@Tornado I think you might have more luck in chat.stackexchange.com/rooms/35 - though given that CS is 11 years old by now, I can't imagine it being too hard.
This here is the "Game Development" channel, the other one is the "Gaming" one. :)
I'm operating on pretty low sleep, so it's kind of grating at me today. Currently camped out in an abandoned office, but there is a conference call going on in the room next to mine. I can't deal with my cube right now.
Previous job had me originally sitting right next to the front desk. You can imagine the wonders that did to my productivity.
They then moved us to an isolated office on the 3rd floor (which no one was on), except they were going to change that by doing construction work. My last days coincided with when the construction work finished.
@TreDubZedd Wifi all around the building, I can go pretty much anywhere around it and still be able to work. But there aren't that many honestly quiet places in it. Things were awesome not to long ago, entire unused floors that I could camp out in
"After the recent series of complaints from Google, the clearance to go to the roof has been revoked for all employees. Also, please refrain from spelling obscene things in the parking lot from now on. This includes Russian and Chinese as well. Thanks, the Management."
@RavenDreamer So if you hold down the button, does he jump up to the peak and start hovering there, or does he just stop shortly after leaving the ground?
@thedaian My first attempt at a platformer game involved Space Stalin flipkicking space cows and goats in a quest to liberate the moon from capitalist pigdogs.
@GraceNote You can't activate the jump button after jumping until you hit the ground. If you wander off the side of a platform (and thus, just start falling without jumping) and hit the jump button, the upward momentum and downward pull of gravity exactly cancel out. So you hover.
It sounds a lot cooler than it played, not the least of which being how you could walk through walls and, if your gravity is just right, fall through platforms immediately after landing on them.
@GraceNote In my penultimate-to-the-current build, I had an interesting bug because I forgot to clear what moving platform you were on when you jumped. So if you jumped from a moving platform, you continued to move left and right with the platform until you touched another platform.
@GraceNote Inertia doesn't cause you to suddenly and inexplicably start going the opposite way, just because the platform you used to be on started going the opposite way.
If the platform didn't change direction, though, that'd be right.
Make it a plot device.... advanced technology that gave you... uhh, physical memory of the last ground you touched, where you'd act as if you're still touching that ground
ah, ok. will have to wait til I'm home then, cause I'm not sure how to run a jar file on this computer... (i'm not 100% sure how to do it while home, either, but I'm more willing to mess around with it)
In a single-player game, when trying to build an entity out of components specified in external scripts, what do you think is more desirable to happen when one of the components is ill-formed:
Should the engine skip over that component and let the entity live in the game world with only the com...
I don't know a lot about shaders, what would the actual impact be in Joe's scenario?
The scenario he lays out is: "perhaps your technical artist has screwed up the shader for the targeting outline - broke the fallback, let's say, so it's only loading on SM4 systems, and he didn't notice because he's got a top of the line system"
And... would the broken shader be something you could or would fail fast on?
@RavenDreamer The acceleration (m/s/s) should be adding to the velocity (m/s) that should be adding to the vertical position (m). So it should look like your ball/character is falling faster and faster as time passes.
When you jump, you can add a fixed amount to the velocity (for a fixed-height jump), then the negative acceleration generated by gravity will naturally cause the velocity to slowly decrease to 0, then start to move the ball downward faster and faster.
So the acceleration would be a constant (unless you add stuff like variable gravity or wind), and both velocity and position would change over time