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5:15 PM
@Chorche I still don't know what language you are using to build your game...
 
i like turtles
4
 
java
using LWJGL
 
@tylerrrr07 isn't there any automatic syntax highlighting installed :(
@Chorche weren't you trying to learn C++/C#/JS at some points before?
 
yes
 
then why are you jumping from one to another? try getting near master level in one language and then start a new language
 
5:18 PM
well i was trying everything out
i liked java most
 
well what you are doing now is probably easiest way to draw 3d on your own so you are on right track :)
even though i like xna more :)
 
I've recently found out we do have valarray in C++
what a nice class it is :D
 
so yeah, Java has a Hashtable class where you can store and retrieve objects using a string value: docs.oracle.com/javase/1.4.2/docs/api/java/util/Hashtable.html
 
5:58 PM
what is wrong with this method?
static public FloatBuffer getMousePosition(int mouseX, int mouseY) {
IntBuffer viewport = BufferUtils.createIntBuffer(16);
FloatBuffer modelview = BufferUtils.createFloatBuffer(16);
FloatBuffer projection = BufferUtils.createFloatBuffer(16);
FloatBuffer winZ = BufferUtils.createFloatBuffer(1);
float winX, winY;
FloatBuffer position = BufferUtils.createFloatBuffer(3);
GL11.glGetFloat( GL11.GL_MODELVIEW_MATRIX, modelview );
GL11.glGetFloat( GL11.GL_PROJECTION_MATRIX, projection );
GL11.glGetInteger( GL11.GL_VIEWPORT, viewport );
it should work
but it returns incorect values
 
@Gajet - Nothing comes with Orchard and I didn't see any add ons to do it. I believe I set up the proper CSS / JS references and sent you an email a while back on how to use it though, didn't I?
 
it didn't highlight anything
it just caused it to keep the formating
@tylerrrr07 just the first result in google search : orchardsh.codeplex.com
 
You had a typo in your html
You had "pretyprint" when it should have been "prettyprint"
If you want to install that go right ahead
 
@Gajet what should it highlight, how?
 
I have a feeling I searched on wrong terms as I didn't really know what they were called. This was easy enough for me to setup though. Feel free to use what you want :)
 
6:18 PM
Hi all, Im looking for someone who can help me get on the right foot towards making my iOS game a turn based online multiplayer
 
Sam
@Donny Is your game finished and you want to bolt on multiplayer?
 
@Sam my game is currently playable (not finished) need to add some better graphics etc but I won't do so until I got it fully working. I want a online function like drawSomething and words with friends have. Been looking around for days now but don't know where to start so I'm going to need some help
 
Sam
@Donny why not use GameCenter? It's Apple's official framework, and PERFECT for turn based games.
 
@Chorche a piece of C++ code I've posted
@tylerrrr07 I've searched "syntax highlight orchard"
 
Yes, of course I've looked on game center, but I can't get it to work and in all honesty game center is not exactly what I want.
 
Sam
6:22 PM
@Donny Can you elaborate more on what you want, and how GC isn't meeting your needs?
 
@Gajet an you help me with the problem?
 
an?
 
up there
 
no I mean what do you need help with?
 
what is wrong with this method?
static public FloatBuffer getMousePosition(int mouseX, int mouseY) {
IntBuffer viewport = BufferUtils.createIntBuffer(16);
FloatBuffer modelview = BufferUtils.createFloatBuffer(16);
FloatBuffer projection = BufferUtils.createFloatBuffer(16);
FloatBuffer winZ = BufferUtils.createFloatBuffer(1);
float winX, winY;
FloatBuffer position = BufferUtils.createFloatBuffer(3);
GL11.glGetFloat( GL11.GL_MODELVIEW_MATRIX, modelview );
GL11.glGetFloat( GL11.GL_PROJECTION_MATRIX, projection );
 
6:24 PM
@sam In the future I want to be able to play against android owners aswel, although I would like to start of using game center but I can't get it to work If you're experienced with implementing game center within apps I would love to talk more :p
 
@Chorche I've got no ideas, what might be wrong
since I've never touched the GL directly
but shouldn't that function return a 3D position?
 
Sam
@Donny If you're hoping for cross platform then GC definitely won't work. I have built multiplayer games using both independent servers, and GC servers. Happy to answer any questions you might have
@Gajet it returns an XY for mouse pos
 
now I've seen it's returning a 3d position
 
@Gajet it returns it, but the values are incorect
 
Sam
@Chorche is it supposed to return a 3D point that is under the cursor?
 
6:27 PM
probobly
 
Sam
@Chorche should the 1st param in glReadPixels be winX?
 
Oke sounds good, I'm definitely planning on going cross platformed in the future, but I'm not that experienced yet, do you recommend me to go straight into creating my own server for the game since I plan to use this in the future, or do you recommend me to use GC first to learn from it ?
 
I was thinking about the second param should be mouseY
 
Sam
@Donny depends. You will have to do all of the work over again with GC. What server side languages do you know?
@Donny Could also look in to a PaaS. They are getting pretty popular, especially for gamedev
@Donny something like parse.com/docs/rest
 
@Chorche now I'm pretty sure it should be GL11.glReadPixels(mouseX, mouseY, 1, 1, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, winZ);
 
6:30 PM
@sam that is the problem, only programming I've done is web development, I build php websites connecting to mySQL, 2 months ago I started on objective-c using tutorials and books Picked it up pretty well I believe since I have a pretty entertaining game atm but Now I'm stuck
 
@Gajet i dont think so
i have to go
 
Sam
@Donny I would write the server in PHP then, expose a REST API for Android and iOS clients to consume it.
 
@tylerrrr07 it's still not highlighting :(
 
Oke
 
Sam
6:32 PM
@Donny I'm writing a multiplayer server with node.js right now. Really please with it. You might enjoy that as well
 
here is the code :
<pre class="brush: cpp;">{
probabilty [p] = NormalDistribution(getDistance(me,p) - getDistance(myTarget,p));
probabilty [p] *= NormalDistribution(
getDistance(myTarget,p) + getDistance(*myTarget.getTarget(),p)
- getDistance(myTarget, *myTarget.getTarget());
probabilty [p] /= getDistance(me,p);
}</pre>
 
@sam oke thanks for all the tips but the truth is I'm gonna need a tutorial or something because I don't know where to start
 
@Donny you don't need to start, with node.js you can jump directly in middle of a project!
 
Sam
@Donny watch the WWDC videos on GC: developer.apple.com/videos/wwdc/2011
 
@gajet @sam oke thanks guys hope I'll get something work because I don't wanna lose to much time on getting this app towards the app store it's a pretty good Idea I believe definitely gonna be success in my own country
 
Sam
6:35 PM
@Donny cool, come back and see us when you have specific questions
 
@Gajet I had fixed it for you whatever you changed since then change it back
 
@tylerrrr07 I didn't change anything, only the theme
and added some new posts
 
yeah, you've been post crazy
 
I JUST had it working after you mentioned something - aka I fixed the typo for you, looked at the page, and it was highlighting correctly. In the dashboard it says:

Last modified: 8 minutes ago |
By Gajet

Whatever you did broke it again
 
@JohnMcDonald I didn't post that much
 
6:41 PM
More than 1 per day so far
 
@tylerrrr07 yeah I've logged in to change <pre class="prettyprint"> to <pre class="brush: cpp"
since I assumed I needed to change class type to load new code
 
load new code?
 
@tylerrrr07 seems prettyprint is now working
I tought you installed "orchardsh"
 
no
I said you could :P
I'm not doing that for you
 
:D
 
6:44 PM
I told you I fixed your typo ;)
pretyprint != prettyprint
 
aha,
now get it
 
Cool. Glad we got it working again :)
 
@JohnMcDonald it seems you arr right, 10 posts in 8 days :p
 
I guess I really needed this thing
 
6:46 PM
I guess so
 
I guess I won't be posting anything for a week now,
but then I'll start working on it again.
@JohnMcDonald did you find anything useful there?
 
1
Q: Creating Games for Kids

JaywalkerI am interested in creating some simple games for my 2.5 year old daughter. The problem is time: kids grow very fast, and creating an age appropriate game using traditional tools (lets say C++ and OpenGL) would take too long to produce something of use in a reasonable time. By the time, you have ...

Would you guys be interested in this?
My thoughts would be that you wouldn't, but it's been flagged so I feel obliged to check.
 
Not likely. It falls under the "Which tools should I use" which falls under "too localized"
 
Thought so.
 
Thanks for checking :D
 
6:56 PM
yeah, at it's root it's a tech question, but... I do find it interesting
 
Well not exactly that, but you get my drift
 
@ChrisF anyway his answer is probably Gamemaker
 
Or unity
 
@john unity is too much heavy weighted for my taste
 
It's fast for prototyping, and that's why I'd recommend it
 
6:59 PM
I just don't like my experience with it, that's all.
 
@Gajet Your most recent post isn't bad, although the super AI you describe reminds me of my first AI attempt. I made a re-imagining of Combat and wanted my AI to get on your ass and do things like fire-ahead. My first revision simply had the AI turn toward you and if you were in a 10-degree cone, it would shoot. You would not believe how hard it was to kill that thing
In the end, I made my first AI the "Hard" AI, and had to add delays and wrong decisions to make the "Normal" and "Easy" AI
 
@JohnMcDonald the current implementation is not really that powerful, you just need to trick it run towards it's hunter
but I'll be on my way to create my hard one.
BRB
 
Hi all
i'm looking for some information about tile maps, or rather, what a specific type of tile map is called
kind of like the implementation used in rollercoaster tycoon, or transport tycoon
i've been looking into vector field terrain and height map terrain, but i'm not sure they're suitable for what i'm looking to use
it's been a struggle to find any decent info as most people refer to it as isometric tile maps, but I'm looking to create something in 3d with an axonometric perspective
i'm just trying to find the right terms to search google and stackoverflow for resources to help me decide which path to proceed
any help would be greatly appreciated :)
 
7:14 PM
@Gajet i fugured out what was the problem with my method witch converts screen coordinates to world coordinates
when the all my surface is rotated 90* (top-down view) everything works fine
but when i rotate my surface 45* it the method is not "informed" about the rotation\
and i still get the same top-down view coordinates
how can i solve this problem?
 
user image
3
 
:D
 
lol =D
 
it's amusing that the inbox shows messages that are sent to you but then deleted
 
7:27 PM
hah, I thought you deleted it
 
@Chorche I don't really know
@JohnMcDonald now I'm thinking I've developed a game like combat in TP
though without those fancy graphics.
and it dates to real long time ago
just look at how I named my variables back then:
 
im kinda stuck :(
 
VAR
x ,n1, y,n2,gm,gd,k :INTEGER;
a,b,j,h,q,p,tt,p2,r,o,t,c1,s1:INTEGER;
a2,b2,j3,h2,tkh,tt2,w,z,c2,s2:INTEGER;
d1:array[1..2500] of INTEGER;
d2:array[1..2500] of INTEGER;
j2:array[1..2500] of INTEGER;
d3:array[1..2500] of INTEGER;
d4:array[1..2500] of INTEGER;
j4:array[1..2500] of INTEGER;
kh1:array[1..20] of INTEGER;
kh2:array[1..20] of INTEGER;
kh3:array[1..20] of INTEGER;
kh4:array[1..20] of INTEGER;
@Dave as usual ;)
 
lol :P
mines a maths issue i think
im trying to work out - how to calculate where a npc would be on a given path if the user logged at any random time
 
you can start by the total time it takes for the NPC to finish walking a path
 
7:42 PM
well i need to do a to b and then b to a and then the wait time between
 
so we have totalTime = 2*(dist(a,b)) + waitTime?
 
Calculate the total time to walk from a back (through b) to a
 
yes @Gajet
 
loginTime % totalLapTime
(assuming a lap starts at 'a')
 
@TreDubZedd did the rest
 
7:44 PM
but when npc goes back to a the process repeats
its an infinite repeat - so i need to use time comparisons right?
 
@Dave we know NPC stated walking at time "T0" and we know player logged in exactly at "T1"
any problem till now?
 
right..
 
so we know NPC walked the path exactly floor((T1-T0) / totalTime) times.
is it clear why?
 
that doesn't make sense
whats totaltime
 
3 mins ago, by Gajet
so we have totalTime = 2*(dist(a,b)) + waitTime?
 
7:47 PM
for arguement sake lets say totalTime = 61 minutes;
 
that's 61 minutes for the NPC to arrive at exactly the point at which he starts?
 
yes
60 minute for product to be made ... total walk there n back is 1 minute (2 x 30 seconds)
 
also let's assume T1 - T0 = 1232
 
and no wait time at the start?
 
any problem with that?
 
7:48 PM
oh wait hang on
sorry its not 61 minutes
cos i just realised as the npc sets off the factory begins making the next product
so its infact 59:30 i think
or have i got confused ?
 
@Dave hah? why should the factory generate goods? you can count only by the number of times NPC walked from A to B and returned.
 
@Dave Tell us the steps the NPC takes, and how long each takes
 
ok hang on let me give u the logic steps
 
@TreDubZedd I think you got this one covered, I'm going to work on my project
 
Ok.
 
7:52 PM
factory produces "product" 1 per hour.
if(total_product > 0){ total_product --;}
npc walks to "warehouse" / factory starts making the product again
6 tiles to walk (5 seconds per tile) .. total walk time is 1 minute;
npc arrives back at factory and waits until total_product > 0
thats the repeat cycle
 
ok, so let's assume the NPC starts at A, and will immediately begin walking toward B
 
now if user logs in at any random time the npc needs to be seen in the correct place
okay....
 
A -> B = 30 seconds.
How long does he stay at B?
 
its instant drop off
so he just goes back then
 
ok, so B -> A = 30 seconds. Total so far = 60 seconds.
Now, how long does he wait again at A before leaving for B?
 
7:55 PM
he waits until the factory has made the product again which makes 1 per 60 minutes.
 
of which he spent 30 seconds walking, right?
 
no he spent 1 minute to return back at A
A is factory, B is warehouse
 
ah, ok
 
A to B is 30 seconds, B to A is 30 seconds
 
so, the first tick, he's at the factory (A), and production has just finished?
 
7:57 PM
yeh
 
Ok, so the clock immediately restarts on the 60-minutes, while the NPC makes his cycle to the warehouse (B), right?
 
yeh i was thinking of doing "start time > or == 60" update start_time to now(); "
for the factory cycle
 
So, just to be clear, the NPC spends 59 out of 60 minutes at the factory?
 
yeh - basically in those 59 minutes hes not visible on the map
 
ok, so here's what you do. When the player enters the world, you determine the number of seconds elapsed since the game started. We'll call that totalElapsedTime.
 
8:00 PM
when u say "game started"
do u mean started since log in ? or since the creation of it
 
since the creation of it
 
okay
 
Take the remainder after dividing by 60 (the modulo function): secondsIntoCycle = totalElapsedTime % 3600 (all done in seconds)
 
% means ?
 
that's the modulo operator.
 
8:02 PM
isnt that just division
 
30 % 6 == 0. 31 % 6 == 1
 
o_0
 
It's the remainder, after dividing
 
ohh
it only returns the remainder :P
 
so 30/6 == 5r0. 31/6 == 5r1.
 
8:03 PM
never used it before so had to check :P
ok so we get the remainder after dividing...
that gives the time into the walking ?
 
yes
Assuming by "the walking" you mean the entire 60-minute loop
 
uh no =/
 
ok, for your purposes, you're saying that the NPC is only visible for the first 60 seconds of that 3600-second loop, right?
 
well u dont see him until the 60 minutes has gone because thats how long it takes for the product to make
wouldnt make sense for him to walk before its made
 
but conceptually, he's still "walking" around the back room, or whatever.
 
8:10 PM
yeh
waiting around the for slow factory workers :P
 
hhh
Which tools would you suggest to do sprites? I am totally new here, used inkscape, gimp, imageMagick -- but now trying to understand what the sprites really are and what is needed to do them.
 
imagemagick to put them together
 
hhh
Is there some de-facto standard for sprites?
some dim-issues, some lossless format -- other things?
 
well i use png format
 
hhh
@Dave lossless format but not sure wheter some better choices source here.
 
8:13 PM
dont use gif
is it browser based cos if so png is best choice
 
hhh
Can I use Inkscape with SVG or GImp with XCF? See layers are quite useful to do changes later...
(then just batch-convert things with ImageMagick to png, not big deal)
 
@JohnMcDonald You think an input delay cause framerates to drop? Sound a bit odd. I was thinking it was causing a drop because animations force us to copy the buffer over continuously because it's "dirty" every frame.
 
Did the FPS actually drop in that JS window sample?
 
wat u using to do FPS ? animation request or set interval
 
hhh
But to the qs:

1. is there some Dimension requirements for sprites?
2. alpha-channeled?
3. is there any specification for sprites?
 
8:16 PM
@JohnMcDonald Yeah.
 
@hhh it depends on how large u want your graphics and if u need transparency
but theres no "rule" to sprites
 
hhh
@Dave I want scalable so gonna use vector format anyway but it is open how and of which-size etc. Is it sprite if I modify one picture slightly (having layers) save them to files and getting all moving positions?
 
@WilliamMindWorXMariager I'd have to run it again and take a look
 
@hhh, It really depends entirely on what you're working with. Most of the time it doesn't matter, since it's translated to a raw format for the GPU.
@hhh, But PNG is popular and easy to use, and contains most features you'd need for sprites.
 
we've got a new client here !
yeepee :D
 
8:18 PM
A NEW CLIENT?!
 
@hhh I'm talking about you
:D
 
@John, Did you try out the callback stuff?
I'm going to toy a bit with it now.
 
hhh
@Gajet Thanks for the welcome :)
 
@WilliamMindWorXMariager I literally meant new client, without any mistake in word usage ;)
@hhh tough you can simply be a server, by answering other's questions.
 
so when i get the % back how does that explain where in the cycle it is
 
hhh
8:22 PM
Sticking to that

4. what kind of borders should sprites have? Any margin between pics?
5. Which colors to avoid in sprites?
6. Is there some open-source tools tailored for sprites-generation?
7. am I good to go with brute-force with Gimp/InkScape/Blender/Imagemagick -combo?
 
@hhh, Why do you think any of those things matter? And what do you mean "sprite-generation".
 
hhh
(My current idea is to create a character first in Blender and then just take pictures of it in different angles, not sure whether the best way but should do or?)
 
I don't think you should expect a tool to just spit out art for you. :P
 
how u display the sprites in your code is how u code it more than the rules how u made the image
 
@WilliamMindWorXMariager no, I haven't checked that out yet
@WilliamMindWorXMariager Check this though: cell.stat-life.com/Playground/CSSTransitionTest.html
 
Sam
8:25 PM
@WilliamMindWorXMariager If you are on mac: itunes.apple.com/us/app/spritehelperfree/id421369850?mt=12
 
CSS Transitions, :)
 
hhh
Well I think Blender could be quite nice later on, it may take a lot of time to generate a moving character with it, requiring anyway some inkscape/etc -- but it could make Sprite generation easier later.

For me, sprite -generation sounds like it could be generated from good Blender -model...
 
@JohnMcDonald Still not very smooth.
 
hhh
(Some example here with Sonic, now make it take snapshots in different positions -- you can do thing for 3D or 2D depending on preferences later.)
 
@WilliamMindWorXMariager In awesomium? :( I didn't have a chance to try it
 
8:28 PM
@Dave Sorry about that--I had to step out for a moment
 
@JohnMcDonald Yeah, in Awesomium. I think it has to do with every animation step forcing us to copy the whole buffer again.
 
no prob :)
 
@Gajet can you help me a little?
 
@Dave So your number of seconds from 3600 % x is the number of seconds into that whole 60-minute loop. If that number is between 0 and 59.99999, your NPC will be visible.
 
8:30 PM
I would if I knew the answer
 
GL11.glReadPixels(winX, winY, 1,1, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, winZ);
 
that means hes visible for the entire hour ?
 
this caltuates how far is the object on witch i'm pointing the mouse right?
 
No. That's [0...60) in seconds.
 
oh the result is in seconds of course
wouldnt it be 50 to 59.9 ?
59 to 59.9
 
8:33 PM
@Gajet hmm?
 
I'm assuming that the NPC is visible at the start of the loop.
 
no - it doesnt make sense for him to be visible at the start =/ cos he has to wait for the product to be made first
 
It all depends on where you want to start the loop.
You could "start" with him 75% of the way between the factory and the warehouse, if you wanted it.
 
nah the logical way it starts is the factory builds the product first
because it starts as soon as u construct it
 
8:35 PM
Your loop start does not have to coincide with the game start
What you've actually got going on, if I understand correctly, is that your NPC only shows up after the first loop has completed.
 
@Chorche based on what I saw on the manual, you should put mouseX, and mouseY there
 
Look at it this way. At the start of your loop, your factory starts its process.
 
yes which takes 60 minutes
 
In every case (except the first one), the NPC starts walking at that point.
 
but reading your code again it seems you can use winX and winY too
 
8:37 PM
yeh he wouldn't walk on the first loop because there wasn't a loop before it
 
So, with the exception of that special case, your NPC is walking for the first minute of the 60-minute loop.
 
i can solve that with a simple boolean
 
@Gajet yeah, you're right, i already fixed my mistake, but can i do that stuff for only one model - surface
?
 
@TreDubZedd okay yes that makes sense now
 
@Chorche now I couldn't even understand your question
 
8:38 PM
so if its between 0 and 59.9 how do you solve where he is in the walking path
 
@Gajet look
lets say my mouse is ponting a plane
 
Sam
@Gajet Log the params to that method so you can see what you're passing
 
@TreDubZedd I would suggest a different method: `position = getPositionInFirstLoop(T1 - T0 - ((int)((T1 - T0) / totalTime))*totalTime)
@Sam I'm not the one having the problem here.
my only problem is I'm being asked a question I don't know anything about :D
@Chorche ok
 
if i will update the planes z coordinate from 1 to 3, the converted coordinate will also change?
 
converted coordinated?
 
8:42 PM
converted mouse coordinate
 
I think it should
 
ok
 
the first time mouse was pointing at (0,0,-3) but in the second run it's pointing at (0,0,-1)
 
so lets say there is another plane
witch is in front of the first
 
hhh
MOVED the Sprite discussion here to this q here.
(Some feedback to make it better?)
 
8:44 PM
and i want to get the mouse coordinate, like there were no second plane
 
let's me make it clear, by clicking you are casting a ray towards the scene.
and the return value should be the first collision point.
 
what? :D
 
you know what ray-casting is?
 
nope
 
imagine a line in a 3d world
 
8:45 PM
ok
i will draw it on a paper :d
 
which starts from some specific point and moves endlessly towards some specific direction
that line is called ray!
 
ok
 
now ray casting is a term used to show we are trying to check all intersection points between a ray and every other object in the scene
@Chorche did you understand this last part?
 
wait, i'm translating it to my native language :D
 
:D
it might become pretty ugly, since I've translated those from my own language.
 
8:49 PM
yeah, i think i got that
 
now when you are trying to check what's under the cursor you are simply running a raycast. a very special one.
 
so i need to check only one intercection between a ray and the surface?
 
it's special since you already know what is drawn on even pixel, so you know the exact collision point even before casting the ray
you know there should be an object at pixel (50, 60) which is exactly 10meter away from the camera.
that's what depth buffer is used for
everything clear till now?
 
i think
 
now let's talk about projection,
I guess you know what that means
 
8:54 PM
you could explain
 
projection simply means to render a 3D scene,
 
okay
 
every object in 3D scene has a 3 coordinates, but we are going to draw it on a 2D display,
 
aha
 
so you need to compute where each part of surface is going to be drawn,
it's called projection.
unproject is exactly the reverse algorithm
you know pixel, and the distance and camera position. and you want to determine exact 3D position in scene
BBL
 

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