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10:01 PM
hahah
 
Pip
10:12 PM
Windows pisses me off a lot :/
 
user4704
Yup.
 
Pip
Visual Studio is super nice but I'm having a hard time doing multi-platform stuff
(C++)
I found this project on SourceForge that looks promising but I haven't had the time to try it yet: sourceforge.net/projects/vcproj2cmake
Any ideas/recommendations?
 
multi-platform sucks in a big way. Unity handles it nicely, which is the main reason i use it
 
learn cmake?
 
kongregate version of Cognizer took me maybe 3-4 hours to get working.
R-Type is not a shooter. It's a puzzle game.
memorization is most of it
another "no" answer!
0
A: is it possible to play video with unity webgl on mobile devices

AlmoAs of Unity 5.3.5 (the current version when I am writing this answer), WebGL builds do not support mobile devices. If anything in a WebGL build works on a mobile device, you're just getting lucky.

 
10:20 PM
with C++, yeah, cmake is great. as long as you're not going mobile it'll solve most of your problems.
 
it still solves the same problems if you want to support mobile, but mobile adds a lot more problems
 
Keith Moon is a crazy-ass drummer.
 
Jon
I am an ass drummer too
 
hahah
 
10:24 PM
int32 iszero(int32 x) { return -(x >> 31 ^ (x - 1) >> 31); }
 
Jon
Wut da Frick
 
I don't even...
 
more keith moon
drums are center track. I can play that damned song on rock band expert pro. It's fucking hard.
 
which instrument
oh rock band
i misread that xD
 
I really dislike that std::sort does sometimes a custom std::swap using move semantics, but I need it to call swap everytime it actually wants to swap
 
10:28 PM
ooh that iszero() function is sort of cool
 
once I stop playing LoL, i'm getting real drums and renting a practice room and I'm going to learn to play real drums in earnest.
after hundreds of hours on rock band drums, I can play reasonably well already.
 
it's testing whether the first bit changes when you subtract 1 from the input. the first bit represents whether the number is positive or negative, and that would only change if the input is 0.
 
it's just hard to come up with your own fills and breaks when you're used to reading them off the screen. :)
 
cool ill jam with you on bandhub with my guitar :P
 
wait, nvm, function is flawed. first bit would also change if the input was -2,147,483,648, the minimum value for int32
 
10:32 PM
Any of you guys developing in unity?
 
@Jon uses GameMaker
 
no he don't lol don't lie :P sodium chloride doesn't lie :P
 
people lie all the time when they're salty
 
@Dave me
 
brilliant
 
10:33 PM
but I do mostly 2d
so I can't help if it's 3d
 
what you working on almo?
not asking for help just curious what everyone's working on
 
this is the free version of my latest game
 
waiting for it to load
 
20 MB, has a lot of audio
1/4 the audio of the mobile app though :)
 
thats cool, surprisingly harder than i expected
 
10:37 PM
This has potential
 
have you learnt much do's and don't for mobile optimisation ?
 
With more juicyness it might become a great hit in the Appstore
For real
 
Yeah, it seems really easy when the task is described, but it fucks with your head. :)
the app store one has speed mode and zen mode, plus a lot more sound track
it's as much an atmospheric game as it is a puzzle game
 
i want to optimize mine for tablets at some point
 
it lacks particles
 
10:38 PM
ive yet to look into the important battery saving ideas
 
@Dave much of my do/don't for mobile comes from my job where I work with unity
battery: make sure you set it to run 30 FPS
60 chews battery for little gain unless it's a high-action game
 
you're app could get away with lower than 30
 
do not allocate memory in Update if you can avoid it.
Cognizer's main menu looks bad below 30, but the core gameplay would work fine at 10
 
Pip
@NaCl Yeah, I can use cmake but I like VS :P
 
do not do string concatenation, since it allocates
use StringBuilder instead
 
10:40 PM
@pip they can work together
 
cmake can generate VS sln files with filters and everything
 
@Pip Maybe, there exists some VS plugin?
 
Pip
And I know you can generate VS solutions from a CMakeList.txt file
 
easier than managing filters in visual studio. those things piss me off.
 
^
 
10:41 PM
no idea why VS went with that instead of just showing folders by default, even if there is a button to switch to that
 
me too
 
Pip
Oh, is there really?
 
lol
 
yeah I think it's "show all files" or something like that, above the file tree
 
guess i better start working on unity before i procrastinate too much to the point i do no work at all
 
Pip
10:43 PM
:D
 
youtube.com/watch?v=FkpuN_N0DJk some people are just born with talent
 
That is actually quite easy if you'd practice it a bit
I can do that as well
The most important thing is the right amount of water inside the bottle
 
that's a stolen video. original here: youtube.com/watch?v=GdUVtEeg9I4&feature=youtu.be
even that may not be the original, but that's the one that hit the front page of reddit anyway
 
11:02 PM
I learned to do that with salt shakers in college.
took a lot of practice
 
Pip
11:43 PM
Cross-platform development in C++ is a nightmare
I've spent the last ~4 hours trying to figure out how to intelligently use the same codebase (mostly) for this without using a separate make system for each OS
CMake seemed like a good option but I can't do per-platform, and SDL has different libraries per-platform
 
use UnrealEngine. It handles some of that for you, I think.
:)
 
eh, depends what you're doing. gamedev and console programs are both relatively easy, but normal GUI programs are a nightmare in C++ even if you don't need to be cross-platform.
 
(I just hate fucking with shit like that. I'll make a game single platform before I'll deal with that kind of crap.)
 
Pip
I've been thinking about it
Icy, any tips?
 
also you can do per-platform things with cmake...sort of
it's more per-compiler but in effect it's the same thing
something like that. MSVC is set if it's generating files for VC++, otherwise I'm just assuming it's generating for gcc. (bad assumption, but it's simple and works for me right now, lol.)
 
Pip
11:47 PM
add_executable(nIceFramework WIN32... ?
 
@Almo yeah, lets make a game using DirectX and shitty porting that for GNU/Linux
 
hahah
there's nothing direct about directx
 
@Pip that flag sets the "subsystem" to a windows application instead of a console one, so it won't automatically create a console. not sure if it's really needed or not...
I added that along with the "/ENTRY:mainCRTStartup" compiler flag so I could use main() instead of WinMain() without spawning a console. windows is annoying like that.
 
Pip
Got it
What's your workflow like? Also do you have platform-specific libs like I do with SDL?
 
oh it looks like I'm not linking vulkan on the gcc branch... lol I never got enough code written to test that.
 
Pip
11:54 PM
lol
Btw Icy
CMAKE_COMPILER_IS_GNUCXX
and WIN32
Those are the hacky booleans that people use apparently
 
workflow...basically whenever I add a new file I rerun cmake, and whenever I add a new folder I modify CMakeLists.txt and then rerun it. modifying CMakeLists.txt wouldn't even be necessary if not for the source groups, but meh it's more annoying to not have the filters in visual studio.
 
Pip
Got it
 
if you only edit a file then you can just recompile, nothing else needed
 
Pip
How did you set up cmake on Windows?
 
compilation also runs cmake as a precompilation step
 
11:57 PM
there's an installer somewhere. should automatically add itself to your PATH.
 
Pip
Cool
Whoa, there's a bool that checks for the MS compiler
MSVC
And you can check for GCC with that thing above
WIN32, APPLE, UNIX, the list goes on
huh
 
cmake does run automatically in visual studio, but if you create a file using a file explorer, visual studio won't pick it up automatically, so it won't run cmake
 
Pip
Got it
 
I don't trust visual studio to create files in the right location in C++ projects so I always use explorer for that, lol
 

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