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12:01 AM
Having a cold means my code projects are falling quite badly behind, but it seems I can at least still model somewhat.
In this case, modular house parts (rooms, floors, stairs, walls, doorways and so on)
At least I have the basics down, which mostly meant experimenting a lot until I could recreate a few designs I had in mind.
Now ... finding some proper materials and lots of detail work.
This will not win any prices, but it should be enough for prototyping. :)
 
Looks pretty decent
 
Much better graphics than I'm at for now...
 
Jon
12:20 AM
Nice wow
 
12:42 AM
how do you get to 750 revisions?
bots?
 
12:52 AM
Or edit war..
 
Jon
1:09 AM
raw tide ro(e)
 
1:33 AM
Wow...
 
Pip
2:32 AM
Progress!
My refactor (which took about a million years longer than anticipated) is almost complete
Just have to re-add sprites and text drawing, which should be mostly a copy from my old code
OOH You can now use Visual Studio in UE as well!
Also, fullscreen in my framework/engine/whatever works perfectly
nice
When you alt-tab back to it, it maximizes
And it minimizes when you alt-tab away
I'm going to add an option to change that behavior
 
 
4 hours later…
7:09 AM
Goodnight.
 
 
2 hours later…
9:33 AM
Would people expect the (optional) command-line argument to an anagram checker to be used like -max-sentence-length=50 or -max-sentence-length 50?
 
10:16 AM
@Jon He sent me another design
I get what he's going for, he wants them to look more like people
I like this one more to a certain extent.
What do you think?
 
10:45 AM
I like the layout of the second one
the notes are off-centered though
the burning question is: did you get your money's worth :D?
 
Jon
Still something weird about it..
Also.. does SONG have more significance than FRIEND?
Better than the last one though
 
Agreed
Should I ask him to change it?
 
Jon
just not sure what to say
if he could somehow make the notes bottom part be the head
it would make more sense
As it stands now... he just added a circle and some wavy arms on a musical note
It just seems kinda weird to me
Here is an idea
i dunno
something like this
lol
i like the two notes though -- since it symbolizes a friend
 
11:08 AM
lol Jon
When I was making mockups for the design (before I decided to hire someone)
That was like the exact design I came up with
 
Jon
 
Maybe I'll just ask for a revision and say 'I want a penguin.'
lol
 
Jon
ehh? not bad ehhh?
 
lol it ain't bad
 
Jon
I could see a fortune 500 company with this logo
What is this for btw?
 
11:12 AM
It's for an app I'm working on
 
Jon
mobile?
 
Song writing app
Android (for now)
 
Jon
k cool
yeah, so you want it to be very legible in an icon
 
Yeah
 
Jon
I think that latest revision is getting there
 
11:14 AM
Same
I'm just not sure what to ask for
I love that they look like people
 
Jon
maybe just drop the arms
 
But I like the arms D:
Maybe if he made the arms more symmetrical?
 
Jon
or both the same size
 
@Jon
 
Jon
ah yeah
that one is nicer
I like that one
 
11:19 AM
@Jon Which is better/
I think the first one is
 
Jon
same
looks like they are dancing more than the second one
 
I might just send him the first one and tell him to fix that up and then I'll use that
What do you think?
 
Jon
I think it looks pretty solid
Go for it
 
Cool.
 
Jon
Unless you wanna push him to make it even better haha
did you do this on one of those sites where people submit designs?
 
11:26 AM
Nah, it's just some dude on Fiverr
So I expected to have to give it a few tries
But for $5.50 I'm pretty happy
 
@Jon what if I dial 991?
 
Jon
probably don't get you anywhere
"The number you have dialed, is not in service. Please check the number, and try again."
 
11:44 AM
@Jon Thanks for the help btw
 
Jon
Not sure how helpful it was :P
but np
 
@Jon 111? 999?
 
Jon
heh.. if you hit that 1 you might slice your finger wide open, and then have to call 911
 
12:11 PM
If you want Unity on iOS/Android do you need additional software like Xamarin?
 
Jon
no
Xamarin is for Monogame
It is also a standalone app framework -- if you don't need the gpu acceleration shit
Also, free if you keep your appsize small
 
Alright. Just picking options for our project. :) Need to be C#. Atm we have MonoGame, Unity and SDL.NET.
It's a college project, so I feel like Unity might have too much premade. I think the resto f the group would ll learn more from MonoGame. But MonoGame is more work getting to the other platforms.
 
Jon
If you are going for mobile -- yeah Monogame is not recommended
Unless you want to learn Xamarin and Monogame at the same time -- while paying for it
If you are sticking to PC though -- it would be fine
 
Pip
College students can get Xamarin for free
Business-class license for $0
 
Jon
I'd take it to a vote
Whatever the group would rather learn
 
user92578
12:55 PM
hello there
 
1:15 PM
hey guys... it's the last day of registration today, and teams should be of three people: aichallenge.sharif.edu:2016
if anyone wanted to test some AI contest
technically registration ends in less about 7 hours
 
@Jon We're trying to target mobile apps. We got a few schools lined up where we can test the things we're making. But they have either iPad or Chromebooks. Not sure how we're going to target the Chromebooks. Haven't looked into what OS they run.
 
@WilliamMariager MonoGame is pretty easy to use with Xamarin, and you can get a Xamarin subscription for free: xamarin.com/student
@Ali.S I live far away from Tehran :/ And besides, I don't have anyone to team up with otherwise I'd definitely take part!
 
@EvilTak well you can participate in online competition, and team up with guys in this room
 
@Ali.S will you pay for my ticket and stay in Tehran if you're willing to team up?
Well, participating in the online competition wouldn't hurt :P
 
a) I already have a team...
b) why should I pay?
 
1:25 PM
@Ali.S Because I can't afford such a holiday right now
Both in terms of time and money
 
@EvilTak me neither :P
 
@EvilTak That's good to know. We're 7 people doing this, so I guess someone could dedicate their time to porting.
I feel MonoGame is a nice middle ground to ensure people actually learn some programming as well.
 
An interesting exercise: vindinium.org
4
@WilliamMariager I do too. Its pretty simple to write simple graphics programs (like my 2D physics engine's demo)
The only problem I see is that there's no way to build native Linux applications like Xamarin does. Would be great if there was a Xamarin.Unix... Using mono just seems like a bit of a drudge for the user.
 
Huge improvement in my A* C# implementation. github.com/kd7uiy/AStar
It now is easier to use, and follows more standard heuristics implementation.
 
@PearsonArtPhoto rename TilePathfinderInterface to ITilePathfinder (C# coding style :))
 
1:36 PM
Fair point.
 
And all those who are students here, GET RESHARPER FOR FREE!!!!
LIKE, NOW
 
Jon
hook em while they are young
Then make em pay, muwahahaha
 
Done.
Thanks for that. I should have done that, but... Well, naming conventions never were my thing.
Of course, considering that various C# functions have Length, Count, and I think Size that all basically do the same thing...
 
Jon
private IEnumerator PlaySound(AudioSource source, MainMenuButton button)
{
    source.Play();
    yield return new WaitForSeconds(source.clip.length);
    button.Submit();
}
Is there a better way to do this ?
Button is clicked -- I want to play a sound, and then change scenes
fuck it, this is fine.
 
1:53 PM
@Jon completely fine.
 
Jon
I was trying to find a more flexible way as the action performed can differ
And this particular project doesn't have any base button class I could share .. and i'm not going to be refactoring as I am nearly done here
 
Or you could do
`while(source.isPlaying)
 
Jon
i actually did this earlier, and it hung
 
How did you post those multiple lines of code?
 
Jon
essentially, you need to add some kind of idle(time) in there
Its just bad code
I pasted it, already formatted
 
1:58 PM
while(source.isPlaying) yield return null;
 
Jon
You can also do SHIFT+ENTER
 
class Foo : MonoBehaviour {
I think i'll have to paste the code itself
Should I try installing OSX on my Windows laptop?
 
Jon
no
 
On second thought
I shouldn't
The only reason I wanted to do that was to code and build a Xamarin.iOS app for a friend
But I have a (shitty) iMac which will do the job, albeit shittily
 
Jon
x86?
 
2:09 PM
No, its a 64 bit Mac
But looking at the large pixelated screen just makes me go UGH
 
2:36 PM
@jon 0.9.4 is available on test flight
 
Jon
yeah, next version will be final
 
"final" I will make some adjustments to the boot sequence on iOS
A recommendation: for the sake of our logos on the "About" page, I recommend not using the user's color preference there
 
Jon
for the sake of your logo
my changes color based on the palette
 
user92578
shots fired
 
Jon
But yeah, that is not changing, that would just look weird if the about page didn't match the rest of the layout
 
2:56 PM
for example, if you pick sea green, the red of your j looks bad
 
Jon
what would you rather?
I think it is fine
 
I'm imagining keepingtheir color pref on the game name, perhaps tthe about bar and back button, but gray or white for the background
since both our logos are red and black, they're served better by being on a white background. long term, keeping your brand image strong is important. this was one of my wife's comments
She also said something about one of the fonts for the numbers being easier to read if it were changed, will have to reask since i can't remember the details.
 
Jon
ok
I also added a bunch of precomipiler statements
works with mouse too again
 
good deal, makes testing little things easier. I played some more, it's much more playable now on my small screen.
I like the level-end sound
 
Jon
3:11 PM
 
looks good to me
 
hai
 
@Jon one thing that might be a good idea is to have the contact info be picross@jgallant.com or something. That way for a next game you won't have people talking about different games to the same email address
 
Jon
Yeah, I'm currently flooded with emails
 
3:24 PM
Totally =p But still
One of those things that takes very little time to change now but can't really be changed later
 
Jon
Might be worth it I guess, thanks, I will do that
 
Plus it's just an email alias to admin@jgallant, but getting it to a clearly marked different address you can change stuff around later
 
Jon
only issue is that I then need to manage yet another email address...
 
@Jon this is what aliasses are for! From your point of view it's the same email address
 
Yuck, apparently scanf leaves a \n in the buffer (or whatever it's called), which causes the next fgets or similar to basically be skipped. :/
 
Jon
3:30 PM
cool
 
Fucking C man
 
3:55 PM
am i wrong to question the validity of this guys answer ...
1
Q: Using Unreal Engine 4 to model Earth

Ali AbediI could not find a game that has modeled Earth completely (i.e., The entire planet and full round model). Does UE4 have a limitation, such as maximum map size, that limits modeling the entire Earth? Edit: Context: The goal is to create a flight simulator using UE4 with centimeter granularity fo...

It felt to me like the guy answered by implying a possible solution then putting that in the context of UE and claiming that it won't work because of a limitation in floating point precision.
 
They have made space games with Unity, they can do space game with UE. If you feel the answer is not a good one, use the downvote arrow :)
 
I already have ... my point is that his answer doesn't actually address the real problem ... it makes up a problem by choosing a poor implementation of the visualisation logic for said rendering then says "it won't work because my implementation is flawed"
 
4:17 PM
Well the question can be interpreted in many ways, I believe he saw that there would be floating point issues with the implementation he thought of. You saw another issue with the topic. I think the real issue here is that the question should probably put on hold as off topic as what technology to use as how to get started/what technology to use. "Can I do it with UE" -- yes, there is a way. "Can I model Earth" -- No, too much data.
 
Can I Model Earth: "Depends on what granularity"
Katamari handled the increasing scale of its enironment quite cleverly
 
Yeah, you can model earth, but not in a high fidelity. One way to do it would be to identify key buildings around the airports, and procedurally generate everything else on the fly. I'm sure all of google earth most precise data does not fit on a single Bluray Disk :P
 
user4704
@Wardy Unreal does also have heightmap size restrictions.
 
Just model it using 1km diameter "blobs" of material. Good enough for planetary evolution models.
 
user4704
(in constrast to the answer that says "there are no limitations in the engine")
 
user4704
4:30 PM
@AlexandreVaillancourt FWIW I wouldn't normally bother including "features" of an engine or software in the tag description.
 
@JoshPetrie the guy has changed the question at least twice since it's inception, at one point it specific read "to 1cm precision"
 
user4704
Yeah I see that.
 
for UE4 yes i get there are height map size limits but the asker did also state in comments that he wasn't expecting to load the lot in to ram
 
Essentially, he won't be able to use the default terrain engine.
 
I addressed the key problem which was sheer amount of data for the overall set needed just to store earth on a hard drive
@MartinSojka he could if i he wrote a bunch of "querying code" to pull a subset and then pass that to UE
my point was that it's possible assuming you can physically store that amount of data
 
4:33 PM
@Wardy Even then, the engine assumes a static map of zero-curvature surface.
 
which was the real limitation
@MartinSojka from the point of view of a plane you could asusme the portion of terrain you are interested in was flat always
unless you wanted to go super real
in which case ... yeh totally gen the meshing yourself
 
@Wardy That's not even true for small planes in the lower atmosphere.
 
@MartinSojka yeh which is why he would likely have to gen the meshes hisself
not hard
the biggest issue imo was getting and storing a 1cm^2 point map of the entire planet and its related texture info
 
sup folks
 
that's just not possible without being at least as big as google
@ShotgunNinja hey man
 
4:36 PM
A triangulated irregular network (TIN) is a digital data structure used in a geographic information system (GIS) for the representation of a surface. A TIN is a vector-based representation of the physical land surface or sea bottom, made up of irregularly distributed nodes and lines with three-dimensional coordinates (x, y, and z) that are arranged in a network of nonoverlapping triangles. TINs are often derived from the elevation data of a rasterized digital elevation model (DEM). An advantage of using a TIN over a raster DEM in mapping and analysis is that the points of a TIN are distributed...
 
juggling two projects at once, plus what seems like a third project just to play a game
 
That's how GIS tools do it.
 
I've got my job, my game project, and Mother 3
 
@MartinSojka but not for the whole planet at 1cm accuracy
 
@Wardy No, for the whole planet as well as all the other planets at sub-1mm accuracy.
 
4:38 PM
1cm accuracy is pretty close to impossible by modern methods
 
woa he wanted whole planet 1 cm accuracy?
 
like, I'm not sure that even if he hived out storage to every computer and phone in existence, he'd get that sort of storage capacity.
 
The individual points in a TIN are damn precise, at least as far as the ellipsoid model allows. It's just that most of everything between them is interpolated.
 
(to the tune of Devo): When big data comes along, youuu must sparse it
 
hahaha
 
4:43 PM
@Almo yup ... not just any planet ... earth!
 
haha yeah
-4
Q: strisalpha function in C language

YhyyymI've got to fill out some function that returns 1 if the string has only alphabetic characters and otherwise returns 0. I have tried multiple methods but can't find the solution. int i = 0; while(string[i] >= 'a' && string[i] <= 'z' || string[i] >= 'A' && string[i] <= 'Z'){ return 1; i+...

check da position of that return statement, and one of the later comments
 
@MartinSojka i don't doubt that but i bet noone and that includes google has that level of precision for the netire planet mapped and stored in a single dataset
 
user92578
lol
 
Anyway, the theoretical accuracy is moot, since even survey and measurement points are only accurate to about 1cm, so it matters little that you can measure the distance in sub-mm units.
Nobody needs it more precise, so nobody bothers to measure it, even as we have the technology.
 
I did consider the possibly of using a very large array of satellites equipped with kinect style 3d cameras and telescopic lenses to realtime map the height data then you could basically just ask a satellite to do the math for a location
but that's hardly gaming infrastructure
and i'm pretty sure the nsa might have something to say about that
 
4:46 PM
or you could use existing GIS maps and fill in data as needed
when in doubt, INVISIBLE WALL
you're making a game, not a comprehensive map of the planet
 
lol it's not even my problem
 
It's been a while since I last checked what Google (Earth|Maps) gives you, but it was generally something like on average 10m distance between TIN points in North America and Europe. As is usual with TIN data, some areas have more data, others less.
 
Hey
 
@KaareZ sup
 
If it were me ... sod trying to create earth ... create a random planet using a function then map data like cities ect on to that
 
4:48 PM
what brings you to our fair chatroom on this fine (morning|day|evening|night)
 
The point positions were precise enough though.
 
no storage needed then ... just functions
 
@Wardy didn't they do that for that spaceflight game that was just announced last year?
 
they did but they cheated
their planets are tiny
 
well duh
they're trying to make games, of course they cheated
 
4:49 PM
and they transition from orbit to ground in 1 go
 
again
 
no grandual transition
 
making a game
not a simulator
:P
 
im not even impressed with how they did it in star citizen
they looked too small to me
 
and last I checked, my Sims didn't take 18 years to grow into adults
 
4:50 PM
lol
 
but I enjoyed the fuck out of that game
so I feel it's a moot point to accurately recreate real-world systems in a game, as long as the player has fun.
sitting through an hour long takeoff process or traversing an Earth-sized planet aren't my cup of tea.
 
@JoshPetrie All right, it's just that I felt that the description would have been quite empty otherwise.
 
Does anybody know a way to do this without an if statement?

const int divider = 32;
float globalPos = -4.5; //Could be anything
int chunkPos;

if (globalPos < 0) {
chunkPos = (globalPos / divider) - 1;
}
else {
chunkPos = globalPos / divider;
}
 
when you put code into the chat box, a "fixed font" button appears. use that. :)
 
@KaareZ chunkPos = (globalPos < 0) ? (globalPos / divider) - 1 : globalPos / divider;
 
user92578
4:53 PM
chunkPos = (globalPos / divider) - (globalPos < 0 ? 1 : 0);
 
@ShotgunNinja ROFL
 
and there's nothing wrong with the if.
it's legible, and therefore more maintainable
 
shader code perhaps?
you don't wnat branching if you can avoid it
 
No, need to turn world coordinates into chunk positions
I just don't feel like it's a very clean way to do it with an if statement
 
let the optimizer do its work. unless that would really generate different code than the ternary, which I kind of doubt.
 
4:54 PM
if you're in certain languages, you can use implicit true to 1 conversion and just do chunkPos = (globalPos / divider) - (globalPos < 0);... but you have to know that it's consistent
 
But just for the sake of interest, can this be done with plain math?
 
user92578
you could probably change it to chunkPos = globalPos / divider; if (globalPos < 0) chunkPos -= 1;
 
not to mention it's stupid confusing
unless using the if-statement generates suboptimal code, and you're doing something like a shader where it really matters, I'd stick with the if-statement for clarity.
 
@ShotgunNinja The burn stages of modern rockets are measured in seconds (they need to be, you want to fight gravity as short as possible). Saturn V has 168s first stage, 384s second stage, 147s burn time for orbital insertion.
 
clarity = you can come back to it and remember what the fuck you just did
@MartinSojka thank you for that enlightening tidbit
 
4:57 PM
You could probably to it with some clamping but that would probably have internal conditionals anyway
 
user92578
You could do globalPos / divider + (((abs(globalPos) / globalPos) - 1) * 0.5f);
 
(globalPos / divider) - (int)Normalise(globalPos);
no i missed something there
 
Doesn't Normalize spit out -1 if globalPos is negative?
that would be undesirable
 
@Tyyppi_77 What is abs?
 
plus you're subtracting
 
4:58 PM
that's where i was going ... using normalise to determine the -1
 
@KaareZ Absolute value. abs(-1) = 1.
 
user92578
yeah
 
i deffo got it wrong though
 
user92578
abs(globalPos) / globalPos is 1 when positive, -1 when negative
 
user92578
substract one from that: -2 or 0
 
user92578
4:58 PM
multiply by a half
 
but that'd be an absolute call, which includes a branch (and a call+ret unless it's inlined), plus a divide, which is expensive as well
 
user92578
-1 when negative, 0 when positive
 
user92578
yeah
 
user92578
but I hid it cleverly!
 
So if we have a 32 bit integer the abs is 2^31 -1?
Or just 2^32
 
4:59 PM
(globalPos / divider) + (int)Normalize(globalPos);
 

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