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Jon
5:00 PM
wtf
Paul Ward and Benjamin Ward
you guys brothers or something?
 
haha ... whats worse ... the guy that sits next to me at work is called Benjamin Ward too
im not related to any of them
confusing
 
Jon
So had to rename you guys
sine I had no idea which one is which
 
more so when I get a message from benjamin ward lol
 
Lol
 
5:32 PM
im like wtf ...
which is that ?
 
5:55 PM
I need another dev to work with
help motivate me
I start feel guilty when I see others making progress on stuff and it gets me going again
lol
 
i'm making a new game in unity
http://a.pomf.se/wcapmy.mp4
 
thats awesome
use stickmen
I remember a game like that where you used stickmen to attack a castle but you couldn't control the stickmen
this would be mental
lol
 
i don't like stickmen haha
or i do but
 
stickmen rock
 
there's not much fun in that
they're already stickmen kind of actually haha
game-wise, not graphics-wise
glorious stickman
http://i.imgur.com/YlQmc9e.png
 
Jon
6:35 PM
saxy
i needs me to eat
 
Hi jon
Unity is done
 
6:47 PM
So I automagically wrap <a name="thing">...</a> around my headers so I can jump to headers when linking to a page. BUT I don't want my headers to turn blue. How do I un-blue only my headers (and not the other text) in CSS?
 
MLM
@Lokkij a:link, a:visited, a:hover, a:active
 
Doesn't that affect all text?
 
.header a:link etc
 
Ooh
Thanks for the help!
 
MLM
@Lokkij a[name="thing"]:visited etc if you want to select those
 
6:49 PM
I don't know shit about CSS :P
@MLM Ooh, that looks good. Thanks! :)
 
MLM
I think you should just add a class to those links though
<a class="header-link" name="thing"> then .header-link:visited { /* ... */ }
 
Hmm.. that looks like a better way to do it, yeah.
 
MLM
@toby You know about Geometry Wars, right? (in regards to this message)
Your game is looking great
 
7:15 PM
@MLM if you hover over a message you'll see an arrow, click on it to reply to a specific message (as I'm doing here)
 
MLM
@KevinvanderVelden ye, wanted to make it a bit more clear this time
 
 
1 hour later…
Pip
8:39 PM
@Jon yes you do :D
@Wardy lololol
 
:)
 
Pip
Unity 5 is pissing me off
 
wat doin
 
Pip
They changed "Instantiate" to require Object, Vector3, Quaternion, where it was Transform, Vector3 (or Vector2, with a warning I think), and Quaternion.
Broke a bunch of things
 
oh real
I've always just used GameObject, Vector3, and Quaternion
 
Pip
8:47 PM
It still... works for some reason but it's spitting errors
yeah
 
didn't know you could put in a Transform
yeah Unity5 they've really tried to clamp down on a lot of things
 
Pip
yeah, that's what I've been doing (it lets you drag a prefab onto a Transform element, btw)
mhm
 
probably for their sake of ease of maintaining
 
Pip
yeah, probably
I need to figure out my pathfinding stuff... it's taking a lot longer than it should
@Jon that demo is really nice, thanks
 
MLM
@Pip link to message please?
 
Pip
8:54 PM
5 hours ago, by Jon
http://jgallant.com/files/aStar.zip
An A* thing
 
MLM
Thanks
 
Pip
@Jon I am literally using almost identical code to you (except for the world thing)...... I guess I effed something up there
also, I'm using Vector2 instead of Point.... wonder if that'll make a difference.
 
MLM
Perhaps the equality operator isn't doing what you expect?
 
Jon
actually i convert vector to point
but the pathfinding is done with that point Struct
unity vector2 is also a struct
 
Pip
hmmm this is super annoying to figure out
 
Jon
9:02 PM
have you tried doing profiling?
 
Pip
not yet, the next step is to introduce myself to the new profiler
 
Jon
i should of added a rightclick add collision block
to the demo
 
Pip
any good tuts or guides that you know of?
no problem, it works fine
 
Jon
i haven't used the unity profiler yet
 
Pip
That's like a 30 second change if I need it
alright, thanks for the help
 
Jon
9:04 PM
gonna probably post a couple of pathfinding articles on my blog
for unity
 
Pip
cool
What is that supposed to mean?
 
Jon
i don't use the characterController
 
Pip
I don't either :/
 
try passing in GameObject? otherwise no idea
 
Pip
@Chris am doing that now
I wrote my own CharacterController2D, maybe it's doing something wonkey
wait how did a Character Controller get onto my prefab?
What did you do Unity 5?
If I pass someone a zip file, can they open it with Unity 4 and verify that it was Unity 5 that put it there?
Also: Holy shit #2 is so useful:
 
Jon
9:12 PM
Some people would say that is horrible design
 
I've learned that I'd love to use singletons/global vars more, rather than me passing in vars all over the place
 
Jon
It creates issues when you need to decouple things
 
just gotta keep things logical to avoid those issues :p
 
Pip
Absolutely. I think there's only going to be about 4 or 5 of these things
I like that you have to specify type.instance, avoids confusion a bit
Also: I just broke something.... whoops
Path seems to be created but isn't showing up... hm
odd
 
Jon
even.
 
Pip
9:23 PM
I feel like such an idiot
I made like >9000 objects
several megabytes of them to be exact
It's all this method's fault!
Why do I make so many ints :/
why
such an idiot
Much better, I think:
public bool TileIsPassable(int x, int y)
{
    if(!(0 <= x && x < this.size.x && 0 <= y && y < this.size.y))
        return false;
    return tiles[x, y] != null && tiles[x, y].isPassable;
}
@Jon opinion?
 
I still love it when C++ is the language where you don't have to worry about memory for something =p
 
Pip
:D
I've grown to like C++ in some ways and not in others
It's decent
I still like C# more, but... yeah :D
 
In other news: I have working tile backgrounds! (That can be changed on a per tile basis even!)
 
Pip
approval
 
In release mode it takes like 3.5 miliseconds to render a frame, with the very very slow debug text running
 
Jon
9:35 PM
looks fine to me. @Pip
 
Pip
thanks
 
Hmm, what's a quick simple external FPS counter I can use?
I know it's a lot faster without the debug information, but the real question is how much faster
 
Fraps?
 
Jeah I want a tiny program
Well meh, no matter
Oh this could work, attach the debugger and wait for it to stabillize and then set a breakpoint
Nope didn't work
OH WELL
Time for bed
 
I love being a programmer. Was looking for a new desktop mic and the recommended one doesn't have a physical mute button. Made a little utility app that toggles the mute status of the mic and hooked that up to one of the many unused macro keys on my keyboard. :D
 
Pip
9:42 PM
Night @KevinvanderVelden
@SpartanDonut :D
hahaha
user image
3
Addicted to engineering memes
user image
5
 
10:03 PM
Anyone who knows of a good article that explains how to improve pathfinding? Mine is acting kinda wierd right now :P
 
Pip
Uh
Jon's zip file is a pretty good tutorial
 
Huh?
 
Pip
1 hour ago, by Pip
5 hours ago, by Jon
http://jgallant.com/files/aStar.zip
 
Jon
heh
 
0
Q: How to I correctly load FBX scene from a D3D Application?

Brendy DonnellyI have VS2013, FBX SDK 2015. Ive tried loading an FBX Scene with a simple main() and it works but as soon as I tried to do it with my D3D Apps it conflicts with FBX somehow and it all has something to do with NTDLL.DLL Note: My D3D App is using namespace Concurrency I believe the Threads Window ...

 
Jon
10:04 PM
yeah, a preview of my upcoming article series
 
Ill take a look at it
 
Jon
It is a unity pathfinding demo
 
ERhm
I dont use unity :D
 
Jon
it is in C#
I have a monogame version of it
 
Pip
I do as well, and a old pathfinding thing that is not nearly as efficient. (C#, Monogame)
 
10:06 PM
Which files should I look at?
 
Jon
there is an aStar folder
 
I'm using Godots polymap pathfinding
 
Jon
in the Source dir
it is basically standalone astar -- then the implementation is the Grid/Square files
I was demonstrating the usage in unity
 
Ah I see
Damn visual studio wont load the astar proj file
 
Jon
yah, again it is unity 5 ;)
 
10:07 PM
:/
 
Pip
lol
INSTANTANEOUS PATHS
thank you @Jon!
 
Jon
working?
Pip racking up stars lol
 
Pip
yep
lol at the stars
 
Jon
cool , did you figure out what was wrong with yours?
 
Pip
yeah, image repost in a sec
I have something a bit different than yours, but it still works well
I was creating and g'c'ing all of them..... like 4.5 MB of ints at once
 
Jon
10:19 PM
oh LOL
so you were basically creating a garbage pool every frame
4ms pathfind
not bad eh
 
Pip
yeah
And that was WITH the garbage pool
hold on a sec, new image
 
@Pip I had the smoke colored one of those. Ever had a PC stolen from your house? I had that mac stolen from my house. PCs are shit, and therefore not worth stealing.
 
Jon
ah ok, cuz I was thinking that was a long time
 
Pip
Welp. I can't even find it. I say that's pretty nice.
@Almo I have never lived in an area where people were inclined to do that
 
Jon
i drank a bottle of beer.. that was like a bottle of wine
15$ -- 750ml -- 10%
i'm a little light headed atm
 
Pip
10:27 PM
you can see the GC spikes, pretty cool
 
Jon
yeah :D
 
Pip
40.1 kb vs 4.5 mb, big difference
:D
hey Techy
 
ello
 
Jon
live and learn :)
looks like the unity profiler is pretty easy to use
 
@Pip Me neither. I was living in a very low-crime area. They only took three things from the apartment. Camera, Mac, some cash on my table.
that was when I started with the offsite backup regimen.
speaking of which, it's time for me to do the backup
 
Jon
10:33 PM
tl;dr; dx12 is the shizzle to the nizzle
i read that they did massive optimizations.. didn't realize it was 5folds
 
Jon
10:48 PM
 
Pip
10:59 PM
ooh nice
 
@Jon all about the Vulkan!
 
11:19 PM
Heyyyyyyyyyyyyy
 
Pip
Heyyyyyyyyyyyyy
Did Unity 5 change music @Chris?
I can't get mine to play
 
Hey
 
Pip
11:34 PM
?
 
@Pip they changed how audio is handled sort of
for music, maybe check the AudioSource's 2d/3d slider
 
Pip
alright
 
Hi Chris
 
hello
 
Jon
11:52 PM
Hell oh
 
oh oh
 
ha ha
 
Pip
hmm
AudioListener is on Main Camera
 
SpatialBlend
make it be 0
 
Pip
alright
what's that do?
 

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