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Jon
12:04 AM
@Almo the current ios version not building?
 
I haven't tried, just going to get the latest one to be sure
it bitches about stuff when going back a version
(or two in this case)
 
Jon
should be fine though
i had issues with one of the sounds.. click9
 
Asset '/Applications/Unity5.1.4/Unity.app/Contents/UnityExtensions/Unity/GUISystem/Edi‌​tor/UnityEditor.UI.dll' is in timestamps but is not known in guidmapper...
stuff like that
i'll see what it does
 
Jon
NH caucus
Sanders takes NH !
woot woot
 
seems to work
still says "1.13" on the about page
 
Jon
12:10 AM
really?
 
yeah
 
Jon
checking
yeah,
i'll put the version in line with the android one
weird.
i commit 1.22
Total Votes: Sanders 17, Clinton 9
He won by a landslide
60.7%
 
those are just exit polls, right? it's not done yet in a few areas, and they won't report official results until then.
 
Jon
not done
but looking damn good
 
yeah 60.7% is a pretty good margin.
 
Jon
12:17 AM
shitload of data to come
pretty exciting
 
that screenshot tool kicks ass man
$7
WORTH
 
Jon
hehe
 
The Mac screenshot
 
@jon you want me to submit this build?
 
Jon
the latest you just got?
 
12:24 AM
yeah
 
Jon
yeah
 
with the version update
ok
what version is it?
 
Jon
can i give you the free version?
1.22
 
not much point yet
have to set up a new app in itunesconnect
 
1:04 AM
@jon can't submit yet, cause I can't get one of the screen shot sizes set up
have support mail out to apple
 
Jon
Ok
 
1:47 AM
@jon default from plugin was wrong
750x1134 instead of 750x1334
@jon I need the "App Description" text for the submission
and do you want the screenshots in the Git depot?
 
Pip
2:06 AM
0
Q: Matrix column switching

PipI'm currently working in the math library for a game framework that I'm writing and am working to improve some functionality that was affected during a refactor. Formerly, my Matrix4.SwapColumns(int, int) function looked like this: /// Documentation public void SwapCols(int i, int j) { for(...

If anyone has any input, I'd be glad to hear it!
 
2:30 AM
@jon 1.22 up on testflight
@jon submitted for review. Can add description later.
Can also cancel and submit 1.23 if you want
 
...
so how 'bout them singletons?
;P
 
I use them
 
I'm just playing with my lighter.
 
Pip
2:45 AM
Lol
 
3:07 AM
Underage alcohol consumption is legal in some states for "educational purposes". The question is, what qualifies as "educational" :D
 
3:25 AM
@Pip for my C++ framework I just added the [] operator to vec4. it's still O(1) there because it just returned "reinterpret_cast<float*>(this) + i", but I don't think you can do that in C#. at least not easily...
 
Pip
@IcyDefiance yeah, my Vec4 has that
but remember properties are methods
 
was 1/7 or 1/9 at one point in that game. came back started dominating :)
 
and a comeback win too. very nice.
 
Pip
so if you modify the vec4 you get out of mat4[], it does nothing (except a compile error since it's immutable)
 
3:27 AM
oh yeah 'cuz it returns a copy of the vec4. good point.
 
@IcyDefiance You're writing a linear algebra library?
 
I just wrote the basics of one for my framework because glm's design made me angry
 
What's wrong with GLM?
 
it works fine. I just don't like the structure of it. too many free functions that I think should be class members, or at least static class members.
being free functions, it's hard to find which one to use without google. with class members I can type in the class name and use intellisense to scroll through a much smaller number of functions to find what I want.
 
I can see how you might want that. I just don't use auto completion, so that's no issue.
 
3:33 AM
it's all pretty simple to implement myself anyway. there's just a lot to it, so my implementation is missing a lot of things that I just haven't needed yet.
 
It's actually not that bad. You might think "but how would you do anything without googling everything". I find that your brain is like "Oh, the IDE won't remind me every time? OK. I guess I'll just keep documentation in my head".
@IcyDefiance Why don't you just fork glm?
 
you're right, but it still feels bad, and since it's just a hobby project anyway I can value that feeling pretty highly
 
Personally, I just feel like anything I make will not be as good as GLM.
Plus GLM is designed to feel like GLSL, which I use anyway.
 
well the math is simple enough that it's hard to be either worse or better than glm, unless you somehow break some compiler optimizations. it's mostly all structure.
refactoring glm to the structure I want would probably be more work than just typing it out myself
 
You know what is nice about C++ that Java could do? It doesn't make you type the access every time. In java you have to either type private or public every time you make a new method. In C++, you just make one "everything that follows is either public or private" statement and you're good. Keeps public stuff grouped together too.
 
3:43 AM
all that being said...I have to wonder why @Pip is making the same library for C# instead of using OpenTK's. I want to ask him some of the same questions you're asking me.
OpenTK's math library feels way nicer than glm imo
 
4:02 AM
glm is amazing and does all the things!
opentk probably eats babies
 
4:20 AM
maybe but so do atheists and metalheads and they're pretty cool
 
4:49 AM
I wrote a program to calculate all of the vertex positions in a circle for a circle with N vertexes on the circumference. Works great.
 
 
2 hours later…
user92578
6:26 AM
Lol
 
user92578
-3
Q: iHomeless and Homeless android game tutorials?

user78921I want to make a game like these 2. Very simple with just buttons no animations or anything like that. I just want too know if there is any tutorials online I can use to look at to guide me?

 
user92578
Wild guess: the same guy im both questions
 
6:37 AM
So Finland is online now? :P
Hei!
 
 
1 hour later…
user92578
7:47 AM
Lol, Hei!
 
anyone can help on how am i going to show the edge of my object using glsl shader?
 
8:39 AM
I need some help from your side regarding unity problem
following post represent my complete problem so please go through it
in this I also tried with this kind of code but can't able to get success in this
void Update ()
{

// If there are two touches on the device...
if (Input.touchCount == 1 && GameManager.Instance.IsGameStart) {

// Store currnet touch.
Touch touch = Input.GetTouch (0);

// transform.RotateAround (transform.position, Vector3.up, -touch.deltaPosition.x Time.deltaTime 15f);
// transform.RotateAround (transform.position, Vector3.right, touch.deltaPosition.y Time.deltaTime 15f);

// transform.Rotate (Vector3.up, -touch.deltaPosition.x Time.deltaTime 10f, Space.World);
// transform.Rotate (Vector3.right, touch.deltaPosition.y Time.deltaTime 5f, Space.World);
 
this android studio thingy is slower than my windows 98 machine
i mean, if i had one >.>
 
@Siddharth is the rigidbody rotating wrong, or it doesn't move at all?
 
it can't able to detect y direction rotation, in above code z direction rotation is fixed
I want rotation to be done in x and y both direction
even I have fixed rigidbody z rotation from inspector
if I test through commenting single line then it independently working correctly
I am talking about these 2 lines
myRigidbody.MoveRotation (myRigidbody.rotation Quaternion.Euler (Vector3.right touch.deltaPosition.y Time.deltaTime 5f));
myRigidbody.MoveRotation (myRigidbody.rotation Quaternion.Euler (Vector3.up -touch.deltaPosition.x Time.deltaTime 10f));
one by one these lines are running correctly
but together first line can't able to get effect
please if you have any idea then help me
 
what was wrong with these two lines:
// transform.RotateAround (transform.position, Vector3.up, -touch.deltaPosition.x Time.deltaTime 15f);
// transform.RotateAround (transform.position, Vector3.right, touch.deltaPosition.y Time.deltaTime 15f);
 
these 2 lines can't able to stop z rotation
please go through this as well
 
8:53 AM
have you tried adding a third line, that would just keep the z rotation to zero, something like:
transform.RotateAround (transform.position, Vector3.forward,0); ?
 
9:11 AM
Hey guys, I have a question about saving game data - do you use XML files or something else (I'm talking about slightly complex data like the coordinates and type of buildings/units, not just simple numeric or string values)
this is in the context of saving level info and player progress
 
user92578
10:11 AM
@NDraskovic I use XML and I like it, but everyone else will suggest you use JSON
 
user92578
I'm using C++, so my systems are not very "clean", meaning other languages (like C#) might be better at this stuff.
 
10:42 AM
@Tyyppi_77 yeah, I'm trying to decide between those two (we are working with Unity/C#) - does the platform play a role here? We intend to publish the game for PC and mobile platforms, so I don't know how each of those platforms would react to XML/JSON. Also, JSON is stored (in the case of mobiles) in the internal memory of the device, and we might want to use the generated files for some other purposes (actually the game will use those files, and might have to transfer them between devices)
 
both XML and JSON are just files, they have no special behavior or magic behind them
the difference is that JSON is faster on most cases ans it's use is more widely spread since it became the new web standard for data sending and receiveing
---note: the part about faster is what the internet says, never actually made a test
 
I know from web-development that it has less overhead than XML, it's faster because it is usually smaller than XML files
 
@Siddharth you need to save the Z-rotation before you update, then restore it afterward if you want it to be fixed rotation. That's the simple way anyhow.
 
But, what I want to know is, how will my teammates who create the level or level configuration be able to send me the file I need to put into Unity
 
email?
 
10:48 AM
are going to make a level editor, so the player can load it in runtime?
 
I want to create a simple level editor to enable my teammates (who are not programmers) to create levels in Unity's editor, and send me the resulting file so I can use it in level creation. I also believe that the same file, or a copy of that file can be used to save/load players progress in the game
 
for the level editor... there's no magic way, you need to read it, have a blank scene and start to clone objects and setting their properties the values that are on the file
 
Use XML or JSON, like @DarkHyudrA suggested, or invent your own if you want. does it need to be editable in a text editor?
 
@FuzzyLogic on the part of the player, no.
@DarkHyudrA yeah, I mean what I think should work is - store data about level elements in XML/JSON file, load it on scene load, parse trough it and create GameObjects of the type specified on the location specified in the file
I'm just collecting info about the possibilities, so that I can do it in as optimal way I can
 
yup, this is the only way really
that's actually what Ogmo Editor and Tiled actually does (except for the loading part ofc, they just generate the XML for you in organized manner)
if you can teach your non programmers friends how to use Tiled, and you create a set of default values so that they know what they can do, it can be a good solution
I don't recommend Ogmo Editor though, very buggy
 
11:06 AM
Well I think I can create a separate Unity project where they can visually just create the level (it is 2D so it just a matter of drag and drop prefabs) and then click a button that will generate a file. I don't think using 3rd party software is necessary because the structure (or the class that represents it) is not too complicated
 
Unity already stores the level in a meta file. Save state is another matter
 
@FuzzyLogic yeah, but if I use the meta file, I have to create a special scene for each level, but if I generate them from file I might be able to use the same basic scene and just instantiate the stuff I need
 
from my experience, Tiled will serve you well then, but if you want to make sure that your friends aren't going to do mistakes in the properties names, then you will need to write some app on your own
 
do you know what Tiled gives as result - what type of file?
 
it's both XML and JSON IIRC, let me see the github
 
11:11 AM
tiled uses TMX format, which is XML
 
OK, thanks for the info, I'll do some more research about the pros and con's of using either type, but this has been helpful. Tanks guys
 
seens that JSON is supported since a few months ago aswell as the TMX(XML) file
 
fyi, Unity directly supports JSON format
XML can be used as well but you need to use C# system libraries
 
@FuzzyLogic you mean, a one-function to load the JSON?
 
there is a JsonUtilities class in unity to save into / load from JSON files in unity
 
11:15 AM
I haven't played with it myself, so I couldn't say but I would guess it's simpler to deal with than XML
 
but it only saves a string and gets string and fills the object of specified type, that's about it
 
that's all that json is
 
well, you got me thinking right now (and that's usually a bad sign :D ) - we are in the prototype phase of development, I don't think it would cost to actually try both approaches and just measure how long it takes for each of them to generate the same level
 
you could do the same as JSON (without being text-editable) by making your save state class serializable and just dumping it to file
the time difference will be moot
the real difference will be how to have to handle the formats
 
What do you mean?
 
11:20 AM
XML is generally more freeform, so will likely require more effort to manage
JSON is an object notation so it is literally a dump of your object in javascript object notation
 
and I would think that JSON will require less space to store
 
yes, but that's actually pretty trivial unless you are storing a LOT of data
 
can JSON store complex data types? like having an object inside an object?
 
JSON can handle even lists
 
yes, it will handle all JS types
 
11:24 AM
ok
 
the only real problem is that JSON is a bit less human readable
 
it's also less flexible
 
what do you mean by "less flexible"?
 
user92578
JSON is missing attributes for one
 
user92578
Atleast it's a little different in that matter
 
11:29 AM
because JSON is an object notation, if you modify the class, then your existing json files may break
 
user92578
Not necessarily
 
it's easier to provide forward compatability with XML
 
user92578
JSON can be just data that you parse by hand
 
yes, but that kinda defeats the purpose
you could just make an INI format too
 
user92578
Well not really, you can also use XML as an object notation
 
11:31 AM
yeah, I mean my plan is just to store the objects that are/were on the screen and their basic parameters, just that those objects might hold one other object (again it would have only a few parameters)
and then when the scene is loading, read from the file and set the parameters of the GameObject depending on the data in the file
 
user92578
Yeah my current plan is to not save in-level progress, only the level name, as my levels are quite short
 
saving in-level progress is a bit more complicated, you would need to make unique IDs to some objects, so that you remember what you have interacted
 
we are working on a city-management type of game, so I need to remember which building was placed where
 
user92578
Ah yeah, that should be manageable
 
user92578
Maybe you could even re-use the level file (format)?
 
11:33 AM
yup that's the plan
 
for that kind of game seens a good plan
since the level itself is the game
 
while we are on the subject, do you know how many GameObjects can Unity handle (lets say on devices from the Galaxy S4 generation) without serious performance slowdown?
 
how do you plan to perform saves? at checkpoints or realtime?
 
haven't thought about it, but atm probably just on the game exit
 
ok, just curious if saving so much data at once would impact the game. I'd suggest a Db format if so
the number of gameobjects that unity can handle is mainly limited by hardware resources
if your game is optimized (ie. if most objects are dormant), you could have 10's of thousands
in general you will find it slowing down after a few thousand
main thing is that every gameobject runs some type of updates/checks every frame
 
11:43 AM
I think that most of them are just going to be showing animations, only few types will actually do some calculations (and again very simple ones)
but in any case, I don't expect more than hundred, maybe couple of hundred objets
objects*
 
(press up in the edit box to edit your previous message)
 
hahah didn't know that one :D
 
 
1 hour later…
1:02 PM
Turns out the seems were a result of using linear interpolation, not the vastly better cosine interpolation.
Huge difference:-)
Still not perfect, but...
 
user92578
yup
 
Much better final product:-) I can barely tell how it was tiled.
 
added some noise?
 
Well, I started out with something similar to the last. I saw something that looked like seams, that I was trying to study, so I simplified.
And the seams were very visible in the simplified plots. I fixed the seams in the simplified plots, and returned to the final result.
17 hours ago, by PearsonArtPhoto
user image
I don't think I set the parameters quite the same, but...
It seems to me pretty clear that the version I have now doesn't have the seams, and seems a bit more realistic overall, vs what I had yesterday.
Amazon to release its game engine, for completely free. kotaku.com/…
 
1:19 PM
another guy already showed that yesterday
can't remember who though
I even remember Josh saying that it'll fail since it's a old fork of... CryEngine? Or was it unreal? can't remeber, would need to check the transcript
 
CryEngine.
Maybe that's why CryEngine was being discussed...
 
yup
 
Apparently there is a zombie clause in it's terms of service. kotaku.com/amazons-new-engine-has-a-zombie-clause-1758126278
 
lol
I would like to understand why softwares made on USA need those terms saying that the software must not be used to make military tings, WMD or nuclear things
I was very wtf'd the first time I read the first terms of Oracle
 
hehe, if someone is going to use some software to create a WMD, I doubt they would be concerned about breaching a ToS. They gonna get sued?
 
1:33 PM
would be fun to see someting like
Foo Bar arrested for:
-crafting a WMD
-using illegal software to develop the WMD
 
It's not that you can't use the software for such uses, just that they are warning against it.
And trying to say, you build a life critical system on our game engine and the engine crashed, it isn't our fault.
 
what they are doing is CYA
so nobody can say they didn't make an effort to deter such uses. it's stupid but that's n.american justice system
just like disclaimers on unrealistic commercials
 
Although if there is a zombie apocalypse, then you can use the engine and expect that it will work, and sue Amazon if it doesn't.
 
IDK how it's written on USA, but every advertising on my country has something like "merely illustrative images"
 
yeah, pretty much the same. disclaim everything to pre-empt any posibility of civil suit
in reality the people filing petty suits should be getting charged
I always think of the lawsuit against Pepsi when they had one of their contests a long time ago and jokingly advertised that you could win a Harrier jet. Some guy saved up enough bottle tops to earn it but Pepsi couldn't deliver
 
1:49 PM
was googling it (I've never heard of it), and it says that actually the guy bought "the remaining 6 milion points" so he could ask for the harrier
 
yea, he lost as well
I don't know if he was even reimbursed. (he shouldn't have been)
 
If you jokingly advertise something like that, it had better be either impossible, or clearly not in some rules or something.
 
well it is impossible. the harrier would have to be refitted at least and I doubt a civilian could even own one
 
Right.
Clearly for the cost of $700,000 it should have been clear it would be impossible...
 
nevermind that, if I were spending 700k, I'd be getting my facts straight first
 
1:56 PM
Seriously...
 
the guy was clearly trying to manipulate the system
that should be criminal
 
Or a bit crazy.
 
I don't know a person that is that crazy with 700k on their bank acount
 
crazy people with 700k probably don't have 700k for very long though
 
yup
a guy that won at the lottery a few millions lost it all on a single year
 
2:00 PM
lots of lotto winners lose it fast
I know a guy who won 1mil and lost it in about a year, after buying a house that he couldn't afford to maintain and investing in a bunch of race horses he never saw
 
that's why it's called gambling and not investment
 
naw, he bought into ownership of the horses, not betting on races
 
oh
that sounds even more stupid
 
non-existent horses
 
2:41 PM
sup nerds
 
'morning ^^
 
Good morning, good moooooor-ning ding
 
Pip
3:17 PM
@IcyDefiance OpenTK has been abandoned. There's no one who can merge PRs on github now, let alone commit
 
@Pip clone it, maintain it, call it OpenOpenTK
 
Pip
@IcyDefiance Also my math library is basically finished
@ShotgunNinja I extremely dislike some general design decisions that they've made and I'm unfamiliar with most of the code
Flare is good for me because it's super simple, at least at the moment, I know my way around it, and it works all of the time :P
And I know that I can maintain it
 
3:48 PM
What would be a good use-case for a shared_ptr?
 
user92578
Which reminds me, I should learn about smart pointers
 
4:06 PM
You could probably right away change all of your raw pointers by unique_ptr
 
user92578
Currently I use raw pointers everywhere
 
user92578
Even when definitely not necessary
 
user92578
That's something I might want to go around and fix
 
user92578
And I'm thinking it might not be impossible
 
Do you have memory leaks? :P
 
user92578
4:07 PM
Probably... :)
 
user92578
But yeah I should really start transitioning to references when a pointer is not absolutely necessary
 
user92578
However I'm thinking that I'll break too much while doing that
 
Do you have a way to "reset" the game? If so, just looking at the task manager (at the memory the game uses) and resetting the game a couple of times should give you a hint!
 
user92578
I can reset a level and so on
 
user92578
Also reload a level in the level editor
 
user92578
4:10 PM
Hmm, nothing major atleast it seems
 
user92578
Anyways those references would just probably be a lot more manageable
 
user92578
IDK
 
Well, there is nothing wrong passing a pointer around, it's just the global phiolospy of it: who owns it, who's responsible for deleting it?
 
user92578
Yeah I think mainly the problem for me is not the actual complicated designs, but simply the fact of remembering to write that delete line
 
user92578
4:15 PM
I'm not that sure how these things are actually supposed to be
 
What things?
 
user92578
Game system things
 
user92578
Like where pointers in general are used, and where avoided
 
user92578
Sometimes I have these architecture breakdowns where I get depressed about everything I've written
 
Look at the bright side. You must be getting better to notice all of the depressing architecture you worked on previously.
 
user92578
4:19 PM
Yeah kinda. And in general I don't think my game architectures are that bad, and some of them are quite good/clever
 
I don't have enough to judge my game architectures, or any kind of architectures...
My app architecture is getting better I suppose.
 
well, if it works and fits with everything else, then you're doing a good job
 
I judge an architecture on 2 things I suppose. How easy is it to add a feature, and how well can I remember it 6 months later.
3
 
user92578
I should probably spend some time soonish and come up with a basic "production plan"
 
user92578
so much to do
 
user92578
4:23 PM
luckily the game's not nearly done yet
 
user92578
but it will be one day
 
Yeah, lot's of stuff is done like this: think-do-inspect-think-improve-inspect-think-improve (etc)
 
Oh, and how long before I find a problem that I have to nearly completely rewrite some basic logic module
I guess by those metrics I am definitely getting better, but judging "clever" is difficult.
 
			for(int i = count - 1; i >= 0; i++)
hahahah
 
user92578
lol
 
4:36 PM
(my mistake)
WTF is it doing this twice?
when Unity hits an exception, it exits the function and keeps plowing on
so it didn't just keep going
 
user92578
weird
 
For count=0?
 
i--
sposed to loop backward
 
he needs to either do i-- or i <= 0, otherwise infinite loop
I think that every programmer has made that mistake
 
i'm sure :)
 
4:41 PM
I might have, but for some reason I'm blotting it out...
I rarely count backwards, so...
 
user4704
I implemented a reverse iterator last night to count some stuff backwards.
 
user4704
It reminded me how much I hate C++'s iterator model as far as custom implementations go.
 
user4704
It's very difficult to avoid all the tedious boilerplate.
 
I'm glad I never had to do this :P
 
user92578
wow
 
user4704
There are a few ways to reduce that with some clever template tricks, which I'll probably add in this evening.
 
user4704
But if you're doing things the straightforward way, that's all the basic boilerplate you need. I guess you can drop one or two of the operators, technically. It is a tricky system to extend.
 
That's a lot to add
 
user4704
Mostly copy-paste, which is the worst.
 
user4704
4:50 PM
The fundamental differences between the four types come down to ++ versus -- of an index and the const on the return value of operator* and like.
 
user4704
The latter one is the real wrench in the machinery.
 
user4704
Most of the other stuff you can encapsulate through, e.g., having a templated iterator<T> that works in terms of (custom) enumerator<U> interface; the enumerator just implements ==, operator* and next()/prior()
 
user4704
And then template metamagic in Iterator<T> via enable_if and type_traits invoke the Enumerator<U> interface accordingly.
 
user4704
 
Isn't that version of boost old and a lot of it has been added to c++ 11/14?
 
user4704
4:54 PM
No, it's not old; Boost is still actively developed.
 
user4704
Parts of Boost were included, slightly modified, into the standard.
 
user4704
But quite a lot has not been.
 
user4704
The iterator stuff is in a TR.
 
user4704
I haven't actually used Boost in years, it's a pretty annoying dependency to deal with and I generally don't need it.
 
Yeah, I was only referring to 1.40 :)
 
user4704
4:56 PM
Oh, yeah.
 
user4704
It was the link that Google gave me for "boost iterator library" shrug
 
user4704
1.60 or some such is the current I think; didn't even notice.
 
Their listener pattern was Ok, so we used it, but now I have implemented something on our own that does the same thing.
It's nice when you don't want to re-code something, but yeah, the code looks as complex and not fun to read than what's in the std::...
 
Hello
 
user4704
Eh, reading the standard library is pretty straightforward
 
user4704
4:59 PM
To get started, do somethign with your syntax highlighting patterns to desaturate the pattern __.*
 
user4704
it makes things much easier.
 

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