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12:01 AM
Imho, a lot of games have "deep" high-level gameplay.
but a good game can expose that depth to people who aren't in that top 0.01%
 
I'm "The Gamer" except my pinkie is on shift and not ctrl.
 
hun... Well apparently G+ doesn't like image names with space in them?
@WilliamMindWorXMariager Hah, awesome
 
@John, Can you go to McDonalds and order an "My Poutine" ?
 
12:20 AM
Umm... Don't know, it's been a while since I've been to McDonald's, but I know that A&W serves Poutine
 
12:32 AM
I was just looking at this McDonalds differences thingy: blog.geeksaresexytech.netdna-cdn.com/wp-content/uploads/2012/02/…
In the bottom, it says "My Poutine"
 
@WilliamMindWorXMariager Yeah, think it's probably an eastern thing, but it might move west since it's like the best dish evarr!
 
 
1 hour later…
1:38 AM
What kind of responsetimes do you guys get if you ping server.legeria.net?
 
Reply from 188.176.196.178: bytes=32 time=173ms TTL=116
Reply from 188.176.196.178: bytes=32 time=209ms TTL=116
Reply from 188.176.196.178: bytes=32 time=176ms TTL=116
Reply from 188.176.196.178: bytes=32 time=179ms TTL=116
from Illinois, USA
 
Seems to be the average
Just tried pingtest.net and tested with Canada.
A bit better in Washington.
The ping would be a round-back trip right?
 
yup
 
I'm not an expert on networking, so I was thinking of doing basic round-back input. Then add interpolation at a later point.
I know this means that people with bad connections wont be able to play it properly right away, but it's easier for me.
 
2:30 AM
Pinging server.legeria.net [188.176.196.178] with 32 byte
Reply from 188.176.196.178: bytes=32 time=165ms TTL=115
Reply from 188.176.196.178: bytes=32 time=163ms TTL=115
Reply from 188.176.196.178: bytes=32 time=182ms TTL=115
Reply from 188.176.196.178: bytes=32 time=162ms TTL=115
 
Where from @tylerrrr07?
 
2:50 AM
Wisconsin
 
@WilliamMindWorXMariager 157ms average
 
Well, combined with UDP so I don't have resending delays or anything, a 150-200ms delay is acceptable for an alpha game I guess.
 
3:19 AM
someone else's Building L-System!
I love that blog
 
That's sexy. :P
And yeah, it's a cool blog.
 
He does something where he uses really dense voxels and then generates a mesh from it before streaming the mesh to the client
so he gets really good density of detail
It seems like it takes a lot of power on the server end.
 
3:35 AM
oh man I'm going bonkers :P
I've got a wireframe that is drawing sometimes when outside the zFar >_<
As well as sometimes having depth problems in general
Ie some lines will 'pop' through my models etc
 
what is your zNear?
 
1.0f and 10.f for zNear and zFar
24bits for the zbuffer
My projection matrix is equivalent to the one from glm::
 
4:03 AM
Guessing I should post a question then
seeing as I can't figure it :|
 
4:16 AM
Has three pictures, 1. the back of the wireframe has clearly 'come forward' out of the clipping space... which is really strange...
2. The wireframe is clearly overlapping the sphere
3. The wireframe is no longer overlapping the sphere
1. Something weird is happening in the screen cap of the top right box too :P (its half drawn? lol...)
ssdfopdsakfsd stupid connection won't upload the images >_<
 
4:48 AM
Eh I'll have to figure it out later.. something makes me think its my GPU >_<
 
 
5 hours later…
9:24 AM
hi guyse
 
9:37 AM
hello
 
Anyone has experience in using Qt in gamedev?
It has nice OpenGl support and all stuff you need such like threads, network, gui...
The only problem is in making its windows "real" fullscreen - you cant make system to change resolution in Qt
 
 
3 hours later…
1:00 PM
I haven't seen this room this empty in awhile
 
 
1 hour later…
2:09 PM
Ssssh!!! You'll wake the rest of them!
 
Brains?
 
 
2 hours later…
3:44 PM
mmmmmm brains
 
4:11 PM
0
Q: Are there games already including detailed psychological/social modeling?

MikalichovI have this project that have been running in my head for some time, and was surprised to realized I have never seen it in an existing video game. So I thought I might be wrong. Most of current video games use basic social modeling, for example: Actor1 goes from A to B, then back to 1. Repeat ...

that is an interesting question, but i'm not entirely sure if it's a good question for the site...
 
4:28 PM
From Calgary, AB (Canada):
Reply from 188.176.196.178: bytes=32 time=178ms TTL=117
Reply from 188.176.196.178: bytes=32 time=178ms TTL=117
Reply from 188.176.196.178: bytes=32 time=175ms TTL=117
Reply from 188.176.196.178: bytes=32 time=169ms TTL=117
 
@John, Thanks. <3
 
5:23 PM
I guess you can't find anyone badder than me (I was surprised such a word existed) but here it is:
Reply from 188.176.196.178: bytes=32 time=425ms TTL=114
Reply from 188.176.196.178: bytes=32 time=474ms TTL=114
Reply from 188.176.196.178: bytes=32 time=401ms TTL=114
Reply from 188.176.196.178: bytes=32 time=439ms TTL=114
from Tehran, Iran, using an almost worst internet connection here!
 
:O Reminds me of my 28.8k days, trying to play CS with 500 ping
 
usual ping time here is about 200-300
for me it's usually between 350-500
@WilliamMindWorXMariager as a side note, I've pinged 4.2.2.4 (for you to compare) and here is the results:
Reply from 4.2.2.4: bytes=32 time=303ms TTL=53
Reply from 4.2.2.4: bytes=32 time=363ms TTL=53
Reply from 4.2.2.4: bytes=32 time=326ms TTL=53
Reply from 4.2.2.4: bytes=32 time=329ms TTL=53
 
6:19 PM
hi @john
how to give color to terrain
 
I guess it depends on how you drew the terrain
 
i just follow raywenderlich tutorial
 
link?
 
6:34 PM
so you have terrain drawing, and it's one solid colour?
 
please see my terrain coding
 
umm... so you have terrain drawing, and it's one solid colour?
 
sorry didnt get you
 
poor John
 
Do you have terrain drawing? And if so, is it all 1 colour?
 
6:38 PM
yes
 
On the link you sent, he covers how to draw a texture on your hills. Search for "Drawing the Hill". He also mentions that the texture he uses is from a previous tutorial: http://www.raywenderlich.com/3857/how-to-create-dynamic-textures-with-ccrendertexture
Mind you, you don't need that earlier tutorial if you just bring up paint and draw something
 
 
2 hours later…
9:09 PM
Wow, that MMO realization I had recently is expanding beyond just MMOs. Bauldur's Gate had a similar combat system to those found in MMOs, and that would be one of the reasons I could never really into it.
 
How is Baldurs Gate similar to any MMO?
Baldurs Gate is turnbased unless you play it in realtime.
 
22 hours ago, by John McDonald
One think I have never liked about MMOs is the combat. I understand why they have to do it this way, but *every* MMO has combat that goes like this:
- Select a target (lock on)
- Select an action to take (shoot, swing, throw, cast spell, etc)
- % chance to hit, and numbers pop up on the screen
 
Except for the locking onto a target I guess you're right.
I assume you quarrel is that it isn't skill based, it's chance and choice based?
 
yeah... I think so. All I know for sure is that I get bored
WoW, Bauldur's Gate, Eve Online, Ultima Online, etc.
 
I think there's a big difference though, between Baldurs Gate and the others you mention.
Since Baldurs Gate is a turnbased game.
Making it much more about tactics than finding the right order of spells and then just waiting until they die.
 
9:16 PM
it is, I know. It's based on the D&D rules
true
 
Of course, if you played it on the default settings, making it an action game rather than turnbased, you're completely right.
 
Tabula Rasa had the same MMO type system but was significantly more fast paced so you didn't notice it. It was SOOOO much fun
Captain (NCSoft) Hammer, Corporate Tool, shut it down. D:
 
Lots of gunfire, explosions, etc. All based on dice rolls behind the scenes. The only class that seemed upset about this was the snipers because they wanted to snipe based on skill instead of dice rolls.
Which even a first person sniping mode was implemented before its final days
 
I miss Auto Assault. :(
Too bad I'm not one for doing 3D stuff, or that would've definitely been the idea I'd be working on.
 
9:23 PM
I wish I had gotten to it before they shut that down. Sounded really good.
Why does NCSoft make horrible decisions?
 
Auto Assault looked interesting
 
yeah, I remember watching some videos of it
 
It was loads of fun. But it was forced to be released before important features was added. They only had the game working, but crafting was limited, and simple things like mailbox/auction house wasn't added.
Still, roaming around, ramming into buildings, killing mutants. Man I miss it.
 
Ah... sounds like the early days of Tabula Rasa. By the time they shut it down TR really was only missing good end game content.
And actually... they even had a bunch of that released AFTER they were announced to be shut down but BEFORE D-Day
 
That's really the problem with MMOs.
they all get released missing content
and most people don't really give them a chance to add in said content
 
9:29 PM
Hmm
NetworkClient client;
while (this.pendingClients.TryTake(out client)) { }
Compared to
for (NetworkClient client; this.pendingClients.TryTake(out client); ) { }
Aren't they performing the same action?
Except client would be scoped in the for loop?
 
seems like it
also "Try Takeout Client"
 
I also agree that they do the same thing, but personally, I wouldn't abuse that poor for statement like that
 
I thought it was a clever use of the for loop but I prefer to keep boolean logic to whiles
 
Well, it's a nice way to get client scoped.
{
    NetworkClient client;
    while (this.pendingClients.TryTake(out client)) { }
}
That's just ugly. :P
 
9:36 PM
yeah... I'm going from my gut (and Code Complete)
Why do you need it scoped?
is it just that you want to the GC to come along that much sooner?
 
Nah, it's to keep client free for later use in the same function.
I hate having to do clientA, clientB, clientC just to do three loops in the same function.
 
and you can't just use the same variable again? Assuming they all represent the same thing, and if they don't, I'd re-think the names
 
Uhm... Now that you mention it, I guess I could. :P
I wonder why I wanted to have three of the same type.
Brainfart I guess.
 
Only do that if they actually represent the same thing, I would advocate separate variables if they have different meanings
btw, this doesn't compile in C#
for (int i = 0; i < 10; i++)
{
}
int i = 5;
(for the second int i;) Error : A local variable named 'i' cannot be declared in this scope because it would give a different meaning to 'i', which is already used in a 'child' scope to denote something else
 
Yeah, it's kinda odd, but I guess it's to make code easier to read.
 
9:42 PM
yeah, if i've got multiple loops like that, i just make a single int i; statement and reuse i in all the loops
 
for (int i = 0; i < 10; i++) { }
for (int i = 0; i < 10; i++) { }
That's legal because both int's are in the childscope.
 
it's legal, but it's kind of silly, i think
 
Scoping your variables appropriately is never silly.
 
look, i just use a single, global i for all my loop counters, and it's never failed me yet :P
 
9:59 PM
well, if you want to be dirty
for(int i=0; i<10; i++);
{
    int i;
}
 
would that even compile?
 
opens VS
 
oh man, that came out even dirtier than I intended
 
oh, hah
nice
 
my fingers, they type the evil code and I can't stop them!
 
10:02 PM
for(int itty=0; itty<10; itty++) <dirty code
 
I can up that
 
slaps self on wrist bad thedaian
 
for(int itty=0; itty++<10;);
bam. I'll burn for that
 
for (Penis penis; this.vagina.TryTake(out penis); ) { }
 
haha
 
10:03 PM
That's dirty. :D
 
welp.
i was at least trying to be PG...
 
IFactoryDataContractSerializerContainerStrategy.LoadContext(this, null, global::ContextHelpers.ResolveInterface("https://www.killmenow.com/__wsapi/#23456"))
 
Taken from @Jimmy's current project.
 
lol
 
The worst code I've ever seen was in some production code at my last company. Obfuscated and simplified:
if(someCondition)
{
   // some block of code
   // .
   // .
   // .
#ifdef 32BIT_REGS
   foo(1);
}else
#else
}
#endif
bar(2);
 
10:08 PM
:D
 
no reason to open visual studio for code snippet testing
 
that's brilliant
hmmm how do they prevent people from DDOSing that service
 
yeah, Until you need to add a different initialize statement before each foo(1) and bar(2);
 
they have compilation and runtime limits
and i'm assuming everything's in a VM sandbox
 
I guess they would have to.... they support brainf*ck
 
10:10 PM
i should copy/paste some code from Isotower. it's pretty bad :P
though i am officially down to 1 singleton. and i really should get rid of that
and i'm trying to clean it up
 
The question is whether you moved all your singletons into that one singleton
 
as hilarious as that would be, no. the one remaining singleton is my global settings object. which should really be a static class
 
10:42 PM
@Tetrad Reminds me of the time I set up my FTP server to be able to compile using MinGW with the right commands.
Since the school wouldn't allow me to install anything.
 
I do that on my web host
except with a php file that just calls exec
don't tell anyone
 
Sounds very secure. :D
 
:D well my user only has access to my home directory and some obvious stuff like /var/log (which I guess means I could get all the HTTP request logs for my co-habitors, if I was inquisitive...) but not do too serious damage
 

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