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1:24 AM
Do it procedural
 
1:34 AM
@NaCl cool
 
Jon
2:05 AM
its cool.
found a new trail today near my house
this is really fucked up, i have been living here and didn't know about this trail for 12 years
 
 
6 hours later…
8:16 AM
Where does it take you??
 
8:49 AM
Narnia
 
9:33 AM
0
Q: Is it even possible to improve complex questions?

Cyprian GuerraHow to improve games programming questions that need to take many aspects into account before being answered? I asked How to program destructibles? and it has been (more or less fairly) put on hold due to "too many questions". It requires an expertise of someone experienced in the field of data ...

 
user92578
9:49 AM
> I realized questions regarding complex programming problems are above the level of advancement this community is willing to analyze
 
user92578
Wow.
 
user92578
Just wow.
 
this dude just had a butt hurt, please understand him :)
 
user92578
lol yeah
 
11:19 AM
about that question... to me it feels like the question is actually completely valid.
except maybe the last line where he asks about terrain destruction
 
user92578
check the edits
 
user92578
he has downscoped it a lot
 
yeah... you are right
I guess we should vote to reopen that question
 
user92578
I can't do that
 
I voted to reopen
 
 
1 hour later…
12:36 PM
I figured out the XML stuff!
Turns out I was doing the equivalent of trying to instantiate an abstract base class.
 
haha oops :)
 
Yeah
But now that it works, it's a great workflow actually. The XSD validation tells me if I'm doing something wrong and the XSD can be used to generated all the right classes.
 
Pip
Good that you figured it out
That's awesome
 
It really is. It means I'm already a bit ahead of schedule.
 
 
1 hour later…
1:53 PM
Dev Blog- Sea Trading game- Converting to an XML file, starting to work on procedural generation! kd7uiy.com/2016/05/sea-trading-game-internal-workings.html
 
Jon
That ham is going to be delicious
 
LOL.
I really need to move my blog off to another site...
 
My dad is a ham too. You into DX'ing?
Ah, it says so on your blog :P
Got Finland yet?
 
I think so.
The problem is, if I'm going to move my blog, I want to move it to it's own domain name, and for that, I need to finally decide on a name...
Which I'm not ready to do today.
 
If you're ever publishing anything, I bet Ham Games would be a perfect fit
 
2:02 PM
Hmmm, that's an interesting thought...
 
A hunk of meat with an antenna?
 
Domain's taken...
 
I wonder if that would make vegans not play your games
 
I wouldn't either
 
2:06 PM
I could get hamproductions.com for the low price of $2165...
 
how about hamentertainment
or hamstudios
 
I'm thinking SoftHamTech maybe.
It'd be nice if I could fold in my apps somehow...
 
hamtertainment
Soft Ham
no?
 
I guess Soft Ham is available, I could skip adding anything. Hmmm...
 
That actually might sound a bit like some cheap red light district product
 
2:09 PM
Hmmm.
Old Ham Media?
 
that might work
 
@Jon: Any thoughts?
 
hamsoftentertainment.com
it's available
 
Jon
HamBone
Flesh of the Ham
 
I kind of like Old Ham Media. Old Man (OM) is a common term used in Amateur Radio to refer to a man (YL, or Young Lady, is the woman's equivalent)
 
Jon
2:12 PM
Rum Ham
 
Nah...
 
Jon
 
Well, I'll register Old Ham Media for now, for the cost, it can't hurt...
 
Jon
i made you a logo
and you just spit on me, well fine then.
I'll register rumham myself
 
LOL, go for it;-)
 
Jon
2:18 PM
i just registered oldhammedia too
take that
 
2:31 PM
I have an idea for my next games company name, but I can't use it in a long time. Maybe I should just register it and put it in my desk drawer until I can use it.
 
could
doesn't cost much to register
like $10 a year
 
Jon
@MattJensJensen hey I found out why it was crashing for you
well at least I think I did anyways
huge bug in the menu
 
yeah but if I want to do it in finland, I should register the trademark too because the one holding that has the right for the finnish domain too
 
ah right
 
DH.
Guys, is there any easy way to duplicate a transform in Unity?
 
2:40 PM
duplicate? you can't have a transform without a gameobject
 
DH.
I'm creating a dummy empty GameObject to remember from where the actual object is departing
I just want to make this GameObject have the same values of the transform
As of now I'm setting every single value by hand, which feels clumsy
 
DH.
Yeah I know this function, the problem is that it copies all the other components too
 
If you only need to know the position, why just not use Vector3?
and if you need to know the rotation and scale too, just store them too
you don't need a dummy gameobject with transform for that, which wastes memory
and if you do need all that data, why not create a class like ATransformSettingsINeedToRemember { Vector3 position; Quaternion rotation; Vector3 scale; }
which then could take a transform or a gameobject as constructor parameter
 
DH.
Yeah sounds a better idea to not have a full empty gameobject on the scene
 
Jon
2:51 PM
Just set the properties of the transform
transform2.position = transform1.position
transform2.scale = transform1.scale
transform2.rotation= transform1.rotation
BLAM, got yourself a replica
 
DH.
Won't it get the same reference of the object?
 
yeah, but if it's just a dummy gameobject then it's unnecessary
 
position, scale, rotation are structs
 
no
 
they get copied, not referred.
 
DH.
2:52 PM
Ohh OK
 
Jon
yeah man
 
DH.
Didn't know that
 
Jon
why you gotta make this so complicated, just pick up the phone
 
subtle shit
I've never liked it when computer languages hide whether its by ref or copied
 
Know the difference of C# value-types and reference-types
 
2:53 PM
I like the C# out keyword, but there is more to do
in C it was totally fucking hidden what you were passing unless you checked the function declaration
 
@Lasse but that's not something you can tell from the assignment
 
No, but any good IDE nowdays can tell you if it's a value-type or a reference-type
 
But you would still need to check other files
 
I should know just by reading the code
I shouldn't need a tool to do it
 
There's nothing in the vicinity of the assignment that can tell
 
2:55 PM
@Almo That's true
 
And you can change the semantics of every assignment to a type with one word
 
but you're right, most IDEs make this easier
 
Pip
3:07 PM
Anyone know of a game on top of SDL that I can look at the source of?
 
Pip
Thanks
 
user92578
3:29 PM
@Pip No. Who the fuck would use SDL for a game???
 
Pip
Idk Tyyppi
 
user92578
That sounds like the most retard thing to do
 
Pip
I know GunHero uses a real sane framework behind it. Probably.... idk. Unreal or something.
 
user92578
Yeah, definitely not SDL laughs manically
 
@Tyyppi_77 hahah no fuckin idea
 
Pip
3:29 PM
lol
 
user92578
No but more seriously do you want to take a look?
 
Pip
Yeah sure
 
pip gonna steal your game!
;)
 
Pip
Yep definitely
 
user92578
What's your BB?
 
Pip
3:31 PM
WardBenjamin I believe
Seriously though, I'm using the opposite side of SDL than Tyyppi (I'm using basically for input and windowing, and that's it. OpenGL/GLEW ftw)
 
user92578
Yeah
 
user92578
Well you can take a look at GameWindow.h/cpp and Input* stuff
 
Pip
SDL seems pretty capable either way though
Awesome
 
whats BB?
 
Pip
@Tyyppi_77 do you not use source control other than for source tracking? Not as a backup system or so you can work on multiple machines?
BitBucket
 
3:33 PM
ah
 
user92578
@Pip It's mainly a safe backup for me and for keeping track of what I've done during the week
 
Pip
Fair enough
 
user92578
I don't have any other computers to dev on, my laptop sucks
 
user92578
Yeah so if my HDD decides to blow up, I have resources and source saved
 
Pip
I tend to commit and push every little thing because I have my desktop at home and a few laptops that I can work on, plus I dev on Cloud9 sometimes
 
user92578
3:35 PM
Ah yeah, I've been trying to get into the habbit of small commits
 
Pip
Cloud9 is nice because I don't have to start up my linux VM or reboot to make sure things compile
 
user92578
But then sometimes I forgot and then there's 3 days of stuff to commit
 
Pip
lol
 
user92578
anyways, sorry for the stupid question but whatcha working on?
 
Pip
Not stupid at all :P
Right now I'm working on the engin-y part of my current project, which a friend of mine called a cross between Terraria, FTL, and Stardew Valley :P
The backstory is that you were an engineer working on a dimensional-transport device for a mega-corperation
And that you end up using it because of (some motivation that I haven't settled on)
So basically you transport yourself to another dimension (which looks like a world in Terraria, basically)
And you keep going through these dimensions gearing up and running from the mega-corp's security forces
Some of these dimensions will end up having places to trade and stuff, but you can only carry what's in your backpack
Realistic market simulation is going to be a thing that I want to do because why not :P
 
user92578
3:43 PM
Sounds cool
 
Pip
Thanks
Holy crap man that is a lot of files in one folder :P
How do you handle finding the resource path and copying resources to the output dir?
 
user92578
windows explorer :D
 
Pip
pffft lol
 
user92578
lol yeah
 
Pip
That works I guess
And the path is just relative to the exe?
 
user92578
3:48 PM
yup
 
user92578
most of the times I run from VS so I don't need to worry about that much
 
Pip
27 secs ago, by Pip
That works I guess
:D
Yeah I've been running from VS as well
At least on windows
What file is content loading done in?
 
user92578
surprise surprise, ContentLoader.h/cpp
 
Pip
:P
 
user92578
my approach is a little intensive on the memory
 
user92578
3:50 PM
everything is loaded at startup
 
user92578
well, all images
 
Pip
Is there a reason you define the SDL structs everywhere instead of #including <SDL.h>?
 
user92578
Something about compilation speed
 
Pip
Huh
Okay I guess :P
 
user92578
Not sure if it actually has an impact on SDL
 
Pip
3:52 PM
There's an even better way if you'd like to hear
 
user92578
But in general you want to include as little as possible in headers
 
Pip
You can make an SDL_include.h file (named whatever, it doesn't matter) that only has the #pragma once and the #includes, and just #include that everywhere
 
user92578
and sure
 
user92578
oh yeah
 
user92578
but my way is cleaner :D
 
3:53 PM
but wait, there's more!
 
Pip
I mean, meh
@MickLH yeah there probably is
sup dude
 
ayeeee
Btw, precompiled headers
 
user92578
oh yeah
 
Pip
Oh yeah that too
@MickLH opinions?
 
Mostly my opinions are about funny details with words
Like how "SpriteBatch" is like chris crocker saying "SpriteBitch"
Also I'm not sure if "Primative" means a tendency to go first, or a tendency towards some undefined relationship with the concept of a primate
lol @Pip seriously what did you want me to evaluate? :P
 
3:59 PM
@jon you there?
 
Pip
primative as in squares, etc
 
Jon
ya
 
Pip
Idk, just wanted to know if anything was glaringly wrong
 
that's "primitive"
 
hahaha I know @Pip, I'm being difficult
 
Pip
4:00 PM
:P
 
@jon might be able to play hoops if you cna
 
Sie
God I was being so dumb last night. I spent all that time coding a way to disable particular game objects, destroy reinstantiate, and this and that. When in reality all I'd have to do is reset the scene and teleport the player to the last check point.
 
@Pip I usually like to have "data barrels" and "function blocks" in drawings like this, so that I can clearly keep track of the line between datastructures and algorithms
 
Sie
It feels like as I get more tired the more convoluted my code becomes.
 
Pip
that's not a bad idea, actually
 
Jon
4:01 PM
yeah man
 
You'll want to carefully consider your use cases, to best decide when to process, and when to just store data and process it later
 
Jon
now?
 
yeah
 
Jon
k
 
Sie
@Jon What if we don't know one? Where can we find one?
 
Jon
4:02 PM
wut?
 
Sie
Where can I find a violent psychopath to maintain my code to keep me in line?
 
user92578
well do you know a velociraptor?
 
user92578
do you use gotos?
 
user92578
no you dont.
 
@Sie Generally if you "don't know one", then one is closer than you expect. Probably a friend of yours or something, do any of your friends seem particularly nice and charming?
 
Sie
4:04 PM
@MickLH I have a cat. He only knows java script though.
 
Oh yes, cats, definitely.
Most cats are.
I'm joking now, I wasn't actually joking with the last message though :P
 
Jon
4:22 PM
its hilarious
 
What's a name of an array, that gets copied behind the scenes from the array user provides?
Shadow copy?
yeah I'm gonna call it shadow copy
 
Pip
That works
 
Jon
arrayCop
 
Pip
4:44 PM
frickin C++
I can't even #include a header twice or else things break
Why can't I have an in-class initializer
ffs
Fuck it, this is becoming a function
 
@Pip C++11 allows in-class initialization of non-static and non-const members
 
Pip
It's static and const :P
But yeah, it's annoying that even things like strings can't be defined in a header file
I know you can with a char/short/int/long/whatever
but not with strings, which I have a problem with
whatever, it works now as a function :P
 
#pragma once
but I guess that only works on some compilers
 
@jon best game 2015 easy
 
Jon
yeah
its like chinese food
 
4:59 PM
haha :)
 
Jon
1 hour after you play it you are hungry to play it again
 
hahah :)
 
Pip
@Lasse yep, that's what I'm using
I don't actually know what the deal was there
 
pip if you have include problems, look up "header guards"
kind of a hack, but they help
 

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