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12:08 AM
@StephaneHockenhull thanks for the additional information :)
 
12:19 AM
Another thing you want to be careful is cleanup time: If every game entity is made up of 100+ allocated objects that's a lot of stuff to delete all at once when you change levels.
I've seen a few games hit this issue and end up with much longer unload/delete time than load time between levels.
But that's only an issue for fairly large games.
 
1:12 AM
@StephaneHockenhull Yeah, the scope of the content is not yet that big, but I think one of the plans was to use this system to manage particles; there is also not a lot of objects loaded during the execution, most of stuff is loaded at the beginning of the level
 
Sie
1:54 AM
So I'm thinking about putting an alpha watermark on dev life just in case.
What do you guys think? Just as a way to make it clear to outsiders.
 
Pip
2:08 AM
It's not a horrendous idea
 
dev life?
What is this life you speak of?
Devs don't have lives. That's for normal people :D
 
Sie
dev life? oh lol I was on my phone.
Stupid phone auto corrects normal words to weird shit somestimes.
Meant dev log.
 
 
2 hours later…
4:21 AM
@DH. Start working on the actualy game and not the sprites/models. Remember, "Make game, not art"
 
Sie
Make code, not farts.
 
4:33 AM
@Sie What're you doing? Stealing Jon's life?
 
 
3 hours later…
7:42 AM
morning nerds
 
8:04 AM
MOOOOURNING NERDS
MY GAME IS FUCKING ON STEAM
holy crap, sorry, didnt kow why I lied a so terribly joke about this garbage someone uploaded on greenlight
I'm a bad person, making fun of this
 
War
wtf lol
 
8:59 AM
BandiCam
ITS ALWAYS FUCKING BANDICAM
why
 
Jon
Wow that game looks amazing
If it was made by an 8 year old
 
9:18 AM
you sure? I bet you would hit your son if he produced garbage like that :)
people in the comments say that it is garbage also for a 5yo
 
If I had a son and he maded this I would sit down with him and make it better lol not hit him
 
I'm joking uri :)
 
I know I know for some reason I decided to "take the bait"
 
At least it wasn't jailbait.
 
Jon
at least lol
i love that show, how to catch a predator
nothing like destroying the life of someone that is gonna screw a 13 year old
on television
Who needs a legal system when you can just martyr people without a trial, while making money
 
9:41 AM
I've always wondered how can a show like that work. In a more social country like mine it would be considered unconstitutional
 
I live in Denmark, which is pretty damn social, and we have shows like that as well.
There's a famous one with a guy that was supposed to be a internet guidance counselor who taught kids how to stay safe online, but he was a pedophile himself. Crazy stuff.
 
:(
I'm currently refactoring my language string stuff whilst drunk
need to use dictionaries
 
Our government also lays online traps for pedos but unfortunately its not turned into a show.
 
@Leggy7 you might wanna remove your "my game" comments unless you wanna falsely take credit for that lol
 
9:55 AM
@ChrisMcFarland Unity Dictionaries?
 
nah just C# generic Dictionary
 
Well, the old ones I assume? :P
 
I was storing everything in a generic class with lots of public string foo vars
 
Do you have the .TryGet method?
 
I haven't even declared the Dictionary yet, not that far yet :P
but I have a need to store a stringID as a string for something
and don't wanna do a giant switch statement
have like 500 public string foo; vars
might turn them into public const string foo
and then store the actual data in the dictionary
 
9:58 AM
string Localize(string unlocalized) {
    string localized;
    Dictionary<string, string> localizations;

    if (!localizations.TryGetValue(unlocalized, out localized))
        localized = unlocalized;
    return localized;
}
 
right, yeah
 
That's a pretty straight forward way to have a dictionary for localizing strings :)
Obviously localizations would be some more accessible place :P
 
yeah, trick is to just have the stringIDs and localised strings be in their own data file
and then at runtime parse it into the dictionary
good thing compilers don't get drunk
 
For me, I have a dictionary of dictionaries, to support different languages.
 
ah yeah
 
10:01 AM
Dictionary<string, Dictionary<string, string>> localizations
 
currently I just have an enum, English = 0, Spanish = 1, etc
and then you'd choose the enum and tell a method to parse a file, will probably overwrite the dictionary
no need to load all the languages at the same time
 
localizations["eng"] = new Dictionary<string, string>()
localizations["dan"] = new Dictionary<string, string>()
etc
Yeah, enums work too.
I just have to work with iso standards, so strings it is :P
 
I don't like Dictionaries cuz I can't inspect them in Unity
though I do see that there's a paid asset plugin that lets it happen
yeah fair enough, I'm lazy so just use plain english for the moment
was converting my spreadsheet into json but I think I'll just make a crude file format
so many runtime parsers that seem to cause hiccups with various platforms
relying on libraries that can't be used or something
 
INI is perfect for localizations :P
 
hah, ooooooo
 
10:07 AM
[English]
UNIT=Unit
ABILITY=Ability

[Danish]
UNIT=Enhed
ABILITY=Evne
 
what are the [foo] tags for again? just human readability?
or are those typically parsed too
 
Parsed, they're categories.
[Category]
Key=Value
 
Jon
I pity the foo
 
right, thx
 
Very easy format to parse :P
Read a line. If it starts with [ you create a new dictionary with the name. If it is empty, skip it. If it contains a =, read it out as a keyvalue pair and load it in the last dictionary created.
 
10:11 AM
aye
 
10:28 AM
@WilliamMariager Starts with an '[', ends with an ']' and if you don't like "empty" category names, has something between them too.
 
10:40 AM
@MartinSojka Don't get clever you.
Visual Studio is being annoying.
 
Close All Documents closes all open files, even ones in different windows. Close All But This only closes files in the same window.
 
much rage
 
547% zoom ... thanks Visual Studio, real helpful.
 
10:57 AM
@WilliamMariager and there is still people throwing hatred to MS :)
 
Hehe, I love MS and all their products :P I even own an actual Microsoft phone. :P
However, sometimes things get annoying. :D
 
user92578
11:29 AM
@Leggy7 I can recognize some haters from the comments :P
 
user92578
"What's your hobby?" "Oh, I shittalk on Greenlight"
 
hahaha
 
user92578
I mean for real
 
I don't doubt it
 
user92578
I bet they are some bitter non succeeding devs
 
11:34 AM
Eh, one of my companies I worked at, we had a forum for our customers, and yeah, some of the customers created a forum elsewhere
and all they did was talk shit about us employees
whatever floats your boat lol
 
user92578
lol yeah
 
haters gonna hate
 
user92578
Sadly, exactly
 
user92578
I also got some hate for accepting that "haters gonna hate"
 
user92578
Like, "dont believe in that, your game just sucks"
 
11:37 AM
lol
 
user92578
"You are protecting yourself"
 
There's no point arguing
endless rebuttals
 
user92578
lol yeah
 
Jon
Haha haha yeah. Butt.
 
Good one
 
user92578
12:00 PM
yes
 
butts
 
DH.
Don't you guys start anything unwanted, let's keep the puns only on farts to not get flagged
 
butts to that
okay, so I'm refactoring from strings that used to be accessed like:
string foo = LanguageManager.Data.WindowTitle_Inventory;
into
string foo = LanguageManager.GetString(StringID.WindowTitle_Inventory);
super fun
 
Sounds like a case for a global regexp-based search & replace.
 
DH.
Regex to the rescue!
 
12:15 PM
my fingers need the excercise
 
Holy nesting Batman!
I'll worry about user friendliness later :P
 
I heard you like information
 
Atm the interface is pretty much just 1:1 with the model. :P
 
what are you making exactly ?
 
A tool for publishing information about goods in several places at once :)
It has a rather convoluted data structure :P
My current plan is to just get it working first, and then start working on the user friendliness.
Nesty McNestington.
 
12:37 PM
good plan
 
user92578
fucking github
 
user92578
apparently I want to follow every repository that someone forks from unreal engine
 
well obviously
duh I could have told you that
 
You'd think he'd know he want to follow them himself.
 
user92578
but I guess that's what software is for
 
12:56 PM
okay, wrote a little INI parser and it does the trick. thx for the suggestion @WilliamMariager
 
user92578
 
user92578
Little weird? (I'm asking about the recoil)
 
@Tyyppi_77 The cannon itself needs some smoke or flame particles when it shoots imo
 
user92578
Ooooh great idea
 
Recoil is fine, it's a game :)
 
12:57 PM
@ChrisMcFarland I'm the helpful Dane.
 
@WilliamMariager I'll take you out on that date soon enough
 
lmao
@Tyyppi_77 I try to always create particles (and sound effects) when something is created, and when something collides with something
 
user92578
Yeah it's a great thing to do, I've tried to follow that myself but I very easily forget that
 
Sie
So is there a reasonable expectation of privacy when you ask a company about their engine choice even though the information is publicly available?
 
1:13 PM
eh?
 
user92578
what?
 
1:37 PM
huh ?
 
I had someone on a starwars game get the recoil backward. I had to show them footage from the movie to convince them they had it wrong o_0
 
While you worked on the game?
 
user92578
@Almo what? you mean that the weapon pulled forward?
 
Sie
I wonder if there is like lojack for cats.
 
yeah, it pulled forward on its shots
I said "dude these are based on world war 2 naval guns"
he just looked at me blankly and said he didn't beleive me that they kicked the other way
so I got out some vid, and he then agreed and they fixed it
 
Sie
1:45 PM
@ChrisMcFarland Basically I was asking if it'd be ok to talk about the contents of an e-mail I got from a game developer. All of the information is publicly available online so I don't see why not.
 
he was one of the "BSing game designers" who seem to get great gigs, design bad games, and get asked to design more big games.
I don't get it.
 
Yeah, good! Otherwise George would have called. And you don't want to have George call you, right? :P
 
haha
Lucasarts wouldn't let us publish the game, it was so bad
Yves Guillmot (I heard) had to call them and ask for another chance.
 
Sie
@Almo That's why I'm always interested in full sail and the likes. I mean I know they are degree mills but then again it seems to help you make connections a lot easier.
 
redesigned large bits of it. Still sucked.
but at least they let us publish it
 
user92578
1:48 PM
 
user92578
Sorry for the gif spam, particles in place now
 
We don't mind man
it's actual game dev
lookin good
 
needs a fuse burning down before each shot
 
hahah :)
AND SOMEONE LIGHTING SAID FUSE
 
nah nah
 
1:49 PM
AND SOMEONE GIVING HIM THE ORDER TO LIGHT SAID FUSE
 
just a fuse
 
Sie
@Tyyppi_77 Looks really good so far dude. Only thing is that it kind of looks like the projectile sort of pops in but doesn't come out of the cannon.
 
user92578
Yeah TBH I can't really do much about that
 
Sie
This is all the frames and you can see what I mean: gif-explode.com/?explode=https://i.stack.imgur.com/LxBeP.gif
 
it's because the shot appears right when it kicks
 
user92578
1:50 PM
I could try some sort of scale tween / fading in, but otherwise there isn't really anything I can do
 
you expect the kick, then a little travel time before the projectile leaves the muzzle
looks like the shot is loaded at the mouth, not at the back where the explosive force is
this is nitpicking though, I'm not saying it looks bad
 
Sie
Ya.
 
user92578
@Almo I'll try changing the spawning code to a different spot
 
user92578
 
user92578
Now spawns at the end of the recoil animation
 
user92578
1:54 PM
I think it actually looks a lot better
 
2:06 PM
this answer... it sure shows a big disagreement between users of community
0
A: C++ GameState management

Ali.SThe most common approch to GameState algorithm is to have some game states and program can freely choose to run any one of them, this means there is a GameDirector which has a pointer to current running state, and in each update cycle it'll call 'currentState->run()`. in this approch GameDirector...

 
user92578
BTW There's a bug in GetDirector(), nothing is ever returned
 
@Tyyppi_77 looks good dude
 
@Tyyppi_77 lol... so true...
 
user92578
anyways that's a pretty good answer
 
so many people started flaming about singleton pattern that they actually forgot there is an actual bug in the code
 
user92578
2:11 PM
My state handler is not a singleton, instead I pass an instance of it to every state
 
user92578
But the singleton aspect is not the most important part in your code
 
that's for pointing that out
 
user92578
I think the most important part is that your states are actually objects
 
user92578
The accepted answer uses enums... ugh
 
@Tyyppi_77 well.. that's the way others say it should be handled too
give a pointer to what ever needed to all the objects
but that's a lot of extra baggage for every object
 
user92578
2:14 PM
Yeah that's true, however I only have very few states
 
user92578
But I agree that some things should be singletons
 
like if you accept giving each object a pointer to director and not to specific systems that object needs that's like 4 extra byte for every object in your code
 
user92578
Like my ContentLoader is a singleton, it would be pain to have to pass it to every entity
 
many people argue "singleton is not global pointer"
 
looking back on crystal shuffle, the main object with the game parameters and logic was passed around to everything as a pointer... would not do that again. Would use singleton. In fact, I think I did in Cognizer. :)
 
2:15 PM
global pointer is needed, singleton is not
 
sure whatever
just meaning a single location everyone has access to :)
which is frowned upon, however it's implemented
 
my point...
@Almo I had long talks with josh and mick about singletons... they don't actually argue about it being global. they dislike the idea that it's single
a second instance can not be created
 
why does that matter
 
user92578
I think test mocking is the use case
 
ok
 
user4704
2:58 PM
@Tyyppi_77 Nice.
 
user92578
Thanks!
 
DH.
2 stripes are looking better than 3
And the animation is cool
 
3:25 PM
@Tyyppi_77 Unwatch teardemon/UnrealEngine and the nightmare should stop.
You may also have to turn off automatic watching
 
user92578
Yeah I just did that, and manually unwatched the repositories
 
user4704
Are you talking about GitHub notifications?
 
user4704
They are annoying.
 
user92578
I just got like 20 emails that I've automatically followed some UE forks
 
user4704
Yeah.
 
user4704
3:28 PM
I turned off almost everything notification related.
 
user4704
I still get emails for issues I've participated in, but I'm think about killing even that.
 
user92578
I don't really visit GitHub anymore, (as I'm not really active there)
 
user4704
Do you use BitBucket or something else?
 
I use BitBucket plenty.
 
user4704
I really don't like it.
 
user92578
3:31 PM
I use BitBucket because it offers free private repositories. I applied for GitHub's student program before switching to BB, but they didn't accept my application and never responded to my complaint about it.
 
It's a bit of a pain to set up, but once it is set up, it's pretty easy to use.
Same here.
 
user92578
But to be honest, my usage is basically looking at the commit list when I'm building my weekly update's changelist.
 
I use bitbucket also for their private repo..
 
user4704
Yeah, the free private repositories were why I initially started using it, but I find its UI to be inferior in every way to GitHub. I will probably move everything over to GitHub since they changed their private repository pricing model.
 
user92578
And occasionally checking a previous state of the source ("oh man, how did I do this before?")
 
3:33 PM
Bitbucket and a self hosted gitlab.
 
user92578
@JoshPetrie Yeah, GitHub definitely wins in UI
 
user4704
I basically never use BitBucket's issues, etc, because I can't stand the UX.
 
user4704
So why bother?
 
user4704
I should just move to GitHub or not bother with either and just push to Dropbox or whatever.
 
Data is counted in dropbox, though..
 
user4704
3:34 PM
I have plenty of that.
 
I almost never use BitBucket's UX though.
 
user92578
I really only need some external place to copy my code to. Currently I VC just to have backups, but perhaps once I start porting the game to Linux having VC setup will allow some easier setup or something.
 
user4704
Could host it on a Transporter cloud too if it came to that.
 
user4704
@Tyyppi_77 Certainly it would be easier to move the changes from one platform to another.
 
Really I just have a graphic git client that I use. I only have to use BitBucket's pages to set up initially, and occasionally to look over some old version of a file.
 
user92578
3:36 PM
I've been thinking about starting a GH repository for my website, I think I read about Surge integration using GitHub, so basically it would automatically upload the website after I push to the repo
 
user4704
I usually just use command-line git stuff, or whatever is Xcode integrated. Occasionally I'll use Tower for complicated BS that sucks on the command-line.
 
user4704
But I really like using issues as to-do lists instead of like, TODO.txt in the repo.
 
Continuous deployment is nice.
 
user4704
So I always end up losing track of what to work on in my BitBucket projects.
 
I've liked Gitlab's issues - but all of our tooling around building tools is so spread out that we are considering moving to Phabricator.
 
user4704
3:39 PM
I only have minimal experience with Phabricator from when I patched some regex bugs in LLVM. It seemed okay, if a bit overly complex for my needs.
 
@JoshPetrie Now you got me considering dropping my dropbox account to only use google drive... :P
 
That's my current fight, ideally I want all of this stuff to get easier.
 
Sie
3:58 PM
I'm working on a little series where I take a look at older games, their engine, and give some background on the developer. Think I could post here for some feedback? It's aimed at developers mainly.
 
user92578
Sure
 
user92578
4:17 PM
aww man they've lit a bunch of games again
 
user92578
#84
 
what is 84? your percentage to to top?
I saw they lit flat heroes, that fucking deserved it
lol, this shit have surely been boosted
I downvoted it, so fuken horribad
my comment to this shit was:

Honestly Ii'm pushed to write down a non constructive comment because this VR thrend is annoying, close to offensive.

Just because VR is the flavor of this period it does not mean that everyone should build some shit (and try to sell it) just because it uses VR.

Truth to be told, what do you think this game has to offer? Because I can't see anything but a bad rendered scene I've seen already in a movie.
 
4:36 PM
3
Q: How can I implement smooth tile-based lighting?

ProRedI have been working on a 2D tile game and I have implemented hard-edged lighting: I want it to be smoothed out a bit. I don't need shadows or anything, just simple lighting. I'd like it to look more like this: My current system uses light levels for each tile in the world and they are recal...

 
user4704
@Leggy7 "Exposed in the primeval forest, the players do not know that an ancient behemoth is coming."
 
user4704
Except you just told me.
 
Sie
@JoshPetrie That's what the "Easy Amnesia" trope is for.
 
DH.
lol
 
ahahah :)
 
Sie
4:51 PM
More programs need this feature...
 
looking at the trailer I expected a visual novel not an adventure game liek that tag said. that disappointed me a lot. gave me the impression that a lot of people is trying to surf the VR thrend building a real garbage collection
 
damn rokit leeg is fun
 
5:07 PM
I probably need to draw it to an FBO and create some GLSL shader to smooth out the light. Thats the problem, I don't know much about GLSL and need an explanation. — ProRed 2 days ago
Way to overcomplicate linear interpolation ... :P
@Jon :P
 
Jon
That guy is looking for something he doesn't even know what it is
 
user4704
He could do it by treating the lighting like tiles and applying the same kind of technique you use to "smooth" tile transitions.
 
user4704
But that ends up looking almost exactly the same.
 
user4704
And is a lot more fiddly.
 
user4704
I feel like light blocking thing could be addressed by dimming some of the pixels in the lightmap.
 
user4704
5:17 PM
shrug
 
Jon
He doesn't elaborate
I am assuming he is arrogant and can't be wrong
Like me.
 
 
1 hour later…
6:20 PM
insnatchers of the body vasion!
 
Jon
boobadees
 
Jon
6:37 PM
Is arrogance is programmer trait?
 
guys my dad just asked me this. Why do we almost always name the variable in a for loop i and then j and so on. Like where did this come from for(int i etc.
 
index
 
Jon
next question?
 
I think it comes from iterator not index. He claims it comes from some obscure fortran bullshit
 
DH.
Nah lol
For me it's index
 
Jon
6:42 PM
i always thought it was because it was for the index
 
DH.
But iterator is OK too
 
Jon
iterator makes more sense
 
hmm this is not concrete enough everyone seems to have their own idea but it must have originated from somewhere
 
Jon
i have been using n lately though
 
HERESY
 
Jon
6:44 PM
I have... x and y as well
extensively
i typically use x,y or i,j depending
then n for single loops
 
I always think of it as an index in a for loop. Only ever heard iterator used when discussing recursive functions.
 
for nested loops i always go for i j k l and so on dont know why
 
Jon
it is the index
 
and I try to always be explicit about what it's for. customerIndex, appleIndex, etc.
 
Jon
i don't go that far
but it would make it more legible i guess
 
6:47 PM
I've been doing a lot of javascript, and in a lot of cases reuse of "i, j, k" that isn't properly scooped leads to bad times.
 
#dangersofjs
 
The amount of programs that I've fixed by just being more explicit is too high.
 
Jon
some code snipers don't know how to use their scopes
 
hoisting for the win!!
@UriPopov mathematicians use i, j, k as iterators in series expressions.
 
But why ?
where did it come from
 
6:54 PM
I was answering "why programmers do it"
 
Loops predate computing.
 
I don't know why mathematicians do it. :)
 
damn mathematicians... making things complicated again
 
Jon
its so long to say too, mathematicians
why not mathman
seriously.
 
because they do "mathematics"
not that hard man :)
 
6:57 PM
oh btw on the Collatz conjecture me and my friend proved that there is no loop other than 4 2 1. Now we have to prove that there is no integer that has no loop.
 
this is one of the big prize problems, isn't it?
 
big no
 
Jon
just 1 mill
 
maybe someone will fork over some cash for it
 
Collatz is a big one
I have a friend who's a phd in math, if you'd like to run it by him.
completely trustworthy as well
 
7:01 PM
suuuure
 
these kinds of problems interest him quite a lot
 
btw I cant seen where it says you get 1 mill
 
185
A: What is the importance of the Collatz conjecture?

Greg MullerMost of the answers so far have been along the general lines of 'Why hard problems are important', rather than 'Why the Collatz conjecture is important'; I will try to address the latter. I think the basic question being touched on is: In what ways does the prime factorization of $a$ affect ...

"I think it is for reasons like this that mathematicians suspect that a solution of the Collatz conjecture will open new horizons and develop new and important techniques in number theory."
It's big in terms of its theoretical impact.
If you really do come up with a solution, it will be important to a lot of people
math guys have a fuckin rigorous standard for what constitutes proof in these cases.
 
that I know. However it does not = 1 million bucks
Also I'm sure someone will debunk our proof but it still might be something
 
:)
 
7:07 PM
anyway we might not even be able to tackle the second part of the problem
 
wow this answer is really interesting:
62
A: What is the importance of the Collatz conjecture?

MattThe Collatz conjecture is the simplest open problem in mathematics. You can explain it to all your non-mathematical friends, and even to small children who have just learned to divide by 2. It doesn't require understanding divisibility, just evenness. The lack of connections between this conje...

 
neat
 
7:27 PM
and of course
 
DH.
lol
 
8:27 PM
@Sie If they've shared info with you and you haven't signed an NDA, is probably okay to share. Up to you and your judgement though
 
 
1 hour later…
9:40 PM
Let's see if I can knock something off of my list...
 
Jon
9:53 PM
Knocking is for wood
 
user92578
10:22 PM
@Leggy7 I'm 84th in GL
 
10:44 PM
Well, I managed to get all of the easy things on my to-do list done.
The next task- start working on an AI system...
Except I now realize I have a few pre-reqs for that that I haven't done yet... Sigh...
Guess I'll get some exercise in the meanwhile.
 
Sie
11:30 PM
@ChrisMcFarland I haven't but it's more of a common courtesy type thing. So I shot them an e-mail if I don't hear back by the end of the week I'll upload it and past that if they have an issue I'll take it from there but I doubt they will.
 

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