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12:59 AM
4v4 mineral dump to one guy is amazingly effective in SC2 it would seem
 
 
5 hours later…
5:51 AM
@ToddersLegrande if that guy is hyper efficient running all those units, I would guess so. Less spent on infrastructure.
oh... unit sharing. that's right
just the unit cap then.
 
 
3 hours later…
8:57 AM
hellou, can any one help me out to set property of my scene before replacing it on current scene?? like...

CCScene *scene=[CCScene node];

scene.myproperty=myValue
but when , [CCScene node] calls init method where i have to use my property which is not been set yet :(
 
9:13 AM
Just to get some info, what language and framework are you using there?
 
sorry i forgot to mention...its objective c and COCOS2d
 
Ok
You can use a customer initializer to get the value into the new node. Is the CCScene your own custom class?
You can use a customer initializer to get the value into the new node. Is the CCScene your own custom class?
 
9:37 AM
@Blue Hi Blue , I am Android developer and Good exp on android ,but do'nt have good hold on Gaming part, How i can start Gaming stuff , As i little bit good in OpenGl ..
Can you tell me ,which language and Framework should learn that make me a good Game Programmer .
 
no, CCscene is Cocos2d's class...
 
@Rank That is an incredibly broad question. A comment put up yesterday by @ShotgunNinja has a few good links: chat.stackexchange.com/transcript/message/8915494#8915494
@Rank as Android id a platform derived from Java, you need to learn the android Canvas classes and learn how to compile those into your android views
@Rank once you have done that you generally follow the general standards of game development to create your game, the links I provided in that chat message are a great starting point.
 
@Blue Thanks
 
@Rank no problem. @BaSha Do you have any example code for the initialisation function?
 
 
3 hours later…
12:24 PM
i wonder what is a good way to tell GLSL what effects to use
at the moment i pass a boolean uniform for the only effect i have (specular lighting)
but now i want to add more effects
and i'm searching for a better solution
can anyone give me a tip
or some keywords for google
 
1:23 PM
@visDEVion custom enum
 
are there any sites that provide a list of cool shader effects?
 
dang I always ask broad questions that don't seem broad to me at first lol
 
lol Example?
 
the last question I deleted
was asking what kind of benchmarking console manufacturers do
to know just how much performance is required to achieve a given degree of quality in future games
also if there are other things involved
to me yeah it seemed the benchmarking was the only important thing
was curious after noticing both Dissidia and Crisis Core look pretty awesome on a hardware with just 2MB of VRAM
 
1:55 PM
Hello Mister Chat
 
(Chat)BogdanMarginean -> Hello Mister William
 
:P
I got your mail @Todders. <3
 
2:09 PM
@William'MindWorX'Mariager awesome
 
And I've successfully connected to the SQL db and the FTP.
 
huzzah
 
And uploaded a modified page.
Which also works. :D
Yay for working stuff. :P
I guess it's time to learn some ASPX then.
 
MVC man
cshtml
 
That's Razor right?
VS2012 has support for that.
What version of Razor does it support?
 
2:13 PM
0
Q: Is this a separate site from gamedev.se?

Scott WI notice I have all the rep from my gamedev account, but none of the badges...? I'm confused. Is this (meta.gamedev) a separate site or not? Is the rep linked all into one?

 
@Gajoo I finally managed to download your game. Only took me 1 day or so. lol
 
I believe you should be able to use MVC 4 with it as the server is running .NET 4
 
2:49 PM
@ToddersLegrande @William'MindWorX'Mariager tips double hat
 
A double hat? Fancy
 
That IS fancy. :P
 
Double the Mentlegen.
 
3:12 PM
Double the fun
 
3:34 PM
sorry for asking questions so often, but i want to be sure what i do
i made a system that adds data of models to vbos
 
Not a problem @visDEVion that's the point of this place.
 
if the vbo does not have enaugh space in it
it creates a new one and the add data to it
the size of a vbo is 4mb
i shouldnt get any issues by using this system right?
 
is the VBO an OpenGL only feature?
 
if not, than i want to improve it, so that if the model is too big for a vbo, it would split the model and put parts into seperate vbos
i guess not
 
wikipedia says it is and I was wondering what's the DX alternative, never went so low with anything graphics
 
3:40 PM
i don't know if this link will help
because i never touched DX
 
so the whole thing that's OpenGL's in VBO
is the name itself
@visDEVion thanks :D
now, time to read about them buffers
used to follow a book showing how to make a simple RPG in Visual Basic 6.0 and DX 8.1 I believe. or was it 8.0?
that was the only time I touched DX
and it was also all about 2D graphics
 
eez ugly ;_;
 
@CodeAssassin it would look legit in Minecraft
 
haha. Thanks ^_^b I'm actually thinking about removing the eyebrows. I actually plan on having these things scattered across my levels(end boss = cyclopes).
 
what's the whole game about? sounds interesting
 
3:54 PM
I'm not entirely sure yet. All I know is that you solve puzzles, go through runner-type levels, and beat up bosses lol.
I picked a cyclopes because:

1. It freaks me out.
2. I hate being watched :P
3. Big Brother(jack-london fan)
 
lol it's like fighting your fears while developing
a nice game with focus on combat sounds good to me
it would be interesting to see a game with bosses only
sort of like...
shadow of the colossus
but more arcade-ish
 
Could be cool
 
4:28 PM
when you have tokens from some language (context free version of javascript) how do you parse binary expression - like plus operator?
 
5:09 PM
<3 chat
I'm home my lovelies.
 
5:23 PM
@Kikaimaru can you explain a bit further what you mean?
 
@Blue WE MISSED YOU SO MUCH! cries
 
I'm going to ignore the "context-free javascript" part because I don't understand that
 
Ok so this is a weird question for anyone who is not @ShotgunNinja. If I said I had Culvers for lunch would anyone know what I was talking about?
(without googling it)
 
yes
there's one like 10 minutes from my office
but I'm possibly too close to Wisconsin to be a meaningful data point
@Kikaimaru shouldn't your associativity rules decide which is the "current" operator to parse?
 
Could be. I hadn't checked on their locations in a while so I just looked now. Like a bajillion and a half in Wisconsin and a significant drop off as soon as you leave the state.
 
5:52 PM
does anyone happen to have used some sort of metal screeching thingy sound effect in a personal project? I'm looking for a free (public domain or creative commons or something as permissive) sound effect that could go with a metal spike trap and I'm not sure what to search for. "metal screeching thingy" doesn't find me anything good.
 
squeaky hinge / gate?
 
sort of like that, but if the player can tell it sounds like a gate, it might not work
maybe I can make the player's character shout or something
because of the damage
and cover part of the trap's sound
 
I think a metal spike trap sound has to have a "click" in it to distinguish it from a gate-screech.
 
maybe try looking up "bear trap"
or just generic metal crashes
or something
 
6:09 PM
bear trap
thanks a lot
that should point me in the right direction :D
 
the problem with bear trap is that spike traps wouldn't have the SNAP at the end
 
I don't know what a spike trap is lol
But what I would do... is find two separate sfx and try to join them in audactity or something
 
@Jimmy true, but maybe I'll find something nice. worst case scenario: I replace my spike trap with a bear trap though I'm not sure i'd find something cool for free
@ToddersLegrande a spike trap is a rectangle platform; when the player touches it, some spikes get released
some traps launch spikes like missiles; others just raise them slightly so the player may get hurt
I can cut parts of this in Audacity as Todders said: soundcloud.com/therecordist/bear-trap-metal-sound-effects
in case the license is fine and I can actually download it
damn this internet connection, it takes ages to load a webpage
 
Maybe mix a little sword sheath ring in there :P
 
Price: $20.00 US
ooooh
nah, I'll pass, I'll find something else
I'm really trying to just make a proof of concept gameplay video
but it wouldn't hurt for it to sound nice
 
6:19 PM
Got metal stuff and a microphone? :P
 
got the mic, need the metal stuff
but good idea lol
actually I wonder if I can't do something with two knives or spoons or something
hmm
 
the real tricky part is getting rid of the background noise and truly isolating the sound effect
 
the mic is also nothing to write home about so it will probably not help either
damn, the lack of assets hurts. I don't have any combat or dialogue system implemented, but I have full player->level interaction (examine/activate/use item with), quests, character stats & effects, item combination recipes, crafting system and so on
so naturally, I should highlight things like puzzles for now
but no matter what I think of, I lack the assets
I should just pause and resume the search once I get home and I'll be able to actually load a page in less than a minute.
 
^ Story of my game dev career (lacking assets)
 
I do have assets for what would be required for dialogues and combat though
which is even more annoying
 
6:31 PM
I should try and make the best of it... but I lose motivation :(
 
Story of my game dev career : lacking motivation
 
anyone knows how to update vbo using glMapBuffer?
 
lack of assets is my poor excuse for lack of motivation
But motivation really is the root of all the problems i have
 
in the end, if I can't find anything, I fire up Blender and do something myself. but it won't work now
I can't make anything nice enough to show in a video
I think I'll ditch the whole player-gets-on-trap idea and make some sort of invincible monster that has to get on that trap in order to die
hmm
no need for combat
it will be a puzzle-ish combat
like the black beast in Arx Fatalis if anyone played it
 
6:47 PM
wonder if I can use yieldprolog with unity
would be interesting to try and prototype my AI in prolog; apparently if one were to judge from their benchmarks
it's pretty fast
 
@Bogdan @Jimmy I was searching for this
http://en.wikipedia.org/wiki/Operator-precedence_parser
just didnt know the name
and i think that what i am doing is really overkill i write my own language just to tell game that Attack is calculated like "Strength + WeaponDamage" (and i need something that can evaluate this - js eval would do that, and find dependencies in this)
 
if you're doing it like that you can try writing:
sum(Strength, WeaponDamage)
and avoid complex parsers
sum(product(strength, 10.5f), dexterity)
parsing a function's name and its parameters and any eventual recursive parsing is a lot simpler
you don't care about operator precedence
because you take care of it when you write the formula
I mean you do care
but the parser doesn't need to
 
wow
 
you can store some sort of dictionary that maps function names that get parsed to their appropriate functions so you can call funct["sum"](params); or something
 
i just optimized my game from 80 fps to 300+ fps
:O
 
6:59 PM
not sure what data types there are in javascript
 
@BogdanMarginean i could do that, but i think it wont be that hard to write language with operators
 
@Kikaimaru good luck! just the thought of actually getting to convert things to polish notation (in the end you'll probably do that) makes me not want to lol
 
Bah, I'm trying to remember the name of it, but it's essentially a computer friendly way to write math statements, so:
5 * (2 + 3)
becomes
2 3 + 5 *
POLISH
Yes!
 
was it not *5+ 2 3?
like in LISP?
 
I've always done it with the operators at the end so you can read tokens from left to right
 
7:05 PM
I guess the order does not matter
I think it's a nice notation really :D
it should be taught in schools even if in some secondary lessons
 
Ah, what I'm doing is Reverse Polish notation, or just Postfix Polish Notation: en.wikipedia.org/wiki/Polish_notation
I remember writing a reverse polish notation calculator for a class
But I think converting from infix to postfix was left out of it
Cool:
In computer science, the shunting-yard algorithm is a method for parsing mathematical expressions specified in infix notation. It can be used to produce output in Reverse Polish notation (RPN) or as an abstract syntax tree (AST). The algorithm was invented by Edsger Dijkstra and named the "shunting yard" algorithm because its operation resembles that of a railroad shunting yard. Dijkstra first described the Shunting Yard Algorithm in Mathematisch Centrum report [http://repository.cwi.nl/search/fullrecord.php?publnr=9251 MR 34/61]. Like the evaluation of RPN, the shunting yard algorithm is ...
 
@JohnMcDonald i was just reading this :)
 
@Kikaimaru if it helps you, here is a C source that evaluates your everyday math expressions: the site is in romanian, but the source is obviously not infoarena.ro/job_detail/144801?action=view-source
also, with trees, this time in english and in a tutorial-like form: dreamincode.net/forums/topic/…
 
well i think i will just use eval() for now and add dependencies manualy to the list
i already lost a day that i could be doing something game related :)
 
7:20 PM
why exactly do you need to tell your game that "ATTACK = BASE + WEAPON"?
rather than just having that in a function
like, function resolveDamage(damagesource, damagetarget)
or this.ATK = function() { return this.baseATK() + this.weapon.damage; }
 
@Jimmy because i need to know that if i change weapon i need to change attack
and change needs to be send to client (mmorpg of course) :)
 
but its javascript... you can dynamically reassign functions (whatever thats called)
When you change weapons, check the type and change functions based on that
or something
 
@ToddersLegrande how would that help?
i increase strength to my hero (on server) - thiw will increase damage

now i need to tell client that his strength and damage has changed
 
nope
you tell the client his strength has changed, attack is automatically recalculated (events could do this if you are talking about GUI display)
even then
 
i dont want damage to be calculated on client
 
7:30 PM
if its all client side
just send the number
 
yes but i have to remember what numbers to send, and if i change damage calculation i need to remember all pieces of code that i have to change
and damage calculation could be computed from attributes that client doesnt even see
 
which is why you just send a number?
The rest is calculated server side.
I think I'm missing something
 
so i should do
str++
sendStat(str)
sendStat(damage)
sendStat(...
 
I'd calculate that on the client
but even if you don't, you just do a recalc of full stats whenever you change a stat
 
would the client not be able to intercept it somehow?
in case you calculate it on its side?
 
7:33 PM
but stats change allt he time, i cant send everything all the time
 
all the time?
 
yes, buffs, equips...
 
That's significantly fewer times than all the time
 
it's not that often
 
@BogdanMarginean that's just so the client knows. the server would recalculate the damage anyways for combat resolution
 
7:34 PM
its like once per second...
 
@Kikaimaru if you get a buff or equip, why do you have to send updated stats?
i mean, you're already sending data from the client to notify that the buff was cast or the equip was changed
 
@Jimmy because strength can change, for example
@Jimmy because i would have to have all logic that i have on server on client too
 
the client should already know then
 
thats not how mmorpgs work
 
@Kikaimaru are you sure?
 
7:35 PM
no it shouldnt know anything
yes i am
 
I call shenanigans
 
since the MMORPG I'm most familiar with definitely calculate on both server and client
 
@Jimmy take a look at wow, ragnarok, ultima online, diablo
 
Ragnarok calculates client-side
 
I think the clients know plenty. The server just acts as the referee and says "Yes you obeyed the rules" or calls "FOUL!"
 
7:36 PM
@Jimmy what does it calculate on client side?
 
at least for display purposes.
like, if you equip a weapon
your stat display changes
 
ill be right back
 
So... if the client knows nothing, isn't your only option to send everything to the client "all the time" ?
 
@ToddersLegrande no my only option is send all that has changed and that clients needs to know
and that why i need to know how stats are calculated, so i can know what changes what
 
what does your packet look like?
 
7:45 PM
@Jimmy list of attribute_id, value
 
I mean, there's basically no difference between sending a 8-byte packet for "ATK changed" versus sending a 50-byte packet for "stats changed" if it's along the lines of once per second
 
Well I didn't mean EVERYTHING
 
@Jimmy its json, so its much more then 50 bytes :) and i think that amount of attributes on character will be over 30-40
 
so keep a dependency table then on the server
 
@Jimmy yes, and i wanted that dependency table to be generated from the formula Attack = "Strength + Dexterity"
and that formula would also be used for actual computation
thus need for my simple language
@ToddersLegrande i would like to send only stuff that changed
 
7:49 PM
sounds like an overly complex solution is all.
 
@Kikaimaru I'm not sure which part of "Well I didn't mean EVERYTHING" you interpreted into "You should send everything"
I only used the word everything because you did
obviously you want to send as little as you can
everything implies everything you need to send
 
anyways, the major reason you have the logic on client-side as well is to reduce UI latency
 
@ToddersLegrande and i told you that i dont want to write code for sending all changed things manually
i need to send only things that changed
i can do it in two ways
write
str++
sendStr()
sendDamage()

// now when i change calculation and damage is no longer dependend on Str, this code is wrong
or i can store that damage depends on strength, and do it automaticaly
which is why i wanted to write that language
 
No one suggested you do it that specific way
 
@ToddersLegrande do you have a third way?
 
7:54 PM
You have me incredibly confused my friend
Whats wrong with option two and who suggested option one?
and why do you need a language for option 2?
 
@ToddersLegrande i suggest both options, and nothing is wrong with option two
 
I think this whole conversation was based on why you didn't need to write your language to implement option 2
 
because i dont want to write

new Attribute("Damage", "function (a) { return a.getAttribute("Strength") + ...; }", "Strength");

when i can write new Attribute("Damage", "Strength + Dexterity"); // which could be stored as data
@ToddersLegrande yes and that ^ is my reason for writing a language
 
ah, so you actually wanted to write your game in LISP
 
@Jimmy i doubt that
 
7:58 PM
it's an old joke
the joke is that at some point every programmer (using their language) has to implement a subset of LISP in their own language
to achieve self-referential code
 
@Jimmy .net would do for me too, since i could use M
 
Greenspun's tenth rule of programming is an aphorism in computer programming and especially programming language circles that states: This expresses the opinion that the perceived flexibility and extensibility designed into the Lisp programming language includes all functionality that is theoretically necessary to write a complex computer program, and that the core implementations of other programming languages often do not supply critical functionality necessary to develop complex programs. Origin The rule was written sometime around 1993 by Philip Greenspun. Although it is known as ...
 
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