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Joe
Joe
01:37
what happened?
fuck ISPs
Man I love my SSD so much. Im encoding some videos with handbreak and its using 100% of my cpu and I didn't even realize it was still encoding because my system was perfectly smooth
@Joe it's a link ;)
was watching bunch of youtube vids, browsing the net, and other stuff. no stutter or lag at all like I normally would have got
02:11
@IcyDefiance we playin lol?
or should I go hots
@Almo lol that timing. just got home and sat down.
pissin people off with my mad sucking skills on hots
I'm not too good at it
new jungler released
he looks tricky htough
I'll avoid him like I am kalista till I get some normals in with K
ooh did they release him today? :D
he does have a learning curve, but unlike kalista this one looks awesome. I want to use him.
looks like it
yep, got a patch
02:13
so we goin?
already got my daily quest in hots
so no real need to keep playing
there's my analysis of LoL and HotS
it's long though :)
patch complete. now I'm gonna buy the new champ.
be back in a minute or two
don't want to take him to ranked right away though. on the other hand, we won't get an easy game in normals, unless I hit team builder solo...
Joe
Joe
@SpartanDonut wtb good link color
02:56
16
Q: Can we get a hyperlink style for chat that is less subtle?

SpartanDonutI'm open to suggestions as far as whether we should change the color, underline links, or both, but as it is it's a little too subtle for less than perfect monitors and viewing angles.

@Almo Thanks for the ping! I appreciate your conclusion on the article. Glad to see you were open minded about the differences.
03:08
:D
I don't dislike DotA 2 just because it's not LoL. I have good reasons for it. :) @SpartanDonut
03:33
hi
@Shadow hello
when talking about a vector, do you think of the container? is that the only kind of vector?
I keep wondering if vector is some kind of 3d thing
@Shadow it can be lots of thing
Vector is pretty much an array
its an ordered list of objects
It can be 2d. 3d. 4d. etc
Vector3 is usually a vector used in 3d space
it has a x y and z component
while Vector2 is 2d and only has x and y
Some languages use Vectors as dense lists. Actionscript3 does so.
ah! thank you
so its always the same type of thing (vector) but with more dimensions
@Shadow what are you looking at in particular
Depends on the context
03:41
I was trying to understand if when vector is said, what it refers to
What is the context?
I'm reading about vector in a c++ book
Ah. Ok. in that case its a dense list of objects of a specific type
That is more of a programming question rather than a gamedev question
most time people talk about vectors here, we are refering to spacial vectors
with xyz
oh, sorry!
It's alright. Stick around you might learn some interesting stuff here.
@SpartanDonut your image uploading script isnt working.
03:45
I'll try to just watch from the 'shadows' and learn :)
We talk about a bunch of stuff here. not only gamedev
@MLM watching
04:20
@MLM pretty interesting and informative.
04:43
@Jon what's happening?
05:01
Made that for lunch today.
MLM
MLM
@AttackingHobo grilled cheese, I assume. What is the crust?
Full details: Multigrain bread lightly toasted in pan with butter . Mexican blend cheeses melted pan side down on one side. Gruyere and Swiss melted pan side down on the other side. Mexican cheese melted and crisped pan side down. American cheese in the center with cracked pepper and a small amount of sea salt.
 
4 hours later…
09:02
Why would Input.GetAxisRaw("Horizontal") == 0f && Input.GetAxisRaw("Vertical") == 0f alternate between true and false each frame?
09:24
I imagine it might have something to do with whatever input devices you have plugged in. Also that's not how you check if a floating point value is close to zero ... (check for absolute value being smaller than some small value instead).
Thankfully, at least C# doesn't get stupid with negative zeros (though if that's Unity, I'd verify if it is true for their implementation of it as well) ...
10
Q: Is minus zero (-0) equivalent to zero (0) in C#

BenIs minus zero (-0) equivalent to zero (0) in C#?

 
2 hours later…
Joe
Joe
11:29
@AttackingHobo im trying to make a sniper weapon... with a very fast bullet and a particle emiitter to leave the shot trail for a second or so like in common fps
but when the bullet goes off camera the particle system stops rendering all of the particles not just new ones
Just draw a line. :P
Joe
Joe
i guess that can work but the bullet can deflect off whatever it hits and no longer will be traveling on that path
12:30
@AttackingHobo did you update it with your own API key?
And what browser? I really only tested it in Chrome
I'm still using it to this day
@Almo I still argue that your "good" reasons are subjective especially considering your HotS review. You do have some points but I know some of your gripes are about unnecessary fluff like denying creeps, couriers, etc. which HotS simplifies things even further than LoL but LoL doesn't get the same hate from you. I'm fine with you drawing the line and saying LoL removed enough fluff for YOU to like the game more than DotA and that the simplifications in HotS kept things fun but lacked depth
I just think that with the analysis you've done on HotS you realize that you should change your view from DotA is bad to DotA is different in a way you don't like :P
Where as HotS is different in ways that you do like
If we are using LoL as the gold standard
user92578
13:01
Goooooooood Friday!
user92578
13:26
how would I remove the "unnecessary" zeros from a string like "1.00000000" in C++?
user92578
str.erase(value.find_last_not_of("0"), value.find_last_of("0"));
user92578
something like that might work
13:44
@SpartanDonut I am only saying that I have thought it out, not that it is not subjective. That it is not just a knee-jerk "it's different" reaction. :)
You don't choose your words so wisely when debating the topic though :P
That's because DotA 2 is bad. ;)
anyway gotta head to work. will talk later :)
haha later dood
user92578
hmm, my slider is working except for the value part
user92578
13:59
Sometimes even at the smallest possible position it may not give the smallest possible value
user92578
aight now it works!
high five
user92578
14:14
now im just trying to remove the trailing zeros from a float
user92578
works!
Huzzah!
user92578
decided that it's stupid to remove the zeroes as it will look stupid if one value has no decimals and others do, so it'll always show two decimals on numbers that have float values and no decimals if the values are just pure integers
user92578
user92578
might need a way to label those tough
Joe
Joe
14:24
morning all
user92578
morning
THERE HE IS
Joe
Joe
que?
wutdidido
oh so I ran into a weird thing last night... apparently particle systems stop rendering all partciles ("even those on screen") when the particle system goes offscreen
uhhhh
Fascinating
Joe
Joe
im trying to acheive like a halo style sniper round trail effect
on a new fast moving projectile weapon im coding
and as soon as the bullet leaves camera view the particles go away
someone else showing the issue im having
14:39
Other than manipulating the system's position (and maybe size, or size of a parent or child object) I don't have a lot of ideas :(
Question for the site :D
Joe
Joe
yea
issue is my system goes far off camera quickly
ill post up today
user92578
@Joe "Oh, I'm having this bug, lemme record a video of it while you vacuum!"
Joe
Joe
lol yea didnt notice that i had it on mute
That's a sensitive microphone combined with loud PC fans
Wouldn't you normally just draw like a trace for fast projectiles, instead of using particles?
Jon
Jon
14:50
sup dudes
hey
Jon
Jon
broke my sales record yesterday
7 sales!
:D
:D
@Joe what's the scale of your particle system's transform?
Jon
Jon
might buy myself a mac mini early 2015
do you need special keyboard mouse to work with that?
14:58
no
Joe
Joe
@SpartanDonut its small but i played with scale made it 10x larger... but its still around 1.0f
Jon
Jon
suprising.
figured apple would have proprietary mouse and keyboard sets for 300$
Joe
Joe
@William'MindWorX'Mariager what do you mean by this?
i was looking as LineRenderer after your suggestion
@Jon hahaha no
they probably want you to use their touch mouse and bluetooth keyboard
but it's not necessary
Jon
Jon
i probably will only use it to publish
which is sad
15:03
@Joe less than 1.0f?
user92578
Added dynamically changing parallax colors that are adjustable by the sliders just to test the slider functionality:
user92578
user image
4
Jon
Jon
love it
Now you need a level that starts out during the day time, fades to sunset, and eventually night time :D
Joe
Joe
@SpartanDonut to start the bullet had a scale of 1/10th
15:06
that's pretty awesome
user92578
the current aim is to have a class that holds a set of values that can be adjusted in-game by sliders and so the game can be tweaked in-game
@Joe in general people seem to say they need the particle system to be greater than 1.0
And that parent objects scale it down
so if your bullet is .1 maybe your system needs to be 10?
I dunno
grasping at straws since I don't have your project :P
but you do pretty well when grasping at straws in general
I like to try and be helpful
if to at least give the person needing help more ideas
:)
15:09
@Joe Well, rather than using particles, just draw a few quads that look like a bullet trace.
Joe
Joe
@SpartanDonut lol im just looking to see if anyone ran into this before... i googled it last night and tried all the stuff that turned up scaling and what have you
@William'MindWorX'Mariager that makes sense just didnt want to have to add functionality to get the effect
BUT HAVE YOU TRIED 10?!?!?!
:P
Joe
Joe
but possible
touche! lol
user92578
is there a way to get the address of an int member in c++ and pass it as a float pointer so that the value will be changed directly in the class that operates on the float pointer?
you don't want to operate on an int as if it were a float
that will break
15:14
Yeah I don't know C++ but that sounds dirty
user92578
but basicaly as the slider operates on floats (trying to get it to work on pointers now) but colors are based on ints, I need to cast the integer pointer to a float pointer for it to accept the value
I'd probably just write a class that makes the transition to and from nice and clean
I think you're misunderstanding something somewhere
it's ok to pass ints and floats as values, not as pointers
you pass things as pointers when passing by value would do a large copy operation
or if something needs to be changed inside the function and the changes seen outside
user92578
the latter would be my case
why does my profiler in unity not show anything for memory under "Simple"
@Tyyppi_77 you hsould probably have whatever reads the sliders to make the colors do a simple cast: color.r = (int)redFloatValue
user92578
15:20
But I'm trying to avoid having to get data from the slider by having the sliders change a pointer value
Why do you want to avoid getting data from the slider?
user92578
because my interface for that is really annoying and it's a lot nicer to just know that the values are changes in the slider automatically
user92578
static_cast<CGuiSlider*>(guiParent->GetChildByName("Slider"))->GetValue();
So write a class that hides that shit
GreenSlider->GetValue();
@Tyyppi_77 argh! you have an architecture problem
user92578
15:24
no that's because all gui elements are stored as "CGuiPanel"s in the main parent panel
user92578
but I kinda like the parent-child architecture
@Almo was just going to say something along those lines :D
just getting values from your sliders shouldn't be this complicated
user92578
every panel can has a parent, and every panel can also contain children
user92578
that could actually be avoided by just having pointers to the sliders
user92578
15:26
aight it works now with float pointers
user92578
which is a requirement for my to-come in-game tweak system
15:41
@SpartanDonut they need to hurry up and open hots to more people. so we can play together
though there are still a lot of things they need to fix, like in replays, the chars don't animate. they slide around in T-pose.
@Almo I checked earlier this morning and realized I hadn't opted in xD
I've now remedied that issue
hahah
woops :)
16:11
@Joe use a trail renderer instead of particle renderer.
Joe
Joe
ooo interesting!
@Joe remove your fake particles using boxes and use the particle system for that
like for explosions and stuff
explosions. sparks. flames
Joe
Joe
@AttackingHobo those "fake particles" are causing "explosion damage"...
probably a poor implementation
Just use a sphere to cause explosion damage
and use particles for visuals, sphere collider for damage
Much more efficient
Joe
Joe
love it ok ill add it to the list, ty @AttackingHobo @SpartanDonut
16:23
@Joe you're welcome. I hope to see some nice improvements to your game. :D
@SpartanDonut I didn't have the api key before. whoops. I added it but still have issues
It says, Uploading, then undefined.
Joe
Joe
im coming close to the end of my laundry list of mechanics... and ive begun planning for actual game logic... and started thinking about art
Joe. Add tanks
Add limited fuel for air travel
add advanced movement mechanics
16:36
holy shit
Joe
Joe
lol wtf is that
Read it. They are being extorted.
Joe
Joe
who would send that shit
True Cyberpunks
Joe
Joe
if you threaten to contaminate someones food with mercury... isnt that like a death threat
Jon
Jon
16:49
quick test
Joe
Joe
i think you should color the numbers somehow
lol
Jon
Jon
yeah, the numbers are not done yet, heh
Joe
Joe
also that damn lightning bolt.. took me forever to figure out
Jon
Jon
lol
some of them are really hard
Joe
Joe
up until that point everything was straight forward.. then it was like "OH ITS ON"
Jon
Jon
16:52
:)
17:20
@AttackingHobo I see my example isn't terribly clear
xhr.setRequestHeader('Authorization', 'Client-ID [replace this - keep Client-ID]');
xhr.setRequestHeader('Authorization', 'Client-ID abcdefg1234768990');
If you did it like that and still have problems.... ummm
undefined
Can you send me your script?
And are you in chrome?
edited api key in the paste
In Chrome.
user92578
Hmm I wonder how I could make sure that the max value can be actually reached:
user92578
user92578
17:26
it's supposed to go up to 255
MLM
MLM
if slider <= sliderMax
@AttackingHobo did you allow anonymous usage when you created the app?
My redirect URL is imgur.com
That's the last setting I can think of
https
17:30
:D
That's looking cool
MLM
MLM
@Jon I have been playing Picross regularly. Finished 15x15 #60 (don't want to spoil) which used all of the special tricks I know.
3 minute sculpt
Jon
Jon
@MLM good to hear :D
Will color picross be a free add on or a new game?
Jon
Jon
17:32
new game
@SpartanDonut I had to make the url imgur.com instead of imgur.com
good to know
Didn't exactly turn out how I wanted. Was trying to make a background for rad stacking
Jon
Jon
i like it
17:35
should work as a phone or desktop background
I want the depth of the blocks to be animated based on where I touch though :P
Is anyone familiar with Voxel Engines?
Or Chunk Based generation in general?
user4704
Yes.
user4704
17:38
What is your actual question?
I have a small problem with threaded generation
When generating chunks on a thread
(Because it lags too much)
It creates random crashes / glitches
user4704
unordered_map is not thread safe.
Why not?
user4704
Because it's not.
Hm, Because. Someone told me he used unordered_map on a multithreaded voxel engine.
I tried vector too BTW.
user4704
17:40
You can use it, but you have to take responsibility for thread safety yourself.
Ah okay, Like that
user4704
vector isn't thread-safe either.
What is thread safe?
user4704
Something is thread-safe if it only manipulates shared data in a manner that provides safe/correct execution in multiple threads.
Only thing it does is add and remove chunks
In one class.
user4704
17:42
Doesn't matter.
user4704
It's not thread safe.
user4704
You say that "I am transfering the data using an unordered map."
user4704
This implies that one thread is reading from it while, potentially, another thread is writing to it.
user4704
You are not guaranteed to get correct behavior in that scenario unless you enforce the thread-safety yourself.
I only have one thread writing to it, the other one just reads (I run at max 2 threads)
user4704
17:43
Doesn't. Matter.
Oh, like that
Doesn't mutex.lock() help?
user4704
Maybe, depends on where you are doing it.
The points where I write and read from the map
user4704
(locking in the shared access points is the easiest way to add thread-safety but also the worst)
user4704
(because it can often degenerate to an effectively single-threaded operation)
17:45
@ADGDeveloping work on multiple chunks at the same time
user4704
I replied to your post.
user4704
But basically, your problem is impossible to diagnose with the limited information you've provided.
user92578
You like moderator/admin/OP everywhere @JoshPetrie? :D
user4704
Yes.
I'm back
Uhm
You wanted code?
And
user4704
17:50
Put the relevant parts of your code in your GDNet thread.
user4704
(although I'll tell you it's probably totally pointless to be locking a mutex around the entire chunk load
user4704
You're basically running on a single-thread at that point, if you're also locking the mutex to read from the map
Updated the thread
And
I am new to threading :P
user4704
Yes, it's obvious. :D
user4704
17:53
You should also point out what runs in what thread.
user4704
What is this "mtx" variable? What type, where and how do you initialize it?
user4704
Are there more than one? Do ChunkManager and GenThread share the same mutex? How is it passed between them?
Do those have to share the same mutex???
And
Let me look
user4704
Yes, they have to.
user4704
Well, they probably have to.
user4704
17:58
But there's no point to a mutex if nothing shares it.
user4704
You should probably really be using std::lock_guard or something instead of directly locking and unlocking the mutex.
user4704
You can deadlock if you early-out of the function.
user4704
(and in fact, if you do early out, you don't have a C++ program any more because undefined behavior)
user4704
18:08
Well?
user4704
@MLM Reminds me of Secret of Mana.
user4704
Apparently the game is downloadable / playable in the browser
MLM
MLM
I usually don't care for those type of games but that animation sequence is awesome!
Joe
Joe
it is
user92578
18:18
How would I make my class support working on both int pointers and float pointers (C++), as I can take the address of a float value and pass that to the class, but I can't take the address of an int value and pass that to the class as the type is wrong. I know that I also can't cast an int pointer into a float pointer. How should I implement this?
user4704
What?
user4704
Define "support?"
user92578
be able to alter the data
user4704
What are you trying to do when you pass these int* or float* to the method?
user4704
Just create overloads.
user4704
What's the function that takes an int*?
user92578
The class is a slider Gui-widget that alters the value at the pointer
user92578
And stores it as a pointer member
user92578
That would imply that I need to have a separate class member for the int pointer type
user4704
Yes.
user4704
18:20
Or, say, a union.
user92578
But to use an union I'd need to know if the class is supposed to operate on int or float (this can be done by just a simple boolean useInt, right?)
user4704
Like that.
user4704
Overloads for the binding function which take ints, floats, whatever. At that point you know enough about the bound type to set a discriminator value for the union.
user4704
Then just assign in to the union.
user92578
18:23
Ah that looks perfect, thanks a lot!
Jon
Jon
18:39
haha, that was the second guy
user4704
@jpetrie Hey!We had a review of ur profile nd found tat u are d rite guy to assist us!it'd be gr8 if u kld share wid us ur email id! cheers!
user4704
What the...
lolol
legitimate lols over here
You know they mean business because they also followed Justin Bieber
@JoshPetrie not enough abreviations
user4704
Snarky response applied.
2

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