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12:00 AM
@IcyDefiance dood
 
I'll trust you on that one.
 
nuuu
 
we playin a game?
 
sure
 
ok
 
12:01 AM
dfg won't exist anymore tomorrow :'(
 
new ashe skin incoming
 
not in tomorrow's patch
 
although i finally got into heros of the storm
so im neglecting league
 
@IcyDefiance dfg?
 
deathfire grasp
 
12:07 AM
ok
 
the one item important for any assassin mage
ahri, veigar, lb, kat, etc
so some champs who needed that item will be getting buffs to compensate
 
12:43 AM
butttt
heroes of the stormmmm
 
lol
 
do any of you guys know how RCT 1 and 2 stored the data for its paths ?
 
In variables
 
I heard the variables were actually implemented with memory
 
A common misconception
 
12:52 AM
̴ı̴̴̡̡̡ ̡͌l̡̡̡ ̡͌l̡*̡̡ ̴̡ı̴̴̡ ̡̡͡|̲̲̲͡͡͡ ̲▫̲͡ ̲̲̲͡͡π̲̲͡͡ ̲̲͡▫̲̲͡͡ ̲|̡̡̡ ̡ ̴̡ı̴̡̡ ̡͌l̡̡̡̡._
I found that cool house on the interwebs :P
I wish I could learn how to makw ASCII art
 
There are 2 routes, start playing with Alt keys right now furiously, or look into AAlib or libcaca
 
@MickLH WHOA, A NEW PIECE OF THE INTERNET HAS BEEN REVEALED TO ME
this is super cool
 
1:46 AM
odd
Object.DontDestroyOnLoad is creating a duplicate
:S
 
are you loading in a new scene that already contains the same object?
 
ah yes I am
thought it would be smarter than that
hmm I'm trying not to destroy it because I have a reference whose value I don't want to lose when I reload the scene
 
2:04 AM
hmmmm
 
hmmmmmmmmmmmm
 
hm hm hm hm
 
in the object you don't want to destroy, in an Awake method, check to see if a copy of it already exists, and if so, Destroy itself but not the pre-existing copy
 
yeah that's the method I've been reading on
 
like use a public static var for it
public static Foo instance;

void Awake () {
	if (Foo.instance != null) {
		Destroy(gameObject);
	}
	else {
		Foo.instance = GetComponent<Foo>();
	}
}
 
2:11 AM
I'm actually fine with my game object getting destroyed. However, I need to modify my initiallyOpen reference to point to the game prefab instead of my title prefab. Basically, when the player dies he clicks replay and I don't want him to go back to the main menu when LoadLevel is called
Thanks for the code Chris :)
 
no worries, hope you get it sorted!
 
 
3 hours later…
4:52 AM
apparently unity isn't multi threading safe. So I'll need another method to improve performance
 
 
1 hour later…
5:58 AM
eeee amit replied to my Q
didn't even know he used GDSE
 
6:27 AM
@Chris i can't wait to play it
 
:D
 
 
4 hours later…
user92578
10:08 AM
Just solved the last and hardest question of my math exam... on my way to home :(((((((((
 
user92578
never felt worse after an exam
 
Jon
11:03 AM
my electronics prof in college, gave us a test once with 2 questions. The first question was worth 60% second was 40%
2 hours in -- no one is finished
turns out the first question is impossible
 
wtf
 
Jon
no one had the balls to call him out on it, since it was a fucken test
 
that's fucked.
 
@Jon ROFL
hilarious
The prof was trying to determine if anyone was smart enough to figure that out I guess
 
Jon
well i had deduced that it wasn't possible lol... but i just kept trying since it was a test
 
11:06 AM
@Wardy looked into multithreading for unity, apparently unity isn't multithreading safe
 
@Mutch95 that is correct ... any operation on the unity API has to be done on the main thread
but you can still thread your generation code which does not require the unity API
 
So was it it you expected me to generate chunks?
but would't it be the rendering code which causes the issue
 
something like ...
for each chunk you want to gen
kick off thread
generate and return raw data

for each generated chunk on the main thread generate mesh / other renderables
the code that uses perlin noise is easily the most cpu time intensive in your case
throwing sprites on screen is fast in comparison
also you may want to combine this with using coroutines to break up the adding of scene objects over many frames
this will hold up your frame rate whilst doing "background work" on the main thread
 
:/
 
11:11 AM
in short @Mutch95 threading is possible but you have to be "selective" about what is threaded
it requires some thought about your code design
 
I can tell
 
noone ever said game design was easy
you will need to know your C# very well to be able to get the most from unity
 
Jon
game design is hard
you want something easy? go code business applications for some bank
you want a challenge? write a game
lol
 
in my case I wrote a task manager that worked in a similar way to .Net tasks that I could call up as I needed to
 
I don't want easy.
I was just replying lol :P
 
Jon
11:13 AM
I'm joking though -- my day job isn't easy, its just easier for people that know their shit
 
Best advice I can give you right now is to do a design excercise
figure out the load you want to manage
and then you can figure out how you want to manage it
there are certain rules you'll have to abide by ... physics will prevent you doing certain things and cpu power others, then unity will get in your way
you need to account for them all
 
Minimal physics would be used
just bounding boxes
 
Jon
what kind of game?
 
no i mean the laws of physics in the real world mean you can only shift so many electrons before you start hitting walls
 
Jon
you are gonna need some sort of spatial partioning
 
11:15 AM
the endless adventure game :p
 
Jon
Then you are gonna need some sort of data crawler
 
@Wardy Oh god do I seriously have to thinks about that lol?
 
Jon
Physics are the easy part
 
My mum wouldn't let me do physics.
 
@Mutch95 absolutely ... in my case when I have 1 billion voxels I want to crawl I have to consider how to do it when I know that the computer physically will not handle all that in a single frame
 
Jon
11:17 AM
now you want to do a never ending adventure game.. do you have any idea how long that is going to take?
an adventure game requires content
 
@Jon lol i do ;)
 
Jon
i also do, lol
i got pretty far
maybe i'll finish it one day
 
I just want to enjoy it myself
It's not for money.
 
Jon
as long as you have your goals set
 
My games don't make money
Because i cannot market
 
Jon
11:18 AM
hobbies aren't suppose to make money
 
for shit
I want to be a game developer
 
Money ? what's that ?
I used to have it before I bought a fish tank and a PC
now i'm just perma broke
 
Jon
one thing I can tell you is -- you will want people to play your game
at some point anyway
you are gonna want people to see what you made, and hell, maybe even enjoy it
 
they don't lol
I've tried
 
Jon
exactly, then you make it a goal to make something they will enjoy
 
11:20 AM
I want this game is purely for me and my gf entertainment
 
Jon
maybe just focus on one person
I did it for my son a few times
he friggen loves the games I make for him
did it for my g/f too
think small
 
but small is boring.
 
Jon
doesn't have to be :)
 
tends to be
 
Jon
what you are working on right now looks like awesome fun, keep at it
 
11:22 AM
the endless adventure game.
 
Jon
and your goal seems to just be to learn anyways
the scope of that game is just ridiculously big , just by looking at the name
 
I think you're expecting too much from it
 
Jon
Of course I am
 
you emphasise endless significantly
 
I dunno
endless is not that hard
minecraft is technically endless
even though it really does end
 
11:25 AM
lol
It's not like you'd play it endlessly.
Anyway back to multithreading
 
Jon
endless is hard, anyways, back to work
 
I need to have a piece of code which generates the data on another thread correct?
 
Jon
if you want your application to support multi-threading, that is a good way to design it yes
Generator sits on a standalone thread. Also, you could make this generator the core of your multiplayer server.
 
and what this will do is keep performance whilst moving the character and other character things they do
 
Jon
So it is a good idea to decouple it from your game
 
11:27 AM
no no no
I want to generate the areas locally
as the other player (my gf) will be exploring elsewhere
 
@Mutch95 you probably want layered data
 
Jon
still a good idea to decouple your data generator
 
something that you can call up and give a point to
then it'll give you a lump of map data
 
Jon
Also, you will generate world data.. super -- what about items, enemies, quests, buildings, environmental hazards?
 
Well yes that's what I was thinking what you said to do
 
Jon
11:29 AM
What about rendering actual texture on those tiles.. have you thought about how you were going to do that?
 
they generate ontop of the chunk
 
Jon
What about lighting? have you considered how to do lighting in an infinite world?
 
Yes rendering I cannot do in the multithread
So I thought rendering a chunk into 1 mesh could be a good start
lighting isn't important it's top down?
 
Jon
i can show you how to do some cheap almost cpu free lighting
when you get to it
although unity does it all for you
 
and I could add simple effects when one is in a dungeon like write a shader which vertex light things then actually make some lighter gradient thing in the middle
but rendering new chunks at a constant FPS is my current goal
I'll need to learn how multithreading works
How to implement it into unity
 
Jon
11:32 AM
i had mine rendering in a single thread
 
and also how to receive data from it
 
Jon
high fps
whats your code like?
 
it's mobile :/
probably bad.
 
Jon
what is your data generator?
show me a chunk sample
 
brb gotta restart pc Unity really makes it mono slow when constantly playing scenes
 
Jon
11:34 AM
so you restart your pc every once in a while?
 
nope.
just stays on
ok
oh back obviously
terrain gen code
using UnityEngine;
using System.Collections;
using LibNoise;

public class Chunk{

	public struct chunkSize{
		public int width, height;

		public chunkSize(int width, int height){
			this.width = width;
			this.height = height;
		}
	}
	public chunkSize size;

	/// <summary>
	/// The position of chunk in chunk grid
	/// </summary>
	public Vector2 position;

	public TerrainGenerator terrainGenerator;

	public int[,] chunkTiles;

	public GameObject parent;

	public Chunk(int width, int height, Vector2 position, TerrainGenerator terrainGenerator){
that generates one chunk
I originally generated 25 chunks as a view distance
but i move it down to 4
 
Jon
how big are the chunks?
 
now the generate is called more often than before
for now 50 by 50 tiles
so it'll render 2500 tiles
each tile is a game object.
 
Jon
yep
the smaller the chunk, the faster the update pass
 
yeah? but that means I'd need to generate more chunks
 
Jon
11:41 AM
you could even try experimenting with 10x10 chunks -- and just call it more often, but optimize so each pass can be run on a cycle
yeah, what i'm saying is.. lets say you are walking left and hit a chunk that needs to load -- having to load 2500 gameobjects will make your game lag out
 
would converting the 2500 tiles into one mesh make a difference?
 
Jon
You are gonna have to Pool those objects, and restrict the number to something that is manageable, and capable of filling the screen
instead of creating a new object.. you would just move an existing one
and reset it
 
so the mesh idea wouldn't work?
 
Jon
are you doing it in 3d?
i have no idea how you have this designed, so i guess i should shut up
 
it's in 2d
could i convert an array of sprites into 1 mesh
@Jon or is this not possible?
 
Jon
11:52 AM
i don't know
 
is it possible to create meshes in runtime?
 
Jon
probably
 
12:17 PM
Alright
Found a code which kinda does it, analysing it and creating my own
they create a new Texture2D and set its pixels based on the tiles locations
@Jon what would you think is faster and less memory intensive, load an array of sprites from a sprite sheet and get reference to their textures OR load an array of Texture2D's from a sprite sheet?
 
Jon
isn't that the same thing
 
12:33 PM
what do you mean?
 
1:01 PM
anyone here?
 
1:12 PM
Cannot convert method group combineTiles' to non-delegate type UnityEngine.Texture'. Consider using parentheses to invoke the method
What does that even mean?
 
Jon
1:35 PM
are you trying to invoke cthulhu?
 
what does that even mean lol?
doing this lol
chunk.AddComponent("SpriteRenderer");
the type is SpriteRenderer not Texture
probably is Cthulhu
but I guess I did something
chunks load but their texture doesnt
this could be why
The referenced script on this Behaviour is missing!
 
Jon
is chunk a gameobject?
 
yes
I reset mlnodevelop and the error dissapeared
I've totally screwed up
 
user92578
2:31 PM
they totally haven't made updating my calculator too easy
 
user92578
currently downloading a 35MB Zip file
 
user92578
aaand that wasnt the right one
 
user92578
4:21 PM
why can't i find an app that letls me draw to the calculator freehand
 
@Tyyppi_77 hit start and search for "math input panel". it doesn't calculate anything, but it generates an equation you can paste into word.
try using it for a couple minutes and you'll figure out why it never caught on. it doesn't work very well.
 
user92578
@IcyDefiance nonono i need an app that let's me doodle random stuff onto my calculator when im bored in class
 
user92578
i thought my friends had one on theirs
 
user92578
well atleast i got the periodic table onto it
 
user92578
i wonder if i could program one onto it myself
 
4:32 PM
@amitp, Are you the guy from the site?
 
@Will
Er
@William yes
 
bows deep
 
I wrote you a while ago about pathfinding. You were really helpful. :P
 
user92578
like i get that it wont blend, but it has a touch screen, it should have a feature that lets you draw stuff freely. it only seems to have fixed geometry stuff...
 
Your site gets mentioned in here regularly.
 
4:42 PM
blushes
Tyyppi_77 makes me think of the "will it blend" commercials
 
user4704
@jpetrie Hey buddy can i get ur email address I am the guys from gamedev.stackexchange Need ur help
 
user4704
Extremely specific.
 
he's the guys
 
he's all the guys
 
maybe he's all of us, we're just his bots or alter egos
 
4:45 PM
Sounds plausible.
 
this is an evil plot to make you think there's other people too other than just you Josh
I mean, in the world
 
user4704
 
must be, he used the word guys in the title
 
"The Egg" is a good read galactanet.com/oneoff/theegg_mod.html by the guy who wrote "The Martian"
5
 
5:21 PM
@Jon I got lucky. A flash game that I had been working on and off through highschool with an artist got sponsored for ~$5k right when I got out of highschool
 
@amitp it seems you have minor celeb status aha
 
Jon
yah well
i cant find a black WRX anywhere
i called every damn subaru dealership in the 300km radius
which was like, a larger amount of dealerships than I'd have expected
And no one has a black.. eveyrone has a white one though
white/red/blue ones everywhere
damn americans
@AttackingHobo what game?
 
5:40 PM
@Jon black cars are more likely to get in an accident.
 
Jon
i only buy black
 
It doesn't matter which color it is as long as it's black
 
Hello, ppl
 
Black cars can be much harder to see than other colors
 
5:43 PM
@AttackingHobo last time i heard it was red cars. Like, insurance is more expensive for red cars.
If you buy a red car you are more likely to be the kind that likes driving fast. That's how the rationale goes or something like that
 
Lots of people buy really fast red cars
When was the last time you saw a bright red minivan?
 
the color of the car affects the speed so much
 
I saw a red one today, but it wasn't bright
 
Jon
the blue one is decent -- but my friend has a blue wrz
and i wanna get the black one
it looks way better
 
@Lasse shh, it's psychological
 
Jon
5:45 PM
I knew a guy called Pat, he would tell people to call him PsychoPATh
Then people would say, but thats Path not Pat.. and he would freak out
saying it didn't matter
 
Interesting friends you have
 
Jon
He jumped in front of a bus at 18 or 19 and died
 
*had
 
had*
lol
 
:D
 
5:46 PM
:/
 
Jon
Proved everyone wrong
 
Like, he proved that it did matter?
 
Jon
apparently he truly was a psychopath
 
well its official
unless I'm prepared to spend about £2,000 I have now lost about 20TB of data
 
ouch
 
5:51 PM
with the spend I may be able to recover "most of it"
 
Jon
how do you lose 20TB of data.
and why would you need 20TB?
 
2 new enterprise grade drives for my nas ordered
@Jon I run a media server for me and friends and family
the nas stores all the data behind it
sort our own private netflix
but it was also a store for my code and such
 
What code did you lose?
 
mostly from like 6 months ago and back right to the start of my career
 
Jesus says, make sure you have back-ups. Hallelujah!
 
5:54 PM
@Lasse make sure you have non local backups as well!
 
I thought i had cloud sync @Lasse
 
local isn't backup
 
I was getting daily emails from the nas telling me it had successfully synched
but I havent been checking
logged in to the cloud and found nothing there
 
where does one get 20TB backup cloud? that can't be cheap
 
lol you can sue if they sent the emails
unless the mistake was on your side
 
5:58 PM
@Lasse its doable but I wasn't backing it all up
 
or was the nas server yours?
 
the idea was to synch specific parts
 
ah
 
just my code comes to about 1GB ish I think
which most cloud providers will give you free
@jrsala the nas is my local box
it has software on it to handle stuff like email notifications
and synch
 
I have made a daily cronjob backup script for our git repos at work, our 100gb backup space is running out fast. my boss does not want to invest in another server that just handles the backups :(
 
5:59 PM
I got a funny feeling it was synching the wrong folder or something
 

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