« first day (1751 days earlier)      last day (3271 days later) » 

12:00 AM
I think implementation defined is supposed to be a hint (like: insert interesting platform detail here), where undefined is supposed to mean "nothing to see here"
 
personally, when I see something implementation defined, I assume if it worked the first time, it's going to work again. but if something is undefined, I don't make such an assumption. (or at least I hope I don't)
 
I think I should write a C++ compiler where all the undefined behavior invokes an AI that takes a debug snapshot and code-monkeys your algorithm around until it works
...and injects malware, it would be standards compliant
 
AFAIK the main reason to leave so many undefined behaviors is to let compilers speed things up as much as they could
without worrying about violating the laws.
and it really makes sense
e.g. imagine it would be forced by the standard that all null-pointer accesses should throw exception. That would mean at least one extra "if" condition before every pointer access, which could have resulted in huge slow downs...
 
12:20 AM
@AidanMueller That's awesome
Did you draw that?
 
12:31 AM
fuck... hey @Ali.S I was digging deeper and I'm afraid that they only fixed the C standard, but not the C++ standard
this guy seems to arrive at the same conclusion
Actually I had a different thought from that guy, I just finished reading his post lol
I see it as a violation of strict aliasing because you're interpreting a pointer to one type as another. He construes it as a compound type and says it's an uninitialized variable in that context.
I think they left it undefined in C++ because construction and destruction become a big problem otherwise.
 
is LWJGL3 still in alpha or an official release?
 
 
1 hour later…
1:55 AM
Imagine if I won a million dollars. You know how many lottery tickets I could buy with a million dollars?
 
2:15 AM
enough so that your chances of winning would still be microscopic.
 
2:54 AM
How does make know when a file has been modified?
 
@AidanMueller try checking if the size of the file changes from a previous size
 
What if the file is the same size?
 
Then check the last time modified against the current time
 
Where does it store this info?
 
You can store the time and date
 
3:03 AM
@SpicyWeenie I'm talking about make.
The program.
 
Ok explain what you are trying to do in a nutshell
 
I'm not trying to do anything. I'm just wondering how make. MAKE! The program that builds things with makefiles can tell when I file changes.
I can't see any cache files.
 
Then I have no idea
But with in file, the second something changes, a flag goes up and if the user doesn't save it with the new modifications, nothing changes from the original file (generically)
 
3:20 AM
@SpicyWeenie I think I just figured it out. Whenever it generates object files, the source file would be older than the object file. So if the source file is newer than the object file, then it needs to be rebuilt.
 
pretty cool there
 
Guys I have a question, not sure how to do this: stackoverflow.com/questions/30339498/…
 
3:35 AM
@KalaJ so you want something for example to go from 0 directly to 90, 90-180, 180 to 270 and 270 to 0 skipping all degrees in between?
 
4:17 AM
@SpicyWeenieSpicyWeenie, yes exactly!
How can I do that with my current code?
@SpicyWeenie *
 
@KalaJ is this user controlled or automatic like a clock?
Well anyway, you need to let whatever is rotating move more or less out of the four degrees (90.01 for example). If number is larger than the degree, move to the next degree. if the number is smaller, move the next degree in that direction.
 
This is user controlled
The user can drag line 1 or line 2
about their intersection point
and rotate the line about their intersection point
but right now i can displaying rotation for all angles
and not restricting or clamping any rotation
The user can rotate the lines 360 degrees about the intersection point
I want to restrict it to 90
 
Look at my above pseudo solution
 
ok
but I guess my main question is how do I restrict the rotation to x amount of degrees
see my code*
 
I could understand it better if I see a picture
 
4:28 AM
ok
If you rotate one of the solid lines
e.g. in this picture by 45 degrees, it snaps to 45 degrees
But I want 90 degree snaps
idk if that makes sense?
 
And rotation is by mouse movement, right?
Then you first need to store the point where you clicked the mouse button. Then you need to check how far you dragged the mouse with the button held down. If the mouse moved a certain amount of distance positively or negatively,
then the line should rotate 90 degrees based on the movement. For continuous rotation while dragging, update the original mouse position to when the last rotation took place. You also will need a distance interval for the mouse (25pixels or more maybe) to keep your line from spinning like a helicopter
@KalaJ
 
 
4 hours later…
8:31 AM
Morning
 
user92578
8:49 AM
Good Day
 
9:14 AM
@Chris Did you draw ur game urself?
 
user92578
I got saving settings from the menu working
 
user92578
Reading might be a bit more work tough
 
user92578
I mean initializing the gui elements to correct values on startup
 
9:57 AM
morning
 
user92578
hey
 
Jon
yo
 
user92578
How should I do "updating" a specific setting
 
user92578
So let's say the CParticleManager cares about the "Particles" setting of the game
 
user92578
If it's low, it'll multiply all system amount calls by .5
 
user92578
10:01 AM
If it's medium, it'll multiply system particle amount calls by .75
 
user92578
And if at high, it'll do nothing
 
user92578
Who responsible for checking the current particle setting option?
 
user92578
Does the settings menu notify the particle manager
 
user92578
or does the particle manager check it every time or at a specific interval?
 
Jon
ah
you could call a refresh on the particle manager whenever the value changes
 
user92578
10:08 AM
That's a good idea
 
user92578
Maybe inherit from ICaresAboutSettings which has an abstract Refresh() method
 
Jon
that sounds pretty good
 
Pip
morning GDSE
 
user92578
10:37 AM
IBaseConfigurable is a better name tough
 
Jon
top video on reddit.
Asian girl telling white guy he is not allowed to have an opinion.
because he is white.
apparently this is news.
 
user92578
But wait
 
user92578
How does the menu know which instances to notify?
 
Jon
might be a good idea to use events
raiseevent and pass in an enum or something with it
or just raise a seperate event for each
 
user92578
Hmm I don't have an event system really
 
Jon
10:47 AM
its built into c#
 
user92578
yeah thats nice for the c# users
 
Jon
same with c++
you just create an event, raise it, and create a handler and handle it
i design my menus around events
 
user92578
My menus arent that well designed
 
user92578
But they're okay in hierachy and it works
 
user92578
so I don't really want to go around and redo a couple thousand lines of code
 
Jon
10:51 AM
yeah
 
@Tyyppi_77 menus are a thing where events really shine
 
Jon
smart move :P
 
user92578
I'm mainly relying on a hierarchy and casting :D
 
user92578
So I need somesort of "singleton" or a global list of methods to call, right?
 
user92578
As I don't really care about the message, just the fact that something happened
 
user92578
10:55 AM
hmm
 
user92578
maybe the IBaseConfigurable could store a static std::map<std::string, std::vector<std::function<void()>>> m_EventCallbacks;
 
user92578
actually that doesn't have to be a map
 
user92578
just a std::vector<std::function<void()>> m_Callbacks
 
hey internet look I drew this!
 
user92578
cool
 
11:00 AM
thank you lol
 
user92578
Stupid question, but why does the floor look like that?
 
OTL I haven't draw them yet lol
 
user92578
Ah
 
user92578
The walls look really good tough
 
<3 @Tyyppi_77 I drew them for hours I am so happy thank you.
 
11:03 AM
not so sound like an a hole as the walls are good, but id also suggest adding shadowing to the doors and adding some perspective to the lines separating the wooden planks
they look a bit out of perspective at the minute
 
0) more perspective to the walls
1) add shadow to the doors
thank you for the feedback, I am not sure how to do perspective to the lines separating wooden planks though as it is my first pixel drawing.
 
look at how vanishing points work
then read about perspective in terms of cameras and photography. Then read about how its done mathematically
 
user92578
It's ridiculous how much stuff you can get done if you just start doing it
 
user92578
Is there a way to see what a C++ line of code containing a define call actually evaluates to?
 
thats the only way to get stuff done imho haha
yes either search the define or use a breakpoint
thats how i would do it
likely a better way
 
user92578
11:09 AM
But not at "edit-time"?
 
user92578
okay
 
cant you just project search for the define ?
or is it a function define ?
 
user92578
yeah, and I know what it does
 
as a function define would still be variable based on its params
 
user92578
it'd just be nice to "get the big picture"
 
11:11 AM
i also have no idea what IDE / Text editor you are using oc
 
user92578
VS ofc
 
if it is constant define then it is what it is if its calculated at run time you should breakpoint it
you say ofcourse i havent used VS in years
got a job starting next week and need to go back to it
 
user92578
So now every class that is interested in the game settings inherits from IBaseConfigurable and in its constructor does this: AddDelegate(DELEGATE_BIND(<currentClassType>));
 
user92578
VS is awesome
 
user92578
Not a single thing missing
 
11:12 AM
Yeah it is good, but i prefer xcode if i'm totally honest.
 
user92578
(now with the community edition)
 
ill make a note of that
i think i have a full license somewhere though
 
user92578
that's probably better then
 
user92578
but for us poor hobbyists the community edition is just awesome
 
@Dev2rights
 
11:14 AM
yes ?
 
user92578
The door might need to be a bit "thinner"
 
user92578
because of the perspective
 
I extended the edges a bit, does it give the illusion of perspective?
 
MOAR SHADOW + MOAR PERSPECTIVE
 
user92578
Just shrinking it to meet up the top of the wall would do a big thing I think
 
11:15 AM
OTL it doesnt, I see... I thought extending the top would do the magic.
 
id say it darkens the closer it gets to the floor similar to the walls as that seems how the ambient light is mocked up on the walls
 
user92578
@BlueBug Something like this:
 
user92578
 
user92578
see the top door
 
wooha that's pretty sweet
 
user92578
11:21 AM
just a quick mockup
 
the thing is though, since it'x a pixel thinging, I must do that coloring with each pixel, and also I am trying to stick with the 8colors I have prepared (because that seems like what many artist do, picking colors then using them over and over again)
it's quite a challenge to create that gradient with 8 colors..
 
user92578
True
 
user92578
Dithering is one option
 
dithering, let me try that...
gud idea.
 
user92578
I hate <functional> error reports
 
user92578
11:26 AM
Gives me no fucking clue of what's going wrong
 
Yeah that top door looks right
Super Smash TV with swords here we come!
 
@Dev2rights I LOVE Smash TV
 
user92578
I need some help
 
user92578
Seems like I can't store std::functions in a std::set
 
Yeah is a classic
 
user92578
11:31 AM
as you can't std::function < std::function
 
user92578
Errors raise when I try to remove a std::function from the set
 
Why would u even use a set for that?
 
user92578
no need to save duplicates
 
user92578
it's the same thing with vectors tough
 
user92578
no == on functions
 
11:34 AM
Try a map?
 
user92578
and store what?
 
user92578
I think I need to wrap them in a class
 
What exactly are u trying to do?
 
user92578
Hold a list of delegates to call
 
user92578
Remove delegates when the object dies
 
11:36 AM
So like Update calls?
 
user92578
kinda
 
user92578
notifies the objects the the game settings have changed
 
Except?
Why dont u use polymorphism for that then?
 
user92578
?
 
Have an abstract class with the function to call
Then cast the object thay needs to be notified to the abstract class and store the cast in a vector
or set
 
user92578
11:39 AM
@Hjorthenify It's a method that's implementation differs on every class
 
user92578
Wait a sec, I'll write a pastebin to show what I'm doing
 
Alight. Im on my phone but ill try to help cD
xD*
 
user92578
I think that's most of it
 
user92578
the important parts should be there
 
user92578
11:45 AM
@Hjorthenify aight, thanks a lot
 
You're overcomplicating this waaay too much. Use poly. I gotta go :P
 
user92578
okay
 
user92578
and no
 
user92578
oh, yes I am
 
user92578
Got it
 
11:56 AM
:D
 
user92578
std::vector<IConfigurable*> m_DelegateInstances;
 
user92578
for (auto d : m_DelegateInstances) d->OnConfigRefresh();
 
Much better!
Best to avoid the voodoo magic std::function does
 
user92578
yeah
 
user92578
I do use it quite a bit tough elsewhere
 
user92578
11:58 AM
like button callbacks
 
Erhhh...
I think you know my answer :P
 
user92578
most of the times it's required
 
user92578
kinda
 
user92578
you don't want base classes for fucking everything
 
Eh
Up to you
 
Gotta love that game. Have u tried it?
@Tyyppi_77 Can i se the button code? Just out of curiosity
 
Jon
haven't tried it
 
user92578
not sure if it's necessary
 
user92578
I need to call methods from buttons
 
user92578
those methods can be anything
 
12:18 PM
Its lots of fun, but it's replayability is kinda low right now.
@Tyyppi_77 with anything you mean?
 
user92578
a method of any class
 
Aha
 
user92578
Hmm
 
user92578
SDL window modes are giving me a hard time
 
user92578
I want the user to be able to play in a window, in fullscreen and a fullscreen window
 
user92578
12:24 PM
Then in fullscreen mode, if focus is lost, it wont draw anything anymore
 
user92578
i gotta do some investigation
 
user92578
but first some GRP
 
12:48 PM
@Dev2rights @Tyyppi_77
 
user92578
still too tall
 
user92578
otherwise looks good
 
too tall?
 
user92578
the doors
 
user92578
messes the cool shadow perspective
 
12:50 PM
Agreed
@Tyyppi_77 Check the link I posted
 
user92578
yea I did
 
user92578
so that explains what's going
 
user92578
stupid DX
 
user92578
alltough I don't use render textures
 
Behind the curtains you might
 
user92578
12:53 PM
Don't you just hate it when you're having magical game mood and you're dominating and all
 
user92578
And then you're playing with a bunch of retards
 
xD
Yes I do
 
user92578
BTW I'm the 7074th best GRP player in the EU regions :D
 
1) shorter 2) relatively longer.
 
Jon
12:55 PM
a door shouldn't be sticking out like that
 
user92578
yeah
 
user92578
align it to the wall top
 
Jon
if anything, it should be recessed in
 
you don't like the blocky top?
 
Jon
i prefer the top one
 
12:56 PM
Same. Perhaps add some more shade towards the bottom of the door too
 
how about "top of the door" you said "shoudln't be sticking out like that"
does the top details give it a feeling of sticking out?
 
user92578
yes
 
user92578
would you actually build an extra wall area for a door to fit in?
 
and it gives negative impression... understood
 
user92578
but otherwise it looks really great :)
 
12:58 PM
ty ty, now me back to painter.net
 

« first day (1751 days earlier)      last day (3271 days later) »