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12:05 AM
@Wackidev It's interesting you should say that. The whole idea of my game is taking sandbox games like Terraria and Minecraft a step further.
Add some good core gameplay, and have the sandbox part be an option rather than the main feature.
 
12:49 AM
@WilliamMindWorXMariager yeah; I think Minecraft-type games get boring after a while without a purpose. Being 2D exacerbates the problem.
I gave up on Sandbox King Arthur's Gold in like two minutes.
 
On the other hand, I've played many hours on multiplayer war mode.
It sounds like you're going for a sort of tower-defense type game?
 
Not at all
That's some other guy. :P
 
I know, John right? :P I just heard turret and thought TD.
 
Not John either. :P I don't remember who though.
Turret was just an example of a component in the wire system.
 
12:52 AM
Ah.
So it's sandbox? RPG?
 
Yup. :P
Sci-Fantasy exploration game, with hopefully, hardcore survival.
 
Same kind of house/base building stuff as in Minecraft?
 
Rather than walking vast spaces, you'll have a teleportation device of sorts, that allows you to switch around in realms.
 
Cool!
Oooh...ideas.
 
Yeah, though you'd mainly do that in your "home realm".
Building in mission realms would only serve as protection.
Getting a farm or industrial stuff going should take time, and should be something that happens in your home realm, while you're out exploring.
 
12:55 AM
Will you add NPC workers?
 
I had some ideas for a light Dwarf Fortress-type game in sideview.
 
There should still be manual labor in the game. I don't want players to just leave the game for a week and then come back to a ton of stuff waiting. :P
 
Mostly a TD type game, actually.
@WilliamMindWorXMariager oh it's an MMO?
 
Oh, my game is a persistant single world, mmo'ish type of deal.
Though, not a ton of players together. Except for trade hubs.
Groups of players could PvP or complete missions together.
 
12:58 AM
Cool! What will you use for your server?
 
At first I'll just use some of my own equipment.
I have a 10/10Mbit line with no data cap.
 
Will your ISP mind?
 
Nope, I can use my connection for anything I want.
I've been their customer for soon 10 years. :P
 
Nice.
 
My connection isn't even available. Best you can get in terms of upload is 2Mbit.
 
1:01 AM
I need to go. Later.
 
But I sweet talked them into a better connection. :P
waves
 
 
1 hour later…
2:16 AM
Does unity, as a rule, discourage importing textures without at least one pixel of alpha along the edges? I'm getting the tiniest bit of bleed-around-the-top on some of my 2d images.
 
 
8 hours later…
10:03 AM
i am just trying to load .xsi and it seems that there are more normals then positions, does anyone know why? and what should i do with it? :)
 
10:59 AM
@Wackidev codeassasin was going for a TD game, which didn't turn out like one after making a while! and I and gustavo had a TD game almost built in one night, tough we never finished it.
 
Finally i was able to load .xsi in c# it was terrible experience
:)
i had to even rewrite streamreader so i can peek forward in file, omg if there is a bug i will never find it :) but its nice reflection based deserialization :)
 
why did you need loading an xsi file?
 
well i needed some format that supports animations, so no simple .obj :(
and my friend graphic uses mod tool
 
why not adopting simpler formats?
 
like what
 
11:07 AM
to begin with, you could use valve 3D file format
 
well xsi is not that hard, and i will not have problems with exporter not working crrectly
 
also compared to what you describe, loading collada dae format also seems easier
 
yeah, but their format did not look that hard when i first saw it :)
anyway i've writtern my own contnet pipeline so i can easily go for another format, but if the .xsi will work, and i seems it does, then no need to change that :)
well now i only have to figure out if i want to use component system even for rendering or not
and then my mmorpg will be complete in no time! :)
oh only 34 new classes were nescessary :)
 
11:32 AM
vs2012 is awesome with the new graphics debugging
 
 
2 hours later…
1:57 PM
a quick question:
we all know "dx = dt^2*a + dt*v" from our first physics classes.
now I'm having some problem computing dt,
I know we have "dt = (-v +-sqrt(v^2-4*a*dx)) / 2a" but what does mean if v^2-4*a*dx < 0?
and how should I solve that equation if all my variables are 2d vectors?
 
Wait...you're trying to solve for dt? Isn't that given by your framework?
(or is this entirely outside of the scope of gamedev?)
 
nope it's not given by framework.
I'm trying to compute collision time for a simple physics engine
 
dt is the time between frames...
Ah, ok.
 
I guess I can use dt to describe both variables. both are delta time :|
 
so, v^2 < 4a*dx
Well, so the problem is that you've got position, velocity and acceleration, and you're trying to determine when the collision will occur?
 
2:07 PM
exactly
but the problem is how should I compute sqrt(v^2-4*a*c) - v for example.
 
It seems to me like an imaginary number here (sqrt(-1)) indicates that the collision won't happen
 
v is a vector, while sqrt(v^2 - 4*a*c) is an scalar variable
 
Maybe I'm wrong. Let's think about it
Well, you basically have to do this for each component, x, y, z--right?
 
@TreDubZedd also suspected that, maybe it means the object get's near target but never reaches it
 
Can we put some numbers in and define a scenario, to see what's really happening?
 
2:10 PM
@TreDubZedd as far as I know there is no solid definition for that addition operator.
 
for example, let v = 10.
Then 4a*dx > 100...
if dx is also 10, then 4a > 10
a > 2.5
So let a = 3.
What does that mean? You're accelerating at 3 m/s/s (e.g.) to the right, trying to travel 10 meters (to the left?), while already traveling at 10 m/s to the right.
 
well, I must agree it means collision never happens
 
I'm not sure a positive dx indicates a leftward position...
Let's put it into the original equation.
 
possitive dx means travelling to right
 
10 = 3dt*dt + 10dt
only a negative dt can make this true.
 
2:18 PM
in that specific example dt = (-10 +- sqrt(100 +120))/6
 
In other words, based on that velocity and acceleration, any positive dt will cause a dx of more than 10
 
@TreDubZedd put dt = 0.5 it will result in a 0<dx < 10
 
ah, right
I must be thinking using integer math...is it still Monday?
 
at my local time, it's 6:50 pm
 
Monday night, chez vous...no wonder I can't think straight.
@Gajet dt = (-10 +- sqrt(100 - 120))/6
 
2:24 PM
10 = 3dt*dt + 10dt => 0 = 3dt*dt + 10dt - 10 => a=3, b=10,c=-10
dt = (-b+-sqrt(b^2-4ac))/2a
 
ah, so when dx = -10, we have the problem?
 
yep
and I guess that means the collision will never happen
 
Then that is also your explanation...
yup
sorry my math was so bad...but on the plus side, it caused you to verify for yourself what the problem is.
 
still I don't know how to compute the result for vector variables.
everything we computed so far were based on scalar variables
tough I also have an idea how it will end up too
 
do it 3 times
x, y and z
 
2:31 PM
and then check if the results are same
that makes sense
 
or, transform the axes so that your problem becomes scalar, and do it once
 
Good morning
 
2:48 PM
Heya
 
3:03 PM
@tylerrrr07 hey there
wusup?
 
Not too much.
 
@tylerrrr07 as I said if you think you are not motivated enough, you can help finishing my game :D
while I prefer to see that rts game of yours in action
 
I'm definitely more excited about the progress I made on the platformer front than the RTS stuffs
 
3:59 PM
What do you do when you answer a question but the asker doesn't upvote or accept anyone for over a week?
 
:/ not a lot you can do
 
Spam chat and hope they upvote!
jk :P
 
@Wackidev I've got too many answers accepted without upvote.
and also too many answers with neither upvote nor downvote and not even accepted.
 
@tylerrrr07 LOL sorry. :P
@Gajet what do you do when that happens?
 
He gets a badge
 
4:05 PM
@JohnMcDonald really?
 
user4704
There are badges for zero score accepted answers
 
user4704
But no badges for zero-score non-accepted answers, afaik
 
true, I misread. I thought Gajet was getting accepted answers
 
Should I leave one of those "Please accept an answer; thanks" comments? He's been online every day but hasn't done anything. :)
 
@Wackidev absolutely nothing, sometimes I check if I didn't get what the question was asking or if I can improve my answer
 
user4704
4:07 PM
I dunno. It's possible he has not accepted an answer because they have not solved his problem.
 
user4704
I wouldn't worry about it.
 
@JohnMcDonald I've got both accepted and not accepted answers without any votes
 
@JoshPetrie OK. sigh :)
 
I usually look to see what other questions they've asked. If they've never accepted any answer, and have many questions, I'll suggest that they'll get better answers in the future if they start accepting existing answers.
 
4:39 PM
@Wackidev - that wasn't a comment directed towards you. No need for apology. Chat was a good place to ask such a thing :)
 
4:57 PM
Anyone see this "new system" ? Thoughts? kickstarter.com/projects/ouya/…
3
 
i dont get it, is it some cable that connects my phone to tv?
it sure seems like it
 
It's an Android based console
 
and whats the point?
 
It's "Open" seems to be the driving point
Anyone can develop for it. Every box can be used for debugging / developing.
If you want you can hack it
etc.
 
well but who would develop for that something better than what people can run on their phones?
they would just loose all phone customers and thats kind of bigger market
 
5:03 PM
Any indie game company that isn't targeting phones?
 
I can see the attraction, but I'm a PC gamer at heart. I can't get enough of my mouse
 
well they can target xbox with xna
 
"Developers can wave farewell to the roadblocks of bringing a console game to market. Anyone can make a game: every OUYA console is a dev kit. No need to purchase a license or an expensive SDK. It's built on Android, so developers already know how it works.

That doesn't mean OUYA is an Android port. You can create the next big title in your bedroom – just like the good old days! Who needs pants!?

OUYA could change AAA game development, too. Forget about licensing fees, retail fees, and publishing fees. "
I see this as a much more open XBLIG
Which I support. I own like... 3 actual Xbox games and a ton of Indie / Arcade games
 
well it probably is more open, dont sure about that "much" but ok
still i dont see me buying console with no good games on
because as i said who would make game that would run just on this console?
and if he makes game that runs on this console and any other android device, like phone, why play it on console when i have phone and when it has such low graphics that it can run on phone
 
Well you're just making a bunch of assumptions there
 
5:10 PM
like?
 
"No good games"
"would run just on this console?"
 
well the second one is explained after that
if it can run on my phone, why buy console
and how can it can have good graphics if its on my phone
 
Just because its a phone OS doesn't mean it can run on your phoen
Check out some Tegra 3 demos
 
and if my phone supports good graphics, why use that console
 
That's what they are planning on using
A controller
bbl
 
5:12 PM
well then its just a new console, that will fail as other new consoles...
Hm, so you can't even sell games on that console?
What does "some gamplay has to be free" even means?
 
Demo
like Xbox Live
Unlike Xbox Live, you can set whatever price you want for a full game
It can be completely free to play, or you could charge AAA prices
also Im back
a meeting turned into "Have pizza!"
 
lol that FAQ "is minecraft going to be on it" :)
 
I'm not sure I'm sold on this console either
 
If they can get support, which I believe is why they have a huge goal, I'm for it
But obviously if they cant get people making games on it whats the point
 
to me it seems like what those comments say it is, its console for indie game developers, not for gamers or anyone else
anyway, anyone with entity system experience here? :)
 
5:19 PM
It's a Tegra3 processsor
so it's not going to be anywhere near "real" consoles in terms of power
you might as well buy a Tegra3 tablet and plug a USB controller on it
 
Yeah because I bet that's fun
TV > Tablet IMO
Though I guess you can hook tablets up via HDMI now adays
 
dont' Android tablets have an HDMI port?
 
So there goes that :P
 
and honestly, Minecraft on a controller seems really silly
 
Minecraft on a controller works great
 
5:22 PM
Minecraft on a touch surface works great too
and you can place blocks much faster
 
i hate minecraft on android
and on xbox
 
well, wasd mouse is the best control scheme ever
 
I like it better on Xbox than android, but its probably because Android lacks features. (I have the Xperia play)
 
it just feels like you dont have control, but i dont play on xbox that much so maybe its habit
 
5:26 PM
is it at least better then wii? :)
 
If I had youtube I'd look up some vids... but the graphics look plenty good for me. But I'm not picky though.
$400,000 in a few hours is still impressive
I'm going to keep an eye on it anyway :)
 
5:48 PM
so....many....threads....
 
threads?
 
I can't tell if I'm doing something wrong, or something terribly, terribly right.
 
whatcha threading
 
Yeah...I'm running a process within my application (satellite simulation), and all the threads are for handling input/output queues, etc.
 
what is there to in/output
 
5:50 PM
Well, it's originally a real-time process, but my application is charged with driving the time-step, so there's that.
 
you could try asynchronous IO if you want to reduce thread overhead
 
Then there's the telemetry from the satellite itself.
@Jimmy I'm already there...The problem, really, is that I'm building an adapter
So I've got a bunch of data that comes into my application in one form, and needs to leave in another form
Ultimately, the thread overhead is a small price to pay for driving this thing as quickly as possible.
 
so, just how many threads are there :)
 
7--that I know about.
(or rather, that are instances of Thread, specifically instantiated by my application)
My application, so far, is about 1000 lines of code
 
I don't think 7 threads isn't anything to be worried about
 
6:04 PM
No, and I'll be adding two more before the day's over
 
@tylerrrr07 over 1/2 a mil now
 
Nice
 
@TreDubZedd I guess 1000 lines of code doesn't need that many threads, unless you application is doing some heavy computations and you want to use multiple cores to speed things up
 
6:45 PM
has anyone here used an entity/component system?
 
600k. Maybe they'll meet their goal in a day
 
@melak47 What's your question? I know there are a few people here that use one
@tylerrrr07 Yup
 
I'm just wondering, if I have entities that are just lists of components, and components are data-only, where does AI fit into the picture?
 
AI is usually done in the Controller
 
just putting a string into an AI component to specifiy what AI to use seems silly somehow
I mean, how would I go about attaching a behavoir to an entity? would I have a behavior component that tells the AI system which behavior to apply?
 
6:58 PM
Well, I suppose I would have an attribute attached to the entity (some kind of data) and then the Controller would look at that when it does the AI?
You familiar with Controllers and Actors?
 
not really
 
k. Sorry that I'm a bit in and out
The idea is that your Controllers (human and AI) control one (or potentially more, depends on the game) Actor. Both the human and AI controllers use the same interface to communicate with the actor(s)
 
sounds reasonable
 
Using this pattern gives you some nice flexibility, and a nice home for the AI. You can easily swap out one controller for another, or move swap out the actors you are controlling
In UT, the soldier is an Actor, and your keyboard/mouse would be set up in a Controller. When your soldier dies, your controller detaches from the dead dude and attaches to a free-look camera until a new soldier Actor is created for you.
When you hop in a vehicle, your solder hops in the vehicle, but your Controller starts controlling the vehicle Actor instead of your soldier
These are just examples
Since the AI implements a Controller, it can do everything a human controller can, and (hopefully) nothing more.
This Controller/Actor system doesn't require a component system, it's on a higher plane
I guess it would be implemented as a System though
:/ maybe?
 
hehe
so, for distinct behaviors, I would have separate controllers?
or a single controller that somehow qualifies which behavior is to be used?
(single AI controller, that is)
 
7:12 PM
I can't say for sure, but I would probably implement multiple controllers, one for each type.
What kind of game is this for?
 
so wait, the controllers would contain the code
that kind of goes against the data-only component model :/
 
7:28 PM
Well, technically, the controller just needs to know which actor(s) to control
 
8:01 PM
i dont think that data only components actually work, but you still need something that has functions, like systems in artemis, so your controller logic would be there
but really there is no reason why not write that code directly into component...
 
For those of you keeping score at home... 800k
 
8:14 PM
I'm more interested by the number of backers, at this point. The fact that there are over 6700 indicate that there's a viable market for the thing.
I would suspect that the backer-base is weighted toward developers, but it's starting to look like consumers might find it interesting, too.
 
8:30 PM
Even if it is weighted towards developers, thats probably a good thing because it means that developers are actually interested in producing games for it. Problem is, who knows whether its just people like us, or people who do professional work (or even if they are developers, its all just speculation!)
 
8:49 PM
I feel like a grumpy old man. I still don't see the appeal. But then again, I don't really see the appeal of tablets or consoles either. So I guess I'm just out of touch with technology.
 
It seems to me that this is attempting to do what Nintendo claimed to want to do with the Wii: enter (and eventually dominate?) the casual market in console-space.
 
I do have to wonder how they plan to make money though: "Forget about licensing fees, retail fees, and publishing fees."
Are they simply planning to make money from the hardware itself?
 
the OUYA is a headless Android tablet. The reason it's cheap is because it doesn't need the two expensive pieces of the tablet: the touchscreen and the battery.
 
The only recent console hardware that sold for a profit was the Wii
 
since I'm a developer/nerd, I have a ION-based HTPC which fulfills the same role the OUYA wants to fill.
I have DDR pads and an XBox controller hooked into the USB hub on it
 
8:57 PM
yeah, right now, I have a laptop hooked up to my TV. No controllers or consoles to be seen though
Sold my PS3 last year
 
I mean, I can't really appreciate the design work the OUYA team is putting into their controller, because modern console controllers are USB-plug and play anyways
 
:/ yup
 
and as a console, the OUYA is going to have like, the power of a gamecube or something. It's really a step back no matter how I look at it
 
And just like that, they've been funded
It's really that underpowered?
 
did you look at the demo videos?
 
9:02 PM
nope
 
also, btw, I preordered a Nexus 7
It's also a Tegra3 processor, but it's twice as expensive. But it comes with the rest of the tablet too
 
Right
Cool
 
the major issue with the Nexus 7 is that it doesn't have an HDMI port
 
right
Can you run a HDMI out of the usb port somehow? or am I dreaming?
 
@Jimmy I've read OUYA is just beyond this gen consoles, will probably fail against next gen.
@JohnMcDonald - Their money is in 30% software sales
 
9:10 PM
this gen consoles?
the Tegra3 demos can't even match last-gen console
it looks like they have some more shader units perhaps, but the polycount is pretty low
 
As I said earlier... haven't bothered to look at videos yet, but screens look plenty good enough to me
Maybe my expectations are low
 
@tylerrrr07 That makes sense now. As long as they aren't tossing money away with each sale of the hardware, like XBoxes and PS3s
 
At $99, I see it as a pretty interesting set-top box for video streaming, if nothing else.
 
Off-topic: I find it amusing that people are buying Raspberry Pis for $170 on Ebay when they come out next week... :P
 
are people buying those or is it just misbehaving pricing bots?
 
9:21 PM
Huh?
 
a lot of sellers and buyers on ebay are semi-automated
so sometimes you get weird pricing behavior in, say, the used textbook market
where an out-of-date book gets errorneously priced to like $200 by badly-coded bidding bots.
 
Oh wow. I didn't know that.
Do you think that's what's happening here?
 
no idea
actually
that's probably what's happening here
look at the bid history
 
Member Id: 9***1 - bids alot. Often against himself
actually
a lot of them have heh
 
9:36 PM
When it's the same name in a long row does that mean the script is bidding again and again?
 
I don't know for sure but considering the timestamps of some, I'd say its quite likely
 
LOL
 
can any one tell how to find a sprite on touch. I have a puzzle game n which i have 6 images , i need to detect which sprite is touch on touch method .
i am working in cocos2d
 
@Gamer Do you know the bounding rectangle of each sprite?
 
yes
 
9:48 PM
Do you have the coordinates of the "touch"?
 
i have 6 big sprite and made small rect of each sprite so need to know which sprite is touch so that i assign touch in that small part only
not to whole sprite
 
So you've got bounding boxes for parts of the sprites?
 
yes
 
Ok, so compare each of those bounding boxes against your touch point. If the touch point lies within one of those boxes, you have it.
 
@TreDubZedd, i have 6 images of size 640*960 and in each images some parts are visible and other parts are invisible so i made rect of visible parts and i want touch of only visible parts
 
9:56 PM
Ok. So what's the problem?
Is it that the rectangles of the visible parts do not reference the parent sprite?
 
so i got one logic to get which images touched and then compare that touch point is in that rect of that images or not?
 
I'm afraid that wasn't clear.
 
I am doing masking to break images in 6 different parts of rregular shape
*irregular shape
 
Is there any reason you can't apply the touch location to each of your masks to determine which shape it hits?
 
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