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Jon
2:00 PM
would be lethal
 
Dat circle-strafe
 
Pip
@Almo Wasn't me, but I gave it a second :D
 
Jon
i think it could be fun to code group behaviors
 
you guys
 
Pip
lol
 
2:01 PM
12 hours ago, by Almo
my game just went live in canada: https://itunes.apple.com/us/app/lowdown-a-social-experiment/id940993306?ls=1&mt=‌​8
 
Jon
itunes store is stupid, that you need itunes installed to access it
What if I just want to browse the products?
 
@Jon boids are fun stuff
 
Jon
geesh apple, you dun goofed
 
wow the interstellar reviews really went bad
 
Jon
ah yeah? I didn't think that game looked good at all
 
2:03 PM
the movie :p
 
Jon
ah, the movie was good
 
yea and it had some very positive reviews early on
now every critic has jumped to the hate-train
when you see 60/90 critic/audience scores you know something is up
 
Jon
meh i watched it
thought it was decent
i like scifi -- critiques don't
 
Pip
@Veritas that was really good imo
 
Jon
Don't let others tell you what you should and shouldn't watch, WATCH IT!
 
2:06 PM
I have :P I don't listen to critics any more tbh
 
Pip
Alright, I have sprites working. What's next?
 
Jon
hitboxes
 
I mean they rate pretentious shit like dogtooth 90+
 
Jon
or sound of music
 
Pip
@Jon not making a game, making an engine this time
project for while at school
 
Jon
2:07 PM
your sprite class sucks
 
Pip
thanks
It has just the texture
 
Jon
cool
 
Pip
It's eventually going to have the whole SFML API for sprites
rotate, scale, etc
and move ofc
 
Jon
just for fun and learning?
@Almo
repost that link so I can star it
 
what up
 
2:11 PM
is there a way to portably check if a macro token is the same as a primitive type name?
 
 
Pip
@Jon hold on a sec, example of why I want to do this
// SFML Sprite definition

// Declare and load a texture
sf::Texture texture;
texture.loadFromFile("texture.png");
// Create a sprite
sf::Sprite sprite;
sprite.setTexture(texture);
sprite.setTextureRect(sf::IntRect(10, 10, 50, 30));
sprite.setColor(sf::Color(255, 255, 255, 200));
sprite.setPosition(100, 25);
// Draw it
window.draw(sprite);

// Reclusion Sprite definition

Sprite sprite = new Sprite("texture.png");
// Optional:
sprite.SetTextureRect(new Rect(10, 10, 50, 30));
// Optional:
sprite.SetColor(new Color(255,255,255,255)); // or Color::black/etc
 
@Veritas in C?
 
It will go to world in probably a week or so
 
C++ preferably
 
Jon
2:12 PM
@Pip would be cool if you included a sprite bounds calc
 
Same difference: No. When you get to the compiler macros don't exist
 
Jon
sprite.setTextureRect(sf::IntRect(10, 10, 50, 30));
 
They are done in the preprocessor, and they are purely text replacement
 
Jon
you just arbitrarily set the bounds here?
 
Pip
yeah, it's an example
(straight from the SFML docs)
I could do some calcs, they don't seem that hard
 
Jon
2:13 PM
depends on what you are opening really
 
Pip
true
 
Jon
if the image is 4000x4000 it could take a longer time to calc
if you have a spritesheet, etc..
 
something like C11 generic selections
 
Pip
yeah, true. I might have a function that does it on demand, something like CalculateBounds or something
 
Jon
Best thing would be to allow for a atlas
possibly link it with some sort of spritesheet tool you like
 
Pip
2:15 PM
definitely, I am going to add an atlas class
mhm
Feel free to contribute, I would love help
 
Jon
if you want to build on that, add a Frame class
Then an Animation class
 
Pip
Doing this for myself and a friend who wants to use this, so no lack of motivation
 
Jon
Texture -> Sprite -> Frame -> Sequence -> Animation
 
I have a strong-typedef implementation for both primitives and non-primitive types but it requires some namespace pollution which I would like to avoid.
 
Pip
hmm, lemme write this down
 
Jon
2:17 PM
Then implement Animation scripting ;)
 
@Veritas fancy feature, your compiler will need to support it
 
Jon
@Almo how many people involved in this game?
 
Pip
Hahaha @Jon I now realize why you said to include a CalculateBounds thing
 
Jon
:)
you get that from google?
 
Pip
yep
 
Jon
2:21 PM
hehe
 
user92578
hmm that might be a good idea
 
Jon
Unity does it
but they don't tie it to the bounding box of your collider.
If you use it for collider, you will need a secondary box that is the largest possible
otherwise you get issues with when the collider gets larger
 
Pip
SFML doesn't have a collider, I think I'm going to add one
oh man lots of ideas
 
Jon
AABB that shit
 
@Jon in making it?
 
Jon
2:23 PM
@Almo yeah
 
Just me and one friend
He did the analytics, local notifications and ads
I did the design, iOS interface and REST server
he's making the droid version now
 
Jon
cool
You ever do nodal pathfinding?
 
I worked with it a bit in Unreal 2.5 on PSP
up next is a scoring system, watch a video to add an extra entry in a contest, and some small fixes.
oh and player statistics
 
Pip
Alright, now's the time to decide. ECS like Unity or not?
 
how many times you won, etc
 
Jon
2:25 PM
it will get hacked ;)
 
@Pip ECSs are fun
 
The only hack available is to add more numbers. all the stats are generated by the server cron job
 
Jon
So, the general idea of a node based pathfinder, is to drop "nodes" all over the map where it is walkable
then apply a similar a* algorithm on the nodes
 
I don't like ECS, personally
 
Jon
I think moving those nodes around could also create a more organic feel
there was a kickass tutorial on this...
 
Pip
2:27 PM
gotta go to class, sorry
 
Jon
Dijkstra's algorithm is an algorithm for finding the shortest paths between nodes in a graph, which may represent, for example, road networks. It was conceived by computer scientist Edsger W. Dijkstra in 1956 and published in 1959. The algorithm exists in many variants; Dijkstra's original variant found the shortest path between two nodes, but a more common variant fixes a single node as the "source" node and finds shortest paths from the source to all other nodes in the graph, producing a shortest path tree. For a given source node in the graph, the algorithm finds the shortest path between that...
 
unity isn't pure ecs
it's composition based but not pure ecs
ecs isn't very easy to get right
 
What's ECS, for the uninitiated?
 
well whatever unity is I don't really like it
what would you say makes unity not ECS?
 
I have yet to see an ecs framework which I agree with
 
2:33 PM
@TreDubZedd Entity-Component-System
 
Ah, thanks
 
a way of organizing your architecture.
 
Jon
Hmmmmmm
So Unity has nav meshes built in
 
I worked on that part of the engine back in 2011
not sure if they're still using what I did though
how can someone with 3.5k rep ask this
-2
Q: Is '<' more efficient than '!='

VelthuneCan someone explain the differences between use of '<' and '!=' in a for loop? for(int i = 0; i < [object count]; ++i) { /**/ } or for(int i = 0; i != [object count]; ++i) { /**/ } I remember I read somewhere that "!=" is more performance than "<".. isn't it?

 
pure ecs requires logicless components
all logic is put in the systems hence the name
 
2:41 PM
can you give an example of a logicless component?
 
@Veritas that's an interesting interpretation of ECS, I've never heard of it that way
Heck, one of the useful features of ECS is that you can swap a component and have diffent behaviour
 
yes that's because entities subscribe to the appropriate systems that are responsible for managing entities with specific component combinations
processing*
 
Pip
Back for a little bit, thanks for the opinions
 
Jon
so meshrenderers don't work in 2d
 
Or it's because instead of a "StaticRendererComponent" you add a "CharacterRendererComponent", where the staticrenderer doesn't do animations and shit
 
2:45 PM
if an entity has components A, B ,C and D it will subscribe to the systems that require (A and C), (B), (C, D) etc
 
Pip
Alright, gotta come up with the next step. Something simple... maybe shapes?
 
So you want to ask for everything having (StaticRender, Position), (CharacterRenderer, Position), etc?
That seems inefficent compared to having a function pointer that changes the behaviour
 
no need to ask anything every frame relations can be estabilished at the moment of component addition
 
2:50 PM
True
Meh
My point remains: That's one possible interpretation of ECS
 
even wikipedia says that ecs requires entities which are logical collections of components, components which is raw data and systems that operate on components
well most sources say so
ofcourse there are many other composition patterns but ecs generally has a very specific meaning
 
this is not an entity-component-system implementation just a composition one
I actually emailed Bob Nystrom when he was making the book to include implementation tips on ecs
 
It does not,as far as I can tell, specify that the behaviour needs to be in a system
 
yes but in the logical realm
well you can have simply state machines as components for instance
check the terminology
think of components as tagging
"this entity now has mass so it gravity can now apply to it"
 
3:05 PM
Meh
 
Jon
that was easy... so i can now generate nodal maps on top of my levels
 
have we mentioned you are a gamedev monster, Jon?
 
Jon
can link that to a* and we got ourselves a nodal pathfinder
lol, yah i think so
 
:)
 
ecs can be very good if done correctly but I haven't seen many implementations that I like
 
Jon
3:08 PM
It might get tricky to determine if the char can fit through a hole or not
 
It's not easy to implement it efficiently and without much bloat
 
Jon
If I spread them far apart, at just the right distance
 
Jon
3:23 PM
Guys.... Its time we need to fight and retake part of our nerd culture back
 
:( some usb device is unplugging and replugging itself right now
 
Jon
its that keylogger i hooked up
 
heheh
 
3:39 PM
Maybe it's something like this: thinkgeek.com/product/ef0b
(where you try to unplug it, and it plugs itself back in?)
 
that box is actually pretty cool
 
Not for $40 it isn't
 
Heh
It's about half that price from chinese websites
 
Jon
3:55 PM
you could make one yourself
the schematics are online
building it would be a lot more fun.. probably same price
you could always just hire a guy to sit in a box
 
Joe
cant trust people
 
I though a finger came out from the box
thought*
 
Jon
i think Bill Gates has one
 
would need a small guy to sit in that box
bill gates does, in fact, have a finger
3
 
Jon
i heard he has 8
 
3:59 PM
"His is primitive!"
 
whaat, people have fingers? :O
there's no way that statement can be accurate
I'm sceptical
 
4:52 PM
Hola
 
Heya
 
Jon
5:18 PM
i guess its a start..
missing diagonals
 
OMG you made PacMan!
 
Jon
nodal pathfinder
 
Also don't tell Pip
 
Jon
that works in unity
any shape
 
PacMan Finder :O
 
5:19 PM
:O
HE MADE PACMAN FINDER :O
 
Jon
hehe
 
Nodal PacMan Finder
 
What's a "nodal" pathfinder?
 
I mean look
Anywhere he clicks, it finds pacman
 
5:20 PM
Pretty cray!
 
@Jon is it truly nodal or do your nodes need to be in a grid?
 
What is nodal?!?!
 
Each dot is a node
 
Jon
with diags
its not truly nodal yet.
since it uses an array
 
> Nodal is a secretory protein that in humans is encoded by the NODAL gene which is located on chromosome 10q22.1. It belongs to the Transforming Growth Factor (TGF-beta) superfamily.
 
5:22 PM
lol
 
You lied to me @SpartanDonut.
 
The internet lied to you
 
Jon
but it is a pretty good approximation
 
I did no such thing
 
When people lie to me, I tend to cry.
 
Jon
5:22 PM
And this model should work pretty decent for most games
 
Cry baby
@Jon Maybe you should sell it to Pip
 
And when I cry, I get antsy. And you won't like me when I'm antsy!
 
gross
 
Jon
anyone can have it -- its pretty simple
you can write it in a couple hours
i did :P
 
Still no clue what nodal means though. :P How do you make pathfinding without nodes?
 
5:24 PM
@William'MindWorX'Mariager so as I understand it, node based pathing you would just have a bunch of node points on your map and pathing would go from node to node to node
 
Jon
1. Populate area with nodes.
2. Raycast to see if that node collides with a unpassable game object.
 
You can get to point Y via a path from a to b to c ... to y
 
Jon
2. Set node to collidable or not.
3. run pathfinder off these nodes
 
I just followed Amit's tutorial. Took me less than an hour to get it working. Pathfinding is surprisingly simple :P
 
Jon
This is a hybrid nodal/grid
since you generate the nodes, and populate a "grid" in memory
 
5:25 PM
nodal would basically be the map based approach as opposed to the grid based approach I guess
 
Oh my GOD memorizing ancient Latin letters might just be the most boring thing in the world.
 
At least there are no vowels?
 
Umm what?
 
yeah im wrong
what am I thinking of lol
 
Jon
I think adding a physics on the walls, that push enemies away might be a good idea
slight push
ensure they don't get stuck
 
5:28 PM
I'm supposedly thinking of Hebrew
my bad
Among other languages I guess
 
Joe
gamasutra.com/blogs/WillHankinson/20150323/239489/…. Very interesting content management using unity and google sheets
3
 
Brad entered 6, 4, 4. Popup: "You cannot submit duplicate entries" He closed it, and thought he had entered the code wrong. He admitted to not reading the popup.
People refuse to read text
 
Oh Brad
time to get lunch
 
this is so fudging awesome..
 
Jon
hmmm... can you use google docs as a data store?
 
5:30 PM
watch it in 720p60 or 1080p60
 
Jon
and in chrome.. doesn't work in ff
 
@Sword videos that do this really need a 720p30 option or something
 
Jon
Yeah, I posted this a week ago @Hjorthenify
 
I can't tell if I like the 720p60 better than 480 because of the resolution, frame rate, or both
 
5:33 PM
@Jon :(
 
I won't deny it looks good at 720p60 though
 
Jon
runs smooth at 1080x60 here
EA says 30fps is better though
says you are stupid if you want 60
 
these guys have done the entire COD advanced warfare walkthrough in 60fps
 
30 still looks pretty good
There is a difference, but it's not like it ruins the game.
 
If a dev has to prioritize something lower than other things I think 60fps is a good thing to prioritize lower
I'd rather them focus their time and money on something other than those 30 frames
 
5:37 PM
you notice the difference when you have motion like turning around .. thats where 30 differs from 60
 
30 differs from 60 in that it's noticably less smooth
 
Jon
of if you are in VR
 
Valid point - there are circumstances 60 could be important
 
Ok... really going to get food this time
 
5:38 PM
that comparison is shitty
the 60fps tears and is not consistent
you don't really see the difference that well
if you compare something on a CRT from 30/60 like Gran Turismo vs Gran Turismo Hi Def or whatever it was called, it was really, really noticable.
 
5:51 PM
I've managed to survive 6 months without a torrent client, but now I need one, what's the current best?
µTorrent comes with hidden bitcoin miner so dont offer that one :D
 
If there's a version of Transmission on your platform, I recommend that.
 
uTorrent
What
WHAT IS A BITCOIN MINER??
 
okay, transmission it is, that's what I used on linux
 
Yeah was just going to say utorrent just got busted for something
 
O_o Should I uninstall right away?
 
5:52 PM
yes
use Transmission
 
Is it bad? uTorrent that is
 
you're providing utorrent free processing power for them to make money
 
it's chewing your computer to mine bitcoins for someone else.
 
So if you don't mind that then no rush
 
Oh wow
 
5:53 PM
yeah it's pretty shocking, really
 
is it? lol
 
I think so
a long-time trusted bittorrent client going asshole like that
 
Good news guys! uTorrent took very little time to uninstall... Suspiciously little...
Oh wow.. Skumbag Nero: Here have a free 14-day trial, BUT you can ONLY burn 100mb... wat
Also I uninstalled uTorrent but there is still 10mb worth of data associated to it INCLUDING the .exe file...
 

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