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01:00 - 18:0018:00 - 00:00

6:00 PM
The last Fairy wanted 10K rupees to unlock... Ugh.
Honestly, they are quite easy to kill with Ancient Arrows, although they are a bit pricey...
 
I'm still half-ass searching for the last fairy.
Nah, no fun with the ancient arrows.
 
How many are there?
 
I just Conan that shit :D
 
I have found 4, plus the Horse fairy.
 
But that's what makes the good Zelda and Metroid games, when at first you run from enemies but later you go back and wipe the floor with them.
 
6:02 PM
True enough.
 
While laughing maniacally.
 
I just wish that I could kill one of those Centaur dudes...
 
I was hurting one pretty bad very slowly but then I slipped off the cliff, landed in front and was like

.. oh .. hai... friends? no? kthxbai
 
Can you make MMORPG with it?
 
6:07 PM
Buy it and tell me :P
 
DH.
You can, but it will be 2D and will suck
 
i think i sow that one free version already
RPG maker
its a tool for noobies to build an rpg
game
no coding at all
 
DH.
For basic stuff? Yah, no coding
But if you want something decent, you will code
 
dont know about this one but i sow something it was called same RPG maker it was free version
 
DH.
The free version is super limited
 
6:13 PM
yea as i see its 2015 release date i had this one i think didt found much of use maybe its different one now
 
If you want something decent you will end up doing more work within RPG maker than even you'd spend in Unity.
 
DH.
Well, the good part is that RPG Maker got a decent community with a shitton of stuff ready to use, free of charge even for commercial projects
 
@DH. Not like unity has an asset store
 
DH.
But not full of stuff ready to make a JRPG
If you are to make, let's say, another FFVII, it's by far easier to just use RPG Maker than having to code all the RPG systems from scratch in Unity
 
every maker product is not for us.
it is for teenagers, or noobies that are not keen at programming
 
6:26 PM
Wasn't FF7 3d?
 
gamemaker is not something people stick with... they eventually move onto something better
ff7 had 3d models overtop rendered 2d backgrounds
 
RPG Maker is great if you have a story to tell!
 
DH.
Fuck, I meant FFVI
The SNES one
 
oh ff3 (US)\?
 
DH.
6:28 PM
Yeah
 
yeah that game was amazing
at the time
no way I can play it now
 
They taught scratch to us in school
 
lucky
 
Nope
I hated that
 
i had 1 course called intro to programming where they taught this language i forget the name of
very limited api
 
6:30 PM
I already knew programming at that time
Doing scratch was like using paint as an artist
 
I ended up pre-rendering these 3d models into 2d and animating it
this was in 1997-1998
my project was ridiculously better than everyone else's
 
That's nice
I'm going to teach programming next year as a project.
 
it was pretty shitty
 
Because it's necessary to do one and I always wanted to.
A win-win for me
 
you are going to get questions that you cannot answer and then say "Let me get back to you on that one"
Don't ask me, ask google.
 
6:32 PM
@Bálint I did that during a semester, it was nice!
 
teaching is a great way to re-inforce your knowledge.
enforce? inforce? whatever
 
inforce, enforce means making it more protected
E.g. "Enforce defense"
I want to teach programming first, just the basics, then some computer science while introducing them to more programming stuff
If anyone even comes, which is probable, but not 100%
 
almost here. part of me wants to rush it
but ultimately I need to add steamwork cards/achievements and cloud saves.
I know damn well I will get burned if I don't make a proper PC port
ALSO, purchasing TextMeshPro was the best thing Unity has ever done.
Their goddamn shitawful text rendering had to be updated.
 
While adding achievements, you might as well set it up such that you can add them for mobile.
 
A week ago a friend of mine said in a conversation that I hacked the online grading system when I wasn't there.
The others believed it without a question...
 
6:42 PM
@PearsonArtPhoto Yes great idea.
 
$100;-)
 
yo
it's Sie
 
that was the cost of Greenlight :P
 
got locked out of flipping account again
 
Yeah right Zohan.
 
6:43 PM
not sure why but Stack Overflow/Exchange won't let me login with my email at all.
 
Actually, I think that Unity has a built-in achievement system that will link with at least Android/ IOS, I suspect that it might work well with Steam as well.
But not being a Steam developer...
 
naw, it doesn't
steam has its own thing
Unity does not support any steam api functionality
In a way, I kinda am glad they don't
I have more granular control over the implementation
 
I would hope that Steam has some kind of a link up, but...
 
There is a Steamworks.NET api you can use
 
6:45 PM
Lowpoly done...
 
Why is there a hole on her skirt?
3
 
Sie
yay
got in
finally
 
Someone is spoofing Sie
 
that's a shadow
 
6:46 PM
ban him
 
Sie
shutup Jon lol
 
doesn't look like a shadow
looks like an illuminati triangle
 
@jgallant Of course it does...
 
wtf is that on the left?
 
6:49 PM
Yes, that is totally how I want the UVs unwrapped, Modo. thanks.
 
Sie
it's your soul
 
this conspiracy goes deeper now
 
Should make an Egyptian name for her ... Tallowtamun ?
First thing that came up was to porte-manteau Nefertiti ... nope, not doing that.
 
art...
Today I were talking to my prof about the game then the sketches I drew came up. I started to explain stuff then I realized, I enjoyed this.
I enjoy graphic programming too... but I don't think I enjoy networking programming that much... I find networking interesting..
So I ordered tablet that's 90 bucks total
I am going to be part graphic programmer and also an artist! YES!
 
7:06 PM
TIL: One of the main motivations for the Pokemon Go Faction Symbols was "It's going to be tattoos!"
 
of course both gopro batteries are dead :(
 
Can you program?
If you can program, and enjoy it, and enjoy doing the artwork, that's a pretty powerful niche.
 
I am kinda making my own graphic engine. Yes. Program me can do a bit. I am a powerful niche weirdo!! YES
#feelsgoodman
 
In what?
I mean APi
 
@Bálint me?
 
7:18 PM
You
@Stephane most (big) Egyptian names meant something
Tutanhammon: Follower Hammon, he later changed it to Tutankhamon, follower of Khamon
Or the other way around, I can't really remember
 
Yeah but I'm not taking an ancient Egyptian dead language lesson, just making up an egyptian sounding name :P
 
@Bálint I server the DirectX C++!!
(current task in progress, shadow map is so weird on the left)
 
That seems like a floating point issue
 
could it be that I am dividing by zero?!
 
7:29 PM
@BlueBug that's called shadow map acne.
 
oh... my bias is too small?
 
2
Q: Shadow map perspective aliasing

DanielIt seems impossible to remove this sort of perspective aliasing when the surface is nearly parallel to the light direction. I have tested several different shadow acne removing techniques: Constant bias doesn't work: Introduces peter panning on biases large enough to remove the issue Slope-s...

yes, common problem.
 
Instead of checking whether the depth at that pixel is less than the depth in the sun's perspective depth map, try checking if the current depth plus some small amount is less than the depth at the sun's depth map
That makes it disappear
What happens basically, is that floating points aren't very accurate, and the faces think they are obstructed by themself
@Blue Do you have diffuse shading BTW? The 2 supposed to be combined to result in a nicer effect
 
First scene is forward, then the second is deferred scene. I have two modes of rendering running at the same time in the application
 
Deferred doesn't have to deal with shadow acne
 
7:40 PM
I am trying to wrap my head around "faces are thinking they are obstructed by themselves"
I am trying to understand why deferred doesn't deal with this issue while forward needs to deal with it
 
Because you recalculate the depth from the depth buffer, thus you make it innaccurate
Depth maps have a higher float density closer to the camera to make z-fighting less visible
Your sun is a certain distance away from the camera, so it becomes pretty inaccurate
E.g. The sun's depth buffer think a certain fragment is at 10.653, but the fragment is at 10.652 on the z coordinate, thus it thinks it's behind something (I exaggerated a bit)
 
They both have to deal with that issue.
 
Storing the distance in a dept buffer and recalculating it should introduce some inaccuracy, doesn't it?
 
it works the same way in forward and deferred: The light has to calculate it's own depth map.
 
Strange, I remember something wrong
Then I have zero idea why it's not present on tbe right pic
 
7:49 PM
oh I fixed it already... the deferred rendering is kinda complete
the forward rendering came second after I finished deferred rendering
now I understand what you mean by "faces think they are obstructed by themselves"
I see... because all the values in depth map is so "dense" like all the values get kinda clamped, it becomes in accurate I see...
 
@Blue Do you have an account on Computer Graphics
?
 
what do you mean? account on computer graphics? Do I major in computer graphics?
 
There' a computer graphics SE, specialized for these kind of things
 
wooha!!!!!
 
Stuff like simplex noise and shaders go there
 
7:53 PM
WOOOHA!
MIND BLOWN
 
*MIND = BLOWN
 
It's a nice SE
 
YESSSSSSSSSSS dances in the joy I needed this SE
 
Glad I could bring it to your attentiom
 
7:55 PM
hello darkness my old friend. Nobody is here, so cold.
 
@BlueBug Yeah. gamedev.SE "tolerates" graphic questions that are frequent to game dev or specific to game engines but generic rendering questions should go to computergraphics.SE
Especially if it's your own engine.
 
This looks look.
Must be new I guess? Since it is "beta"
 
eh, I think it's all beta :P
 
It just got out of closed beta
 
Like Steam on Linux is still in Beta
 
7:58 PM
@Stephane stuff like Navier-Stokes equations and basically any graphical algorithms go there
It's an interactive version of GPU gems
@Blue also, check out gpu gems if you don't already know about it.
 
@BlueBug essentially, if it's "how can I do <computer graphics technique X> in Unity3D" or "in Unreal" it can go in gamedev.SE
If it's directly in OpenGL, DirectX, or software rendering, it should go in computergraphics.SE
 
I feel like previously graphic related questions just didn't have anywhere to go besides gamedev.SE
so it kinda float in gamedev.SE... I think... because it is kinda related to game dev I guess?
 
That book
Or books, there are 3 of them
 
Yeah, personally I don't flag those OpenGL/DirectX questions and I still answer them in gamedev.SE if the person is working on a game
 
8:03 PM
It's very easy to find graphics related algorithms since we had a lot of excess GPU power and VRAM
 
This looks like such rich resources to learn from
 
ARG! I hate UV unwrapping hands.
 
and it is so organized and FREEE!!!
 
@Stephane you could paint directly onto the 3d model
 
8:06 PM
I'm UV unwrapping for baking
 
Oh
 
There's already a colored highres version
What I should do from now on is model and UV unwrap them in T-poses then bend them and fix them into A-poses before skinning.
Or not give a damn and just work in T-poses because the character is going to be just ~100 pixels on screen...
 
ok I want to ask this question "in forward rendering what's the go to technique to smooth out rigid shadow due to low resolution shadowmap texture?"
can it stay as gamedev? or probably graphics?
 
graphics would be the place.
I think the UV unwrap tool is trying to tell me something...
 
Fitting massage for such a task.
UV unwrap is a pain.
 
8:19 PM
@Stephane That detail is a lot for a 100*100 pixel area
 
Yeah. There might be some cinematic close-ups tho if I can be bothered...
Well, not of that particular character (it's just a placeholder) but I'm using that as practice.
 
BTW, I'm always on phone, and your profile picture in this size looks like an ape
Just thought I share that with you
 
A green ape?
 
No
The negative space (grey stuff in the background) is the fur, the green stuff is the eyebrows, and the orange is the fave
This thinf
(It's very hard to find a PG-13 picture of pavians, they have quite a big...manhood)
 
oooh I see. yeah
 
8:44 PM
@BlueBug I don't think there's a one size fits all solution, but there are lots of solutions. Using a linearly blendable shadow format like variance, exponential, or convolution allows you to use texture filtering hardware to do basic filtering, and also enables you to pre-filter with regular blur kernels on the shadow map itself
If you don't want to use a fancy format for depth storage, then you can do things like PCF which is basically just shadow testing a few nearby points and blending the binary shadow samples to get a smoother test
 
Okay, now I gotta remember how to bake textures... the steps are so finicky.
 
If you want to get extra baller with it, you can do PCSS which basically is using the shadow map first to judge how far away the shadow receiver is from the shadow caster by sampling nearby points, and then using that distance to control blur amount. It produces way more realistic shadows that start hard on contact and then become blurry as the distance increases, like real shadows
I like that approach the most, and to implement variable sized blur efficiently, I like to use a linearly blendable format (I prefer ESM) and take the integral of your image data, which then allows you to evaluate any size box average filter using only 4 texture samples
 
60 shrines
Halfway... Cripes
 
9:10 PM
baked and exported... Now to see if it renders :P
hahaha it's trying to animate it without skinning
Uploading video capture ...
Maybe I'll edit her some more and make her into a bad guy. Make an Egyptian-ish temple level...
LMAO I've been listening to so much nightcore that all my YT suggestions shows up with NSFW anime chicks :D
I need to add the skinning...
 
9:37 PM
WHY IS SHE HUMPING THE PLATFORM
lol
 
LOL gimme a few minutes to create a weight map...
The animation's probably gonna look really weird with a dress...
 
@MickLH I like that. It sounds fancy. Do you think it will work in 100+ light scenarios though?
 
Holy #$ it looks fine
oh wait, nope. fingers are a bit messed up.. close enough
Let's see if YT accepts that 1080p60 video capture...
It'd look better if I added specular maps but that'd be a lot of extra work having to bake a 3rd texture map for everything, and then it's also a 3rd texture the GPU has to deal with unless I merge it into the normal map.
 
10:01 PM
My cat is sleeping on my bed. I guess I'm sleeping on the ground tonight...
 
You should be able to put basically any song below that
 
That's about how big it's gonna be on screen...
 
#OptimizedForTVScreens
 
10:33 PM
@BlueBug It can be cheap but it's not free. PCF doesn't require any pre-processing but does require more shadow samples, while pre-filtering requires evaluating a blur kernel on the shadowmaps every time, but then costs nothing extra to sample
 
Mmmmmhmmm
 
@Bálint This is exactly what the "bias" he referred to is. He's already doing that.
And it's not really a very good solution because it makes all the shadows creep over a small distance and only moves the problem to heavier angles
In order to handle grazing angles well that way, you have to have an unacceptable amount of shift in the overall shadow position, so objects on the ground look weird from their shadow being offset
You can help the situation a bit by measuring the surface normal and using that to compute a tighter bias for each sample
@StephaneHockenhull still humping.
 
But now it's humping as it's supposed to.
 
HD humping
 
ahem! 60fps 1080p 16x MSAA humping.
it probably wont hold at 60fps +16x MSAA once I add the environment on my GTX 560M tho :P
 
10:46 PM
Hump day tomorrow
 
;D
 
11:09 PM
Someone just posted this in the Python chat
How did I not see this before, this is amazing
0
Q: How do I make a launcher for multiple executables?

RandomGuyDTBI'm trying to make a launcher for a game I like that compiles the vanilla version and the mods into one launcher. I want to make it so I can choose between the versions, maybe with a rudimentary GUI. The original versions of the game are in Java, but I'm converting them to .EXE with Launch4j, and...

I'm not sure on this
I'm pretty sure this guy's talking about Minecraft, but that already has a launcher that does everything he wants
 
I'm calling it now: that question will degenerate into basically "I have no knowledge of programming. Please write it for me."
 
seems like it
most likely a custom server launcher
 
Not sure why he wants to convert java to EXE
It doesn't have any benefits, it's slower, it's not runnable on a lot of platforms, etx.
If I wanted to be nitpicky, I'd say he can't convert java to EXE, only the jars.
@Stephane I think I hit an unclear close on it.
 
11:55 PM
It's off topic as it's not about making a game.
It's about launching an arbitrary application, that in this case happens to be a game.
 
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