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Joe
thats how to use the library, but ty! (sorry manners)
I need to know how to install it
 
nuget
 
Has anyone encountered the following strange behavior: when glGenBuffers is called twice in a row, the program exits without explanation, SDL/OpenGL/C/Windows
 
does it crash on the first or the second glGenBuffers call?
 
Joe
google-ing continues... "what is nuget"
 
9:02 PM
@Lasse, it doesn't crash, it just exits with no explanation
 
oh, well, you can download the source from github and build it to a dll, or install it with nuget if you got visual studio
@toby isn't that the same thing as crash?
unless you have some code that exits when some errors occur
 
Joe
@Lasse apparently nuget is a windows phenomenon
 
I guess it is
 
@Joe *was. monodevelop supports it now.
 
Joe
ty ty
 
9:05 PM
you might need to install the nuget addon to get it though. not sure if the unity version includes it by default.
 
Joe
can i skip all this bs and just download "json.Net" for unity
when this is all said and done its going to be a "using" line correct?
 
try the download button there. see if it works for you.
or I guess it moved to github, so try this: github.com/JamesNK/Newtonsoft.Json/releases
 
Joe
ok heres my problem I've got the files but IDK with I do with any of the many options for .dll .pdb .xml file-sets?
seems like a ridiculous amount of initial learning curve / googe-ling / reading to do something so basic
 
9:20 PM
yeah I'm not sure how Unity works with 3rd party libraries. if it was just normal C# I'd say right-click on the project in monodevelop, then add a reference to the dll. maybe that'll work with Unity too.
 
Joe
my issue is I dont grasp how .Net operates
and short of you telling me that id still be searching for that kind of advice lol
 
in unity you just drop in the dll file in the assets folder
I GUESS...
I've never tried to import anything myself, I've always used unity package
and that's where the dll files end; in the assets folder
unity is doing a horrible job with the project management
it always assumes that scripts in folder "editor" is always in the editor project, and there are no other means to manage where which items belong
also unity test tools is included in the main project, which is really stupid since if any of the unit tests is not building, the whole project is not building at all
 
Joe
so im 3 miles down a 5 mile road with nuget at the moment
let me fail at this then ill try that
once I add the package are these language constructs just supposed to be available to me? JsonConvert JsonSerializer or do I need to use a namespace? furthermore what might that namespace be?
 
they'll be in a namespace. Newtonsoft.Json, maybe?
 
yeah the namespace is got from the dll after unity notices it's existence
 
Joe
9:29 PM
YES
well recognized in monodevelop with code completion... but unity doesnt care
Thanks all for holding my hand... i suck at this shit
this = windows
 
no, it's just windows world that sucks
if everyone used linux, world would be a lot better place
 
it's really nice between the points where you understand it and where you need to jump into csproj files and edit them manually. outside of those points then it's annoying.
 
Joe
I mean my experience to this point with c# was smooth sailing, shit actually utterly enjoyable
really cant beleive that was required to use JSON
 
what you just did is required for 90% of the stuff in software development
 
Joe
then my mind has been corrupted by the web too much
 
9:36 PM
@Joe I might be a bit late to this.
But using Newtonsoft.Json was extreeemly easy to use because of dynamic.
 
Joe
I dont even want to know what sort of difficult things you have to use then
 
dynamic node = JObject.Parse(File.ReadAllText(path));
node.something = new JSObject();
node.something.nick = "MindWorX";
node.something.name = "William";
File.WriteAllText(path, nodeToString());
Doesn't get much easier than that.
 
JsonConvert.DeserializeObject<RootObject>(jsonString);
much easier than that
 
I don't see how that is easier.
 
Joe
ok lets be clear the code makes perfect sense
the setup was ridiculous
 
9:39 PM
Using dynamic, you basically just treat it as an anonymous type and add whatever you feel like.
 
I don't think unity supports dynamic
 
@William'MindWorX'Mariager i love the json.net library
so tidy to use :)
 
How is the setup bad? You add a reference to the binary ...
 
oh you're talking about editing the file, not just reading it
 
Or is it another Unity thing? :P
 
9:40 PM
although i do wonder what the difference is between a JSObect and a dynamic object is
 
Joe
@William'MindWorX'Mariager I have no idea what your saying
 
some code duplication gone on there me thinks
 
I'd still avoid dynamic just because I don't like it. It's nicer to deserialize to an actual type that contains the variables you want.
 
@Joe You just right-click references, add reference, and you're done.
 
Joe
where? which binary? a reference to what
 
9:41 PM
@IcyDefiance Avoiding dynamic is stupid. It's only slow the first time.
 
dynamic is .net 4.0 feature, unity only supports 2.0
 
@IcyDefiance I completely agree where possible
 
I don't avoid dynamic because it's slow. I avoid it because of the potential exceptions that it introduces.
 
there are situations though where letting go of that type safety comes in handy
 
Joe
9:42 PM
@William'MindWorX'Mariager Mac > MonoDevelop
 
Dynamic occupies the "avoid it as long as it's easy to avoid it" space in my head. And in this case, it's easy to avoid it.
 
@William'MindWorX'Mariager :O GPUDust ... intreaging
 
Joe
:D
 
Well, perhaps not blame the library for the shortcomings of your IDE/setup :P
 
9:43 PM
no no no, monodevelop is definitely better os than mac
 
@Wardy Just the stuff in the stars :P Sandgame on GPU :P
There are two gifs.
 
@Lasse there's so much wrong with that statement i have no idea where to begin
 
lol that was the point :P
 
@William'MindWorX'Mariager Have you seen my planet rendering stuff yet ?
 
Joe
I've no love for monodevelop, but I've no options so
 
9:44 PM
I was referencing the mac > monodevelop
 
@Wardy I haven't. Is it getting good?
 
@William'MindWorX'Mariager recently added to my voxel library
 
@Joe it's the same process in monodevelop though...you right-click on references (or maybe on the project name, I forget) then add reference...
 
@William'MindWorX'Mariager what ya think ?
 
Joe
@IcyDefiance let me try and find that panel because I dont see it
 
9:45 PM
colouration needs a bit of work and im still tweaking the generation stack
 
oh, you know, unity might have hidden the whole project thing
 
noise modules aren't easy to get right i'm finding
 
@Wardy It's looking cool. Is this for selecting worlds to play on?
 
@IcyDefiance yes, project is basically what's inside the assets folder
 
Joe
I only see code files
 
9:46 PM
@William'MindWorX'Mariager no idea what i plan to use this for
 
Joe
No "solution" navigation
 
really its just about me seeing how far i can voxels
 
evil unity
 
this is all in unity too
 
9:47 PM
@Wardy Yeah, sometimes you just want to do something challenging. :)
 
I'm currently looking at the transitional stuff from that to ground level
 
@Joe so really, not Windows' fault or .NET's fault, just Unity's fault
 
It's the same reason I did the GPU dust stuff. It's nothing new, but trying to make it work as a fragment shader was a challenge.
 
niice
I am tempted to have a second pass at gpu based planets
 
Joe
@IcyDefiance so my only real quam is the process it took to get to this understanding
 
9:48 PM
using compute shaders to gen them
 
Joe
never would have found this on my own
 
It shouldn't bee too bad once I get the cpu code finished up
 
Joe
would have required a full on primer on .Net dev
 
It's too bad you can't use Visual Studio
Visual Studio is awesome.
 
Joe
ive been looking for an alternative, this experience solidifies that
 
9:52 PM
How do you guys feel about building a unity style plugin for VS ?
 
what's a "unity style plugin" ?
 
I wonder if when VS5015 and roslyn lands with the new .Net native stuff we could basically build unity right in
like wrap up say openTK or something
offer it as a nuget package
+ a vsix
 
unity is so much more than opentk in a nuget package, which is already available
 
@Lasse no i mean build a visualisation window and such
so you can see your game like you do in unity
 
That would be pretty cool.
 
9:55 PM
and I doubt it would take a whole lotta code to gen a property editor
 
I'm already creating a tool, but it wouldn't be a vs plugin
 
sounds cool. I wouldn't like being tied to a specific editor like that, though.
 
I just need some help with it :(
 
I would love a unity like solution that basically didn't involve unity
I love VS too much though
 
@IcyDefiance You're tied to one with Untiy already? :P
This just gives you an alternative.
 
9:56 PM
@IcyDefiance how can you build a game in any engine without being tied to that engines toolset?
 
you're tied to Unity for the graphical stuff and some property editing. not so much for code editing though.
 
@IcyDefiance given that .Net is about to go cross platform out the box I just thought it would be cool to have VS as effectively your game engine development kit
then you're only limited by the tech in .Net
instead of having to wait 10 years for unity to update their age old mono framework
 
only if VS became cross platform tool
 
im not fussed about that
lol
 
yeah unity doesn't run on all the platforms it supports either
 
10:00 PM
In an ideal world I would love to see microsoft make DX cross platform
then I would just build tools for that
I already have some pretty good code for that
I also figured out how to write VS extensions with html (in theory) recently
 
meh, opengl is already cross platform
 
so stuff like my noise toolkit would translate well easy
@Lasse given a good game dev GUI system and a few of the luxuries you get in unity I would happily just use VS and OpenGL
 
game dev gui system, you mean editor?
 
essentially yeh (unity style within VS)
basically if i could embed unity as a plugin in to VS that would be my ideal setup
 
I've been creating something like that for the past 6 months
 
10:04 PM
only having to run 1 app would make my life a ton easier
@Lasse ok now im interested ?
 
it's not too hard to make a basic map editor. previewing gameplay and editing variables on the fly in that same editor...is a little harder. that's probably the best part of unity right there.
 
how far you got ?
 
the editor itself is not in any shape, and the game engine is lacking about half of the features
 
openTK ?
 
yeah
 
10:05 PM
c# ?
 
yep
 
in github ?
 
will be
 
I may have to be seriously interested in that project of yours
 
I might actually soon push it in
 
10:06 PM
damn it Lasse the beard in your avatar keeps making me think John is talking. then Wardy pings you and it says Lasse so I get confused for a second. this has happened about 4 times in the last half hour.
 
lol
 
LOL
@Lasse I'd be seriously interested in talking more about this with you
 
sure, I need help with the project anyway
 
I started out wanting to build a game then shifted to wanting to build tools
I figured aiming for a specific tools might be a more achievable goal
once I got a bunch of tools in the shape I want I may then get back in to wanting to build a game
lol
 
I suck with GUI designing and programming, so I'm kind of stuck with the editor part
 
10:08 PM
I've never dealt with GL before but how hard could it be given that I did ok with DX
The main bit im not sure about is how to build VSIX extensions
 
Joe
FWIW Json.Net is sooo much better than what I was planning to to though haha
 
but there's prob a ton of docs out there somewhere
 
well I don't think it's hard to translate to opengl, it's all vertex buffers and textures and shaders anyway
 
worst part about GL is trying to learn it, because all the online tutorials are shit. every single one of them.
 
@Joe its basically just a dynamic wrapper and json serializer
 
10:10 PM
opentk.com is my source for documentation, the rest is in the github where I can just read the source of the examples
 
@Lasse meh welcome to game programming
 
I ended up patching together information from 4 different tutorials to get things to work, because all of them gave me code that was at least partially broken.
 
lol
is everyone here basically using unity or OpenTK then ?
 
then the game engine features are again learned as I go with various tutorials
 
I kind of alternate between OpenTK and Monogame, depending on what I'm doing.
 
10:14 PM
See I reckon if we had a basic set of tools for generating shit like meshes and a material and physics system we would have the basic guts to get started
well that's just a bunch of nuget packages pretty much and maybe a few more wrapper classes
then wrap all that up and add a vsix extension for the visual side in VS and we got some seriously powerful stuff
18
Q: Add custom editor windows to Visual Studio window panes

JoshVartyMy Problem I'm trying to build an extension to Visual Studio that allows code to be edited on a per-function basis, rather than a per-file basis. I'm basically attempting to display code in a similar fashion to Microsoft Debugger Canvas. I'm wondering how to host multiple Visual Studio editors ...

Some great info in here
 
hmm
 
basically custom VS tool windows are xaml
so xaml > GL canvas > BOOM!
 
can it host winforms component?
 
possibly
 
opentk already has a thing for winforms
 
10:18 PM
but it would be piss easy to embed a winforms container in xaml
or convert a winforms component to xaml
Might have to have a play with embedding GL stuff in a xaml window
if I can get that going thats the basis for it ... then just need to wrap in a vsix container
nvidia have some pretty cool stuff like this
 
@William'MindWorX'Mariager NICE!
 
Aye
It has some limitations though. Doesn't support transparency.
That is, seeing controls behind it.
 
cool
I really need help with the editor itself, if you are interested to help drop me mail at lasse@lasse.pw and I will share the current repository
4
I also accept help in every aspect
not just the editor
I might soon start updating proper roadmap and feature list so it'll be easier to manage the project with multiple people
 
@Lasse hmmm ... dammit dude i only just started making some seriously cool progress on my code!
done right though this could be an awesome solution
 
10:40 PM
lol, yeah, I'm trying to make it awesome ;)
I usually don't want to create shit
 
hey check this out
under the heading "instantiate the tool window and toolbar"
looks like its basically a windows form
GL will love that
 
nice, it'll be child's play to create opentk gl control then
now I'm only wondering how I can set visual studio up to use my own content pipeline
 
Seriously tempted to have a crack at this tomorrow now ... was going to look at LOD transitioning hmmm
@Lasse surely thats down to the users of your engine to make the right calls in their code
 
I got my own file format that is fast enough to load in runtime
when the 3d file gets imported to the project I want it to be converted at that point
or at build time or something
 
Perhaps a custom tool like T5 templating
 
10:45 PM
I'm just using assimp to read the most common formats to be able to import them
 
drop the file in then set the tool to run
then it happens when they use it
or as a build step
custom project type could allow for that
 
11:21 PM
I wanted to see how well i was doing
apparently not that well since earth makes my planet look like a pea
I also see I have some work around colouring to do
 
Jon
11:43 PM
i farted, and it stinks
 
oh my gosh
my farts smells like flowers, always
 
Jon
oh man, there goes another one
add me on twitter if you want my fart updates
 
done
I didn't find any fart updates :(
 
Jon
yeah i ended up taking a shit
 
that's some fart advertising for ya
 
11:59 PM
really guys?
is this where we're at now
 
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