been clicked. And that works as its supposed to. The problem is that I can't edit a bool value of the item that the rectangle contains because I'm using a foreach loop. So I use a for loop and clicking the box does not change the value
if that makes sense
 
Show code and a comment about the problem inline
 
Show us teh codez
 
the top function is the function I think I want
And the bottom function is the foreach funcion
 
I have no idea what you mean by you cannot modify it because it's the foreach variable
That is pretty much the point of a foreach
 
12:09 AM
Error 4 Cannot modify members of 'slot' because it is a 'foreach iteration variable'
the error at that line below the comment
I've never seen that error before so I have no idea whats happening here
 
Is this C#?
 
IS the container readonly?
 
You do oldMouseState = newMouseState; inside the loop
It should be outside the loop, :)
 
@JohnMcDonald and in the other loops too
 
12:11 AM
Yeah, but order matters
The first slot works, and I bet the others don't in the foreach loop
And I bet the last one works in the for i--
 
john is right. first slot works once and thats it
cripes. I cant believe thats all it was
 
turns up music :)
 
So what does that error mean then?
 
Well... the foreach uses the enumerator for the collection, and it's read-only because... I don't know
7
Q: Why is foreach loop Read-Only in C#

Jasmine AppelbladWhy is foreach loop a read only? I mean you can fetch the data but can't increase++ or decrease--. Any reason behind it? Yes I am a beginner :) Exmaple: int[] myArray={1,2,3}; foreach (int num in myArray) { num+=1; }

 
good enough for me!
 
12:18 AM
Well that's just plain silly IMO, but glad to learn something
then again, I only think that because I'm used to it being different in other languages
 
Theeeere's an answer from the man I was looking for:
27
Q: Why is The Iteration Variable in a C# foreach statement read-only?

MrValdezAs I understand it, C#'s foreach iteration variable is immutable. Which means I can't modify the iterator like this: foreach (Position Location in Map) { //We want to fudge the position to hide the exact coordinates Location = Location + Random(); //Compiler Error Plot(Locat...

 
@JohnMcDonald but not even MEMBERS or an iteration variable?
I can understand the actual variable, but members of it no
 
is InventorySlot a struct?
 
I shall read that answer later, watching python vids atm
 
Yeah @Icy
 
12:23 AM
bet that's why
and I bet there's no reason for it to be a struct
 
What else should it be?
 
class
 
@OMGtechy You can change members inside a foreach, you just can't modify the reference.
 
but a struct is a value type so you shouldn't be able to change the members of that
 
@JohnMcDonald ah, well that makes perfect sense to me then
Don't even need to read the answer
 
12:24 AM
doubly so because the struct is actually being returned to you from the iterate function, so you're working on a copy of it
 
List<Thing> things = makeThings();
foreach(var thing in things){
    thing = otherThing; // Fail
    thing.foo = bar; // Works as expected
}
 
So how would making it a class benefit me?
 
you'd be able to modify its members inside a foreach loop ._.
 
So far everything I've done with it works so far
pft who needs that. I prefer typing player.playerinventory.itemslots instead of slot
 
also, generally speaking, you want to make everything a class unless you have a specific and valid reason to make it a struct
 
12:26 AM
^
 
and there aren't too many valid reasons
 
Is memory usage a valid reason?
I mean I'm only using 5 slots so it wouldnt be a problem in this case
but in another game if I need 1000 slots maybe
 
Pretty sure the compiler will optimize the variable away anyway
 
If performance is a concern, class will probably help rather than hinder you
 
But... I'm no compiler expert
 
12:28 AM
a class will use the same amount of memory as a struct, plus one word for the reference. and a struct will usually use a lot more memory bandwidth because you pass the whole thing everywhere instead of just a reference.
and on desktops, bandwidth is a much greater concern than just the amount of memory you're using
 
ads
oops
Im going to make this for android eventually so i might as well optimize what I can
 
Premature optimization is your enemy.
 
aye
and if you're worried about micro-optimizing for android, you probably shouldn't be using C# anyway. lots of overhead to get C# working there. unless you're using Unity, because they got their own crazy shit happening.
 
I thought monogame was a good library for android?
 
you misinterpreted me
 
12:38 AM
yes i did
 
but even on android, using structs instead of classes will probably hurt performance instead of helping it
with C#, just always use classes unless you really have a reason to make it a struct
and "it feels like a struct" isn't good enough
 
yo
 
1:03 AM
arrrg. Unity's animation stuff is annoying
 
unity is generally annoying :)
 
Thanks for the words of wisdom
bangs head
 
just don't use it, seriously :P
the animation system that is
 
yeah.... I think I' at the point where I'm more than willing to abandon it
 
I'm not saying its bad -- I just get sick and tired of the focus on Unityscript by newb unity devs... WHICH animation system -- the basic skinned animation is pretty much stock standard -- the new one (I forget what they call it) is a royal pain :)
 
1:07 AM
the animation system that is
ehh, the new one I assume
 
I dumped unity for other reasons before digging into that at any depth
 
First off, if I have a clip that modifies the transform, then transition to a clip that doesn't touch the transform, Unity still holds on to the transform and locks the object in place
ehh, I never even thought that this could break everything. Dammit
 
Jon
this video, makes me want to have sex with emily blunt
 
Joe
is that a person at that time code
lol
or a dummy?
 
emily blunt makes me want to have sex with emily blunt
 
Joe
1:23 AM
2 hours ago i posted a screen shot of an archeage queue i had alreayd been waiting 2 hours for... i currently am still in that queue
 
:( I am so frustrated with Skippy Fish right about now. I am ready to give up on phones
Do I really need to port my complex animation library to Mono, then find a reasonable C# Tween library that will work in Unity? THEN see if this dumb game works on a FLIUppoin' PHONE!?
AHHH
 
if I create a new class within a for loop, is it creating a new instance each time the loop is run? or using the same instance of the variable I created?
 
user4704
What language?
 
user4704
You can't create classes in for loops.
 
user4704
1:31 AM
Unless you are using reflection.
 
i mean instance of a class
 
user4704
Do you mean a new instance?
 
user4704
Then it's a new instance every time.
 
if (slot.SlotRectangle.Contains(mousePosition) && slot.IsSlotOpen == false)
                    {
                        Item itemToDrop = new Item();
 
user4704
Yeah. New instance every time that scope is entered.
 
1:32 AM
hmm
If I have more than one item in my inventory I can drop one, but if I drop another the one dropped before it disappears
 
@JohnMcDonald :/
Just redo the game in whatever engine you are using from scratch
 
That's what I'm trying to do
 
Joe
@JohnMcDonald this is kind of why i suggested doing N native versions... a complex featured cross platform app can be like pulling teeth
 
I don't think writing a version for Android only would be much easier. And writing a version specifically for a phone I don't own would be next to impossible
 
@JohnMcDonald honestly just use Adobe Air or haxe.
With AIR you could have all your graphics vector and release a super small apk
and you could put a flash version up for desktops. With Haxe it will be harder to get setup and running, but you could release a html and a native phone version
 
1:42 AM
@AttackingHobo I kinda wish they gave more info. Is their documentation going to be as sparse? i.imgur.com/k1dkaxp.png
 
That's the desktop runtime.
This is what you would want to use.
You can embed graphics in the code. png jpg svg
But the easiest way is to use Flash CS and package the graphics that way
 
I'm going to try one more thing in Unity, then I might consider alternatives, or consider an alternative project
 
The AS3 documentation is amazingly well done
in fact if you press the jump to defintion shortcut on any built in class function or w/e it will take you to a special documentation file
right in the editor and have instructions on use right there
and publishing is pretty easy too. I think you may have to point it to android SDK and gen a cert but its all in the readme file for the setup
@JohnMcDonald also AIR works on older phones than UNITY
 
That doesn't mean it'll perform
 
If you do it right it will
Pretty much got to avoid things that will also slow down other engines too
 
1:50 AM
Even my Cocos2D sample doesn't work smoothly on an S3
like wtf
 
:/
I had a game that had a ton of objects running on a Sidekick 4g at 60 fps
well a prototype
 
MLM
@JohnMcDonald What does the chrome profiler look like with the latest version? (is it available somewhere?)
 
@JohnMcDonald
 
@JohnMcDonald
Such John. Very McDonald.
 
I don't see how you could get your game to run badly in AIR
You would have to make a large effort to do so
like stacking tons and tons of super overdrawn pixels
or spawning thousands of objects per second with no pooling
 
2:03 AM
@JohnMcDonald wtf?
is cocos2d-js really that slow?
 
@Ali.S Even Skippy Fish is jerky. I don't get it. There must be something I'm doing wrong, ;(
@MLM The latest version isn't online, but nothing sticks out in the profiler
 
@JohnMcDonald even if skippy fish is, the sample should not be slow...
 
The sample isn't slow on my phone. I'll have to ask my friends to try it on their phones
 
MLM
@JohnMcDonald I would really like to check it out somehow
 
@JohnMcDonald then what was "doesn't work smoothly" part?
 
2:07 AM
@Ali.S The fish, and the entire scene jerks. As if the phone is displaying like 5-10fps at points
 
MLM
@JohnMcDonald Have you tried a version with super minimal or no assets?
 
@JohnMcDonald I just felt like joining in on pinging you.
 
With the JS / PhoneGap version, I tried everything under the sun. With the Cocos2D-JS version, I gave up due to the absolutely horrible documentation, but I had the fish jumping, and it was choppy
 
MLM
@JohnMcDonald Can you obfuscate your javascript and replace assets with dummy images to share?
This seems like a problem I might run into if I made a HTML5 game to port so I want to try to help solve it.
 
there's no real need to obfuscate this imo. The orig source is open (for non-commercial purposes), and what's someone going to do? Get it working on a phone and make a buck?! lol
ehh, /pessimist
 
Joe
2:22 AM
@Ali.S i cant speak to cocos.. but i was working with swift and the new sprite kit and i was impressed
 
@MLM Full screen glory: jcpmcdonald.com/skippyfishlatest
Half of the issue is that CraftyJS (the engine I'm using) doesn't support WebGL, so I was unable to experience boosts from tools like Intel's XDK
But the Cocos2D-JS implementation didn't (and couldn't) use Crafty, so there must be something else too. The Cocos version is significantly different than the version above
 
MLM
@JohnMcDonald Have you removed the console.log calls when building for devices?
 
Yeah, that log was only for the transition from Crafty to Cocos
 
MLM
2:51 AM
@JohnMcDonald Thanks for posting it up. I gtg but will look at it when I get back to investigate those large idle spikes every so often
 
 
4 hours later…
user92578
6:24 AM
Morning
 
7:32 AM
its MORNING ??
 
user92578
Well it was... not anymore tough
 
hmmm wonder what timezone you are in :)
 
user92578
Well it's 10:30 now
 
user92578
GMT +2 or +3
 
ok -- western europe :)
 
user92578
7:34 AM
Well Finland is eastern europe, but...
 
GMT -6 >> 2:30 am here :)
 
user92578
8:30 AM
It's very annoying that when you start a new 3D project just from OpenGL it'll take few days before you get anything to screen.. you need your mesh data and the shaders working correctly...
 
I think it's still morning, it's not even midday yet
@Tyyppi_77 when you have done that couple of dozen times you're able to get stuff on screen in 15min
 
user92578
It looks like the word "morning" means also "aamupäivä" in finnish... forenoon?
 
afternoon
oh, no
lol
 
user92578
yeah
 
noon is one of the words I always get confused with
 
user92578
8:33 AM
lol
 
for some reason to me it sounds so much like something has just woken up
:(
 
user92578
I'm pretty sure that my current vertex system is not going to work. What I'm trying to do is a flexible system, so that Vertices consist of different "VertexAttributes" that can be Vec2s or Vec3s, depending on the data. And those VertexAttributes build the actual Vertex, and the data in the VertexAttributes is the semi-dynamically binded to OpenGL.
 
it's gonna be a lot easier if you just define your own mesh data structure and go with that
even unity does that, and it's a big engine afterall
 
user92578
What would that look like?
 
user92578
SideQuestion: If ShaderProgram is both the fragment- and vertexshader combined, what would just like "fragmentshader" be called?
 
8:38 AM
well, it could look like whatever are your needs, my engine at the moment has separate buffers for each vertex attribute I need, and they are currently these:
layout(location = 0) in vec3 vertex;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec3 tangent;
layout(location = 3) in vec3 binormal;
layout(location = 4) in vec2 uv;
layout(location = 5) in vec4 color;
woot I sent a message but it didn't appear
I call them as they are in opengl, ShaderProgram is a class and Shader is a class, and when you create a shader you give it's type in the initializer
Shader modelVertexShader = new Shader(ShaderType.VertexShader);
Shader modelFragmentShader = new Shader(ShaderType.FragmentShader);

using (StreamReader r = new StreamReader("Assets/Shaders/Model.vert"))
{
    modelVertexShader.ShaderSource(r.ReadToEnd());
}

using (StreamReader r = new StreamReader("Assets/Shaders/Model.frag"))
{
    modelFragmentShader.ShaderSource(r.ReadToEnd());
}

modelShader = new ShaderProgram("Model");
modelShader.AttachShader(modelVertexShader);
modelShader.AttachShader(modelFragmentShader);
 
user92578
So that it my current structure would look like this:
 
user92578
// Create a vertex.
Vertex* vertex = new Vertex();
// Create the vertex attributes.
VertexAttribute* vertexPosition = new VertexAttribute(0);
VertexAttribute* vertexNormal = new VertexAttribute(1);
VertexAttribute* vertexTangent = new VertexAttribute(2);
VertexAttribute* vertexBiNormal = new VertexAttribute(3);
VertexAttribute* vertexUV = new VertexAttribute(4);
VertexAttribute* vertexColor = new VertexAttribute(5);
// (Load) and set the vertex data.
vertexPosition->UseVec3Value(vertexData->GetPosition());
 
I think that's too complicated but if you get it to work go with it then
 
user92578
Right...
 
user92578
Hmm, I feel like doing a little GunHero now, so GL goes for later (maybe two weeks from now, since I need to start studying for exam-week soon)
 
8:47 AM
public class Mesh
{
    // GL Names
    int vao = 0, vertVbo = 0, normVbo = 0, tangentsVbo = 0, binormalsVbo = 0, uvVbo = 0, colorsVbo, ebo = 0;

    #region MeshData
    Vector3[] verts;
    Vector3[] norms;
    Vector3[] tangents;
    Vector3[] binormals;
    Vector3[] uv;
    Vector4[] colors;
    int[] indices;
    #endregion

    // Upload() will send "dirty" buffers to the GPU, and Draw() will just issue a draw command for the VAO
}
that's how my mesh looks like
 
user92578
Ah, seems pretty straightforward
 
user92578
Maybe I'll try to do a bit of both/mixup or something
 
this is actually pretty dynamic too, though I haven't tested if it works perfectly; only if those arrays are not null, they are sent to the GPU and used in shader
from the Upload():
if (colorsDirty && colors != null)
{
    colorsDirty = false;

    if (colorsVbo == 0) GL.GenBuffers(1, out colorsVbo);

    UploadData(colorsVbo, BufferTarget.ArrayBuffer, colors.Length * Vector4.SizeInBytes, colors);
}
 
user92578
Ah, that seems like a good way
 
so if there are no color data in the mesh, it will not even bother with them
 
9:07 AM
good morning
 
user92578
Hey @Christoph
 
9:24 AM
Good morning
 
mornin'
 
9:44 AM
good afternoon
 
user92578
10:39 AM
I'm just getting more annoyed by theese lines day after day:
 
user92578
 
10:52 AM
LOL I love it when I get downvoted by people that dont leave comments, and people that didn't understand my answer :)
almost 6am here -- time to crash -- HARD :)
 
user92578
Sent a mail about the lines to the SDL Dev/Bug mailing list... I hope it went to the right place :)
 
@Ascendion heh, almost 3pm here, and still rocking!
@Tyyppi_77 are you sure it's not those kinda lines caused by half pixel tiling?
 
user92578
Also I've never used any mailing lists. Do I need to subscibe to it too see if anyone answers to me? Or will I get the answer to just my gmail?
 
user92578
@Ali.S It's not, I've cheched all the tile positions and they line up correctly
 
@Tyyppi_77 don't know about that
 
user92578
11:02 AM
Also the lines do not appear on native resolutions
 
@Tyyppi_77 it's something else, tile borders should always be on integer positions.
I mean if a tile ends at 2.7px and the next one starts at 2.7px, you might see a black line between those two
 
user92578
Also the frequency of the lines vary by the actual window resolution
 
at least I had that kinda bug once
 
user92578
I spent yesterday into looking into this and I'll continue now
 
11:16 AM
@Tyyppi_77 ali s is probably pointing you directly at it
 
user92578
But all my tiles come 16px after each other
 
even if you compute 2.7 twice, you might find that 2.7f != 2.7f
Pixel filling conventions get tough sometimes, I think though the guarantee is that if you use the exact same vertex, it will cut the line in the same place
But if you use a different vertex with just the same number, that guarantee disappears
 
user92578
I can't access any vertices, that's SDLs job
 
user92578
Ah, I get what you mean @MickLH
 
oh snap are you blitting old school?
 
user92578
11:21 AM
No, I'm rendering SDL_Textures
 
There's a good chance you want a texture atlas anyways
 
user92578
I have a texture atlas
 
Then you might as well index into the atlas directly from the tile visual data
You'll gain FPS too
 
user92578
My tiles do this: m_RenderDescription = new RenderDescription(m_TileSpriteSheet->GetSpriteTexture(), m_TileSpriteSheet->GetSpriteRectangle(tileID), m_Position);
 
user92578
And then the renderer renders a part of the texture specified by GetSpriteRectangle() to the place m_Position
 
user92578
11:27 AM
SDL_RenderCopy(m_Renderer, renderDescription->GetSourceTexture(), renderDescription->GetSourceRectangle(), &destinationRectangle);
 
I had guessed that, that's why I was saying you could use the tile map like a texture so that each square corresponds to 16x16 game pixels or however many
then use that to decide where to start in the atlas texture
 
user92578
I'm not following now
 
That way you're moving all the render description and copies into the pixel shader
which makes sense because you need to process many tiles in parallel
 
user92578
2 mins ago, by MickLH
I had guessed that, that's why I was saying you could use the tile map like a texture so that each square corresponds to 16x16 game pixels or however many
 
user92578
I don't get this one, could you explain? Really sorry
 
11:31 AM
Instead of rendering 10,000 small squares, render one big square
No chance of a gap then if every pixel is filled
 
user92578
Hmm, I see
 
user92578
How would that happen?
 
Pixel shader pulls data from the map, (you might need the tile data stored in structure of arrays for this)
Then with that known, the shader computes a new texture coord by shifting the screen position and scaling it into the right range, to read from the actual atlas
 
user92578
11:58 AM
shoots himself
 
user92578
 
user92578
So all the tiles that show that border are actually rendering one pixel from the tile left of it in the tile texture
 
@Tyyppi_77 do you have texture filtering set to nearest?
 
user92578
I don't have access to that
 
user92578
12:15 PM
@MickLH Actually, yes I have
 
ok then shift your texture coords by a half pixel :P
 
user92578
How do I shift texture coordinates?
 
texCoord += 0.5 / texResolution;
 
user92578
Can't do that, I'm not using any OpenGL style texture coords, also SDL needs for it's source rectangles to use ints
 
well there's surely a way to do it with SDL, actually maybe not, SDL2 is really immature
but, either theres a way to do it with SDL (find it), or if there's really not, then ditch the immaturely designed pointless abstraction layer
SDL is getting so stupid it pisses me off these days
 
user92578
12:29 PM
... and reinvent the wheel by coding my own OpenGL sprite renderer?
 
version 1.2 is basically the peak of what it could ever be
SDL was never meant to be a sprite renderer, it's called simple direct media layer
It's re'inventing the wheel to write your own engine already
there are tile engines
 
user92578
It's also reinventing the wheel to program a game? there are games?
 
SDL2 is just bored and/or busybody programmers trying to make the magic does-everything one-size-fits-all API again
 
user92578
SDL2 is about moving away from slow bitmap blitting to texture based modern rendering
 
High off the success of SDL 1, they seem to think every hair brained idea they get somehow carries and represents the experience of SDL 1
That's exactly my point, @Tyyppi_77
SDL has fallen apart, it's useful for grabbing a window and input in a cross platform way.
Adding another wrapper on top of OpenGL is just plain wasteful
 
user92578
12:34 PM
But if you'd program your own layer, that would be wasteful too, right?
 
It will either 1. suck because of the pixel glitch / other glitches
 
user92578
No-one wants to use the actual OpenGL functions all the time, that's where simple layers come in
 
or 2. suck because it's not providing all the features of OpenGL
 
user92578
Is the pixel-glitch a common one?
 
user92578
Not all features of OpenGL are needed to render simple 2D sprites
 
12:35 PM
you're talking like have some end-all-beat-all experience in graphics development when you say noone wants to use actual OpenGL functions
sorry but that's just a newbie assumption, it's pretty standard to use OpenGL / DirectX directly
 
user92578
Oh god...
 
basically using it through a layer means you're using a whole scene graph library too
 
user92578
I don't want to spend my time in looking "how do I do this thing in OpenGL again", I want to program games. If I want to work on graphics programming, I'll work on my 3D renderer
 
SDL should not try to provide a scene graph, so their drawing toolkit is doomed for "modern rendering"
If you want to make games, stop fucking around with programming and make games.
There are engines.
What's your game about, @Tyyppi_77? What's the story? What inspired you?
 
user92578
It's a story about sending a soldier to reque other soldiers, who have been captured as war-prisoners. Your job is to first make your way to the prisoners, and then safely lead them to a resque area. I was inspired by BroForce, Rayman 1 and RamBros.
 
user92578
12:41 PM
I might end up writing a simple 2D OpenGL renderer for this, if I can't figure this out. Also support for shaders won't hurt...
 
so, how does that, in any way, warrant a custom engine?
 
user92578
warrant?
 
justify
how does it make it worth it?
 
user92578
what "it"?
 
I'm trying to have patience but basically I'm at the end of my rope
ready to just consider you another useless waste, sorry
no offense, I just can't put up with the emotional-defensive states of mind
 
user92578
12:44 PM
I have not been emotional at all yet
 
user92578
Been close to it though, but not once yet in this conversation/arguement
 
It's too much to explain dude
You can just accept it, or just reject it
 
user92578
Accept what? I'm like really fucking confused right npw
 
my thumbs hurt, you have preconceptions
just follow your ideas until you learn everything
 
user92578
@MickLH Preconceptions about..?
 
12:46 PM
I'm so fucking ridiculously sick of answering questions and getting severe blowback about it
You just want to make a game
 
Jon
@Tyyppi_77 nice vertical lines
 
except instead you want to code an engine
 
user92578
Thanks @Jon!
 
but its not coding from scratch... somehow
 
user92578
@MickLH When did I say that?
 
12:47 PM
its just uh... kinda coding from scratch
 
Jon
I had the same issue with monogame when drawing tiles with floating point numbers
 
@Tyyppi_77 your actions say that clearly
 
Jon
ohh, and using spritesheets
not using spritesheets stopped it from happening
 
You are coding an engine, instead of making a game
 
Jon
who me?
 
12:48 PM
no, tyy
 
user92578
@MickLH I just can't answer to you since anything I say is somehow "wrong" and an action towards writing an engine, and a preconception about something, and also written in emotion, not fact.
 
user92578
@MickLH I really have to say "no" to that.
 
user92578
@Jon I might try that next, thanks for the idea
 
user92578
Suddenly from "How do I get rid of the lines that happen during rendering process?", you @MickLH decided that I'm programming an engine, not a game?
 
1. I'm not saying you're all wrong. at all... Ironically, you thinking that I think that is the most "wrong" thing you're doing
 
Jon
12:51 PM
it looks like a game to me
looks like it could be fun too
 
2. It's a game... on a custom engine
You can say you're not building an engine, but thats objectively wrong.
 
user92578
@MickLH Architecture in game code == engine?
 
Jon
aren't we all building engines though?
 
No, a lot of people just use unity
 
Jon
heh, yeah
 
12:52 PM
/ game maker / unreal
 
user92578
So you're saying that as I'm programming a game turns my game into an engine?
 
You don't program a game, period.
You implement a game.
You can implement it with talking, with a board and dice, with a computer
 
user92578
So you can't program a game, instead you program an engine?
 
In the computer implementation, you need software to do the small things to the humans in the right order
This software is the engine
You could take your code, and change the art a little, and have a new game on the same engine
(ala call of duty lol)
bleh
I am so disgusted by humans so often... I don't really know why I choose to let this whole show continue day in and day out
The point is, @Tyyppi_77, if you're not trying to code an engine, then use an engine.
 
user92578
I'm starting to think that it might not be just others fault, since almost always when you help someone, you end up saying this:
 
user92578
12:57 PM
13 mins ago, by MickLH
no offense, I just can't put up with the emotional-defensive states of mind
 
Lol kid, look
You and like 1 or 2 people, exclusively, say that.
And honestly, everyone makes fun of it
Nothing you say ever, ever makes me think for a split second that I'm doing anything wrong. I am open-minded to that possibility but I'm doing my fair share of effort to check for that.
 

« first day (1507 days earlier)      last day (3510 days later) »