« first day (2396 days earlier)      last day (2614 days later) » 
01:00 - 23:0023:00 - 00:00

1:04 AM
Whew, that pathfinding explanation was a pain to write
The guy's pathfinding will recurse once for every cell in the map.
 
1:20 AM
super duper awesome animation :D
 
 
6 hours later…
DH.
7:38 AM
@Tyyppi_77 It could be designed to be that way, but I'm finding it really hard to play on the second level with those flame beams when I can't ghost jump (do a double jump by just falling from a platform) or being able to double jump if I hit my head on the ceiling
 
8:08 AM
@jgallant What's in the box?
 
8:46 AM
Added some bounce to my UI
now it's time for networking
 
user92578
9:08 AM
Awesome!
 
10:13 AM
0
Q: What's the point of the [class] tag?

Tyyppi_77I noticed that someone had proposed an edit that added the class tag to a question. The tag has no description and it looks like it's used for when the question relates to the generic programming concept "class". Should the tag be removed? Is this actually a useful tag? If it is, could a usage d...

 
11:00 AM
You guys read about cloudbleed?
 
user92578
ya
 
yeah :(
 
user92578
oh fuck it's saturday, what can I tweet
 
The official bug tracker is quite interesting to read, where he explains the horrors he gradually uncovered as he dug deeper and deeper into the problem.
 
Got a link?
 
11:03 AM
Read it on my phone yesterday. Let me try to find it
 
Thank ye
so a bad case of failing to handle badly-formed html tags?
 
user92578
11:22 AM
they should switch to a regexp based parser
 
@Tyyppi_77 I'm fairly sure bleeding clouds is already a sign of the apocalypse, we don't need to literally invoke the elder gods as well
 
 
1 hour later…
12:39 PM
We shall fight off the horsemen of the digital apocalypse using vi
and Fortran
 
1:01 PM
Just use water.
 
or many layers of wool and polyester clothing and shag carpeting. Wait until they come in and zap them.
 
user92578
hmm I need to come up with a screenshot without violence
 
user92578
wait what, 4 screenshots
 
why without violence?
 
user92578
steam needs screenshots that are suitable for all ages so that the game can be shown on steam's frontpage or something
 
user92578
1:11 PM
I guess weapons are okay... Chris seems to have axes or flamethrowers in all screenshots
 
[2017-02-25 09:15:39] Downloading update (10,657 of 169,017 KB)...
Of course steam has to update... it's been 3 days
 
user92578
1:35 PM
 
user92578
Thoughts? I'm personally not a huge fan
 
user92578
 
user92578
^ that's what I currently have but it's a little plain I think
 
@Tyyppi_77 I would place only one character on the left side
 
1:54 PM
can you have directional light, and specular light together? If so how, because specular light relies on a surfaceToLightVector, but with directional light the light has no position
 
@Tyyppi_77 I like it.
Better
 
user92578
The first one?
 
@snowy500 blending
Yeah man its nice
 
its ok I solved it thx
 
Awesome
 
user92578
2:04 PM
most games seem to have like awesome custom drawn super highres incredible keyart capsule images
 
We are not like most games
 
user92578
true
 
0$ budgets
 
user92578
fucking hell steamworks site stopped working and I lost my progress
 
What do you mean
 
user92578
2:05 PM
I was working on my store page description
 
user92578
pressed save
 
Oh fuck
 
user92578
then it stopped responding and threw an error at me
 
user92578
should've written it elsewhere first
 
Data all. Gone?
 
user92578
2:06 PM
just the description I wrote
 
That's technically the hardest part5
 
user92578
yeah I hate writing these kinds of texts
 
user92578
just buy my game will ya'
 
I'm gonna buy it
 
user92578
...but only if my description is awesome and breathtaking, right?
 
user92578
2:11 PM
you already have it you fool
 
Ehhhhh yeah of course.
I only buy games with excellent descriptions
Hyped man.... Breath of the wild
Already getting 10s,and the game is blowing people away. I'm so hyped
Battle system looks amazing
And people are saying it is hard and you will die
 
So, Skyrim but better?
 
user92578
 
user92578
I think I like this one a lot more
 
user92578
2:32 PM
 
user92578
Maybe with weapon rain?
 
HAHAHAHA I love the gun rain
 
@Tyyppi_77 easter egg if you keep spamming on the gunhero logo?
 
Only thing is orange and purple shirt are very close to the background's chroma and saturation
maybe they need a drop shadow or glow or something to separate them from the bg a tad
 
user92578
@KevinvanderVelden otherwise yes but the mainmenu easter egg spot is kinda taken
 
2:36 PM
The hair blends in too
 
user92578
yeah I'll try to add some glow to the background or something
 
user92578
 
user92578
Better?
 
Yes. better, I've also tried this ^^^
some kind of evil aura or whatev :P
 
user92578
not terrible
 
user92578
2:45 PM
it kinds brings the characters out of the picture as like a separate thing and I'm not sure if I like that
 
user92578
 
user92578
copters? too busy?
 
user92578
(sorry for the spam)
 
If the city is green-ish the characters pop better ...
 
user92578
2:49 PM
that's true, there just isn't a green city in the game :(
 
buuuuuuuut ... kinda look odd
yeah
not-so-green ? ...
I'm still not sold
 
user92578
I understand your point but I'd like to stick to the colors in-game
 
What if it was using a jungle background? You got one in game?
 
user92578
I do have a jungle background, that's blue and I didn't like the blue forest background very much
I also ended up changing my jungle thumbnail gif on greenlight to the prison one given that a certain game is quite jungle-heavy
 
user92578
It's not a huge deal anymore, but...
 
2:52 PM
yeah, so far yours with the yellow glow's the best
I think the copters are fine. goes with the over-the-top theme :D
Can we get 'stache character customization?
I want my char to have those handlebar 'stache :D
or the biker stache
 
user92578
lol I might look into that after release
 
So that I could annoy my friends and kids by taking forever to pick one
 
user92578
hat & facial hair customization
 
like, if you can select it before you respawn, and if you don't pick one quickly and everyone dies while you're too busy 'staching around it's gameover :D
 
user92578
 
user92578
3:02 PM
looks pretty good imho
 
user92578
logo pops out even from a small image
 
user92578
Yeah now I just need to make all sorts of different sized versions of the capsule
 
user92578
231 x 87
 
user92578
who the fuck comes up with these dimensions?
 
3:09 PM
LOL
IKR?
The page designer couldn't be bothered to round it up or down a bit
 
Gaben
Shimmies himself through a door frame to get to the meeting room. Proclaims uneven values for all steam images. Shimmies back out.
 
user92578
HAHAHAHAHA
 
user92578
 
Fucken pimp mamn
 
user92578
the worst thing is that all these beatiful pngs are converted to fucking jpgs
 
user92578
3:19 PM
467 x 181
 
user92578
rly?
 
Wait till you see the workshop page templates
But yeah I Remeber cutting up stupid random image sizes l
How dare you release another game before adding cloud save to your other game you fucken asshole
 
user92578
steamworks page is stuck again
 
user92578
...
 
Steam was down once when I was coding
Couldn't test anything
 
user92578
3:33 PM
I dev with steam closed so that I can edit my saves
 
Yeah but testing level uploading or voting and shit like that
 
user92578
yeah, right
 
user92578
3:49 PM
background isn't visible in beta mode :(
 
Sie
4:10 PM
I wish SSD's would go down in price quicker.
 
POOF, your wish is granted.
 
Sie
Thanks m8.
 
user92578
jon what did you put in for those support fields
 
911
 
wut m8
what support fields?
 
user92578
4:17 PM
for the store page they require like a support email or something
 
i put my @jgallant email
its my business email
 
user92578
aight yeah I was just wondering, it doesn't seem to show up on the page
 
ok, bbl going out
 
user92578
o/
 
@Tyyppi_77 Have you tried renaming the .png to .jpg and uploading it as that? :D
 
4:29 PM
Inb4 that breaks steam
 
Most web systems nowadays seem to just validate the file extension and pass the file on to a generic image reader that autodetects the header and load any format anyway.
I've seen .gif uploaded as ".jpg" just by renaming and and still animating on the page
 
Usually the frontend varifies the extension and then the backend verifies that it actually is of that format
 
"usually"
 
You will always find some retarded webservice accepting the image as is
 
I was thinking about using a minimal Qemu VM just to parse user-provided assets and convert them to the proper format. Reset the VM on every conversion. Just cloud the F out of it...
 
user92578
4:34 PM
looks like I need to set a release date before I can make my page public :(
 
user92578
I also need to make a trailer
 
2020
Feb 31st
done.
 
user92578
lol
 
6:12 PM
any idea on fixing this one ? i know where is the problem but could not think of solution , its probably just need to do correct calculations or maybe something else
void GUIList::MouseDrag(int x, int y)
{
	listindex += y-lastmouseY;

	listindex = clamp(listindex, 0, (int)optList.size()-listsize - 1);

	for (int i = 0; i < listsize; i++)
	{
		int y = Box.top + (Box.GetHeight() * (i + 1));
		optList[listindex + i].SetPosition(Box.left, y);
	}
}
for now i am changing index based on how much pixel mouse moved
 
user92578
what's index? mapping to an item?
 
thats are wrong because scrolling bar height are less
listindex is top element index to draw
in optList vector
so i am drawing listindex + list size
 
user92578
so if you move your mouse 20 pixels it changes 20 items?
 
yea
 
user92578
surely that's not what you want?
 
user92578
6:15 PM
how about listindex += (y-lastmouseY)/ itemHeight;?
 
not realy because mouse dont follow slider
hmm that doent work at all once i try to drag its just jump to the end
division of negative number ?
is it legal ?
 
user92578
what?
 
user92578
seriously?
 
i mean if y-lastmouseY is negative :D
 
user92578
of course that's legal
 
6:18 PM
sorry forgot all math that was teaching at school
 
user92578
my scroll code is very messy
 
user92578
I think you want to actually divide with the scrollbar height
 
user92578
like the actual draggable button height
 
i tried
listindex += (y-lastmouseY)/ itemHeight;
listindex (y-lastmouseY) /scroll[0].GetHeight();
or meybe devide height by size of list and then y-lasty / result ?
i mean : (y-lastY) / (barheight / list.size())
no thats probably stupid
 
user92578
I don't think I am of huge help here, my implementation goes handle first while yours goes item first
 
6:22 PM
np might figure it out myself do some break and try it later
or skip this for now and do keyboard search on list
 
7:15 PM
@Tyyppi_77 how are you doing laser? They look cool
 
user92578
Thanks! It's just a static 1px tall sprite that I stretch and scale the width with a sinewave. I use a raycast to determine the length and then I throw some fire particles at the ray collision position.
 
user92578
Definitely easier than you'd think but also not the easiest thing to make
 
Neat.
 
user92578
Had I shader support I imagine I could've made all sorts of cooler effects/more dynamic look but it's pretty neat yeah
 
? you don't? I thought Unity now allows you to do all sorts of shader stuff for free?
do they still have stupid shader restrictions?
 
user92578
7:20 PM
I don't use Unity
 
oh dang!
right!
what? really?
right XNA
 
user92578
no, closer though
 
(memories coming back)
 
user92578
SDL2, C++
 
Do you not have shader support stuff? DO they not allow it?
 
user92578
7:22 PM
I'm one of the few people actually using SDL's built in renderer which has no shader support
 
do they give you ray cast? or did you have to do it yourself? ( I hope they do )
 
user92578
SDL is rendering, input, audio, windowing, everything else is custom
 
Dang man... what a work that must had been.
 
user92578
Well it's not terribly difficult but yeah, time has been spent doing engineish stuff
 
Yeah. I mean it lessens the burden of setting up Window and starting to render triangles I guess, but the weight of doing math and managing game itself is on you I guess?
 
user92578
7:28 PM
Yeah, it's been a great learning process but that's not great for actually shipping a product
 
You can say that again :P
 
user92578
what?
 
> not great for actually shipping a product
 
Dang boi Tyyppi. I don't think it is the type of work that most people can handle. Most struggle even with Unity giving them practically free pass of implementations.
 
user92578
<3
 
7:30 PM
Old fashioned game dev. I like it.
 
7:51 PM
BTW in order to drag button on screen, you need to translate your mouse position to screen space then move the button to corresponding screen space or just hide the cursor while you are dragging (in your case).
 
I prefer to convert the mouse position to world space (or UI space)
 
Preordered Zelda. I am against preorders too
 
I think world position UI is much better than flat screen space UI.
By that I mean UIs that's part of the world itself.
So today I were design stuff for my game, then I realized that every game has this "I am a robot but do I have a soul" thing going on if they have a robot character in their game.
 
8:07 PM
it's okay, tropes are like a cheeseburger
 
So instead in my game I have "I am a fcking robot. I know I don't have what you humans call a soul. I don't care."
 
It's all about how well it's cooked :D
 
I don't get that cheeseburger reference. Perhaps because I never eat cheeseburger?
 
It's all about how well you cook the meal. just because a recipe is a classic doesn't make it bad.
or a very common recipe
 
A ha!
 
8:22 PM
2 days ago, by jgallant
@Ramsay I get what you are asking. Starting out is quite overwhelming. There is no secret, you need to read and try. After a few years of this you will understand what I mean.
^thanks man @jgallant
 
I think it is still incredibly frustrating even if you get past the starting stage.
 
@BlueBug Then simple programing is also frustrating (like yucky algorithms and competitive problems)
but fun to solve
 
I don't think it is necessarily fun. It is certainly satisfying when you finally resolve the issue you were having but... fun? Aka I think it's the reason why so many people in my major(game design and dev) drop out, transfer to different major.
 
ugh, uploading a 20MB video and YT is being a bitch... "error processing video"
IT'S 640x480 MPEG4 HOW CAN YOU NOT PROCESS THAT?
 
then real fun is crushing laptop, burning books, DDoSing facebook and siting on couch and gazing stars but we can't do it.. certainly we have to find alternative to these wild things :-( and that is what I think game programming is @BlueBug
 
8:37 PM
real fun for me is sitting and playing video game... Playing video game is more fun than game programming.
 
YEAH!
 
I almost force myself to do game programming man. Pushing myself just a tiny bit each day to move at least a step forward. DO PROGRAMMING FOR ME YOU STUPID SELF! DO IT!
 
hahaha! I do it for doing my college activities
 
I mean I too... but honestly the class expectation for the course in my school is very low. And I think most students are into designing and talking about game, rather than making one o~o.
 
let's try at 30fps ...
 
user92578
8:42 PM
That's kinda expected since ideas are so much easier than execution
 
let's try at 30fps ...
 
our country's education system is pretty down and everyone runs to russia for programming or mathematical carrier
 
Got the segment markers to update as well
 
Sie
I enjoy BF4 but it's so buggy. Also what idiot though Battlelog was a good idea? Good lord.
 
what's Battlelog
 
user92578
8:50 PM
@StephaneHockenhull That's so very really awesome! Real-time updating soon?
 
Sie
Basically instead of a normal launcher it uses this cancerous web portal to all of that. It's just a massive and unneeded pain in the ass.
 
@Tyyppi_77 Soon. Right now I'm running in debug and it's not caching the front textures at all so it has to reload 2x 2Kx2K textures (diffuse + normal) every update that's why it lags on updates.
 
user92578
Oh all right!
 
@Ramsay np
 
It even works if the segments intersect :D
 
8:54 PM
Generating a mesh from tile?
 
from 3D tile meshes for the side walls and polygon fill for the front
 
You using clipper?
 
Yah the lib
I'll take that as a no
 
nah, I got my own polygon -> triangle mesh code.
 
9:16 PM
arright, cached those textures...
I need more CPU cores.
 
user92578
Don't we all?
 
Zen can't come soon enough :P
 
got realtime update. making video ...
as soon as the -O2 build finishes ...
Success: ../result/exec.elf

make[1]: Leaving directory 'projects/level_editor/targets/linux.x11.x86_64-O2/build'

real 2m24.612s
user 13m35.864s
sys 1m51.176s
2m24 is too long :P
trying to make a full HD capture...
 
@jgallant I was gonna star this but I couldn't bear that URL stinking up the star board indefinitely
 
9:29 PM
It captured the wrong screen HAHAHAHA
 
The packaging really wants to emphasize the wheels
A product for idiots made by idiots
 
@jgallant Jesus Jon! That is motherfucking offensive! How dare you?!
You can't just go around acknowledging the reality of what most people are! What's wrong with you?
 
9:43 PM
52MB full HD video uploadin'
DSL connection be weepin'
Like Russia mah music be stallin'
If upload fails, gonna be cryin'
 
I need to add the rectangle selector tool. CTRL+LMB for multi select is not that great.
well .. I need to add LOTs of things :P
I can only move vertices right now. Save, Undo,Redo isn't hooked up yet (implemented, just not hooked to KB events). so many things left to do...
@Tyyppi_77 realtime update ^^^
 
user92578
That's sick
 
Since you have that working... now you have to do destructible world
 
I already got a minecraft engine :P
 
10:00 PM
float a = 1; float b = 1;
will (a==b) give me true?
 
user92578
Yes
 
what about a = 1.001; b= 1.001; (a==b)
 
user92578
Yes
 
10:01 PM
nisu.
 
however
float a = 1.0f;
for(int i=0; i < 100; ++i) a += 0.001f;
float b = 1.1f;

will probably not give you true for (a == b)
 
user92578
Yeah
 
float is a dark magic. Must be used with caution.
 
@micklh shaaaaaadup
 
but
float a = 1.0f;
for(int i=0; i < 256; ++i) a += 0.00390625f;
float b = 2.0f;

Will give you true for (a == b)
2
Because we're not getting any rounding as the numbers are powers of two and we're not breaking the floating point range. 0.00390625 == (1/256.0f)
 
10:05 PM
I think it gives you true because you are adding such a specific number that is somehow related to bits and bytes in such such ways that it gives you "true"?
 
It's easy if you just remember it's scientific notation in binary
 
shivers what a dark art it is. Such forbidden addition trick.
 
You have 24bits of precision with 32bit floats.
as long as what you add/subtract is within 24 significant bits of range you're safe.
0.001 is a periodic number in binary so it doesn't fit in 24 bits
 
so much... bits and byte details that I do not want to care but must care, yet very interesting!!! especially because I am delving into GPU memory management now days
 
You can't pack more than 3 bytes into a float.
 
10:11 PM
what? I can't? I thought float was 4 bytes?
 
You can with magic
 
Or else you'll get NaN and denormalized numbers that the GPU can turn into zero
 
I am coming with example of me packing 4 bytes into a float int
 
aaah, int. yes.
float no.
AFK, dinner.
 
interesting... so while I can pack 4 bytes into int, I can't with float even though float is 4 bytes?
 
10:15 PM
depends on how your platform handles tagged NaNs and denormals
 
I can do that^ though.
 
If your platform handles signaling NaNs reliably, then you get one more "usable" bit, because you can have a 23-bit payload as the signal of a NaN
 
I like naan bread
 
To extract anything further requires screwing with the denormals, which is pretty much just a "bad idea" because usually the hardware gets slow as fucking shit when you touch denormals in any way
 
I searched "denormal float". I understood it as "because float describes really small numbers below 0, it masses up with packing and unpacking. So don't use float to pack bytes"
 
10:26 PM
The denormalized numbers are the range between -FLOAT_MIN and +FLOAT_MIN
I think zero is technically a denormal
 
below zero(x) -> below one(o)
 
@BlueBug the problem is you can't mathematically extract fractions from a NaN. once the number turns to NaN that's it.
Neither can you from INF
and -INF
 
(unless you hit the bits, but then you should have just used an int probably)
 
yeah
If you have to use a float, it's because you have no choice: it's a GPU that doesn't support ints.
in that case you're limited to packing 3 bytes
And even then, you have to hope that the GPU supports 32bit floats properly. Some only use the top 24 bits of the floating point.
[ The Radeon R300 and R420 GPUs used an "fp24" floating-point format with 7 bits of exponent and 16 bits (+1 implicit) of mantissa.[1] "Full Precision" in Direct3D 9.0 is a proprietary 24-bit floating point format. Microsoft's D3D9 (Shader Model 2.0) graphics API initially supported both FP24 (as in ATI's R300 chip) and FP32 (as in Nvidia's NV30 chip) as "Full Precision" as well as FP16 as "Partial Precision" for vertex and pixel shader calculations performed by the graphics hardware.]
In computing, minifloats are floating point values represented with very few bits. Predictably, they are not well suited for general purpose numerical calculations. They are used for special purposes most often in computer graphics where iterations are small and precision has aesthetic effects. Additionally they are frequently encountered as a pedagogical tool in computer science courses to demonstrate the properties and structures of floating point arithmetic and IEEE 754 numbers. Minifloats with 16 bits are half-precision numbers (opposed to single and double precision). There are also minifloats...
 
10:34 PM
I wish it was something I can easily learn. Today I ran into this knowledge in this discussion almost accidentally. I can now not make mistake of using float to pack my byes, but I would have done if I didn't run into this discussion.
 
As you can see from this, some GPUs ignore the bottom 8 bits of a float.
 
Also even if you successfully pack into floats, now you have to unpack :P
Which probably kills any benefit of packing
If you're so severely memory bandwidth bound that it's a win, then there's probably a bigger win waiting somewhere else
 
not really. GPUs are so fast now compared to their memory you might benefit from it.
 
I see what you think I said but I'll go ahead and point out, "there's probably a bigger win waiting somewhere"
 
10:39 PM
I'm not saying packing itself is a bad idea, it's great
But abusing something that has been forced to be float for whatever reason... eh I'm doubtful
I mean I possibly am just missing it, but I can't come up with a case that redeems it
You know what might be a cool use is if you pack some integer data and some float data both into one float, and then use the interpolation hardware to get some kind of logarithmic interpolation of the integer
 
b0 = step(0, -f) * 128.0;
f = (abs(f)-1) * 128;
b0 += floor(f);
f = fract(f) * 256;
b1 = floor(f);
b2 = fract(f) * 256;
I think I can do better ... hrm...
That packing will still fail if the GPU has DNZs...
@MickLH maybe a case where you are running out of texture samplers but could still pack into floats and the GPU doesn't have integer textures? dunno.
Would have to not need interpolation
I guess might as well OpenCL it at that point.
 
I was thinking of something like that (with the texture samplers), where you're out of samplers but you have an extra float
I think I came up with an almost reasonable case though: You have g-buffered materials but some of the material types need 2 small integer parameters where others need a float
 
oh, yeah. saving an entire extra g-buffer might be worth it.
I use forward rendering so running out of sampler is a real possibility...
 
01:00 - 23:0023:00 - 00:00

« first day (2396 days earlier)      last day (2614 days later) »