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00:00 - 21:0021:00 - 00:00

Joe
12:37 AM
win kickstarter video
 
Lol nice
 
How much to sleep with his wife?
 
Joe
'?' is that some sort of norwego-european dollar amount?
 
Yeah I'm curious too
 
"Call the president. We need this game on PSBox U."
 
12:43 AM
lol
 
Joe
it was a pretty solid kickstarter video
 
Yeah. Awesome kickstarter vid, but the game seems dull :P
 
Joe
funny too! the article that linked to it was titled "CHECK OUT A GAME THAT EXCEEDED ITS KICKSTARTER GOAL 453 TIMES!?!!!"
pledged 4530... asked 10 bucks
lol
 
:D
What happened to that pasta kickstarter dude?
Or whatever it was.. Sandwich?
 
Potato Salad?
 
Joe
lol "Stretch goals: $10 WERE FUNDED = getting like $10 dollars worth of happy meals!"
 
a part of me wants to try a kickstarter for a Mr Bigguns plushie one day
 
$5,000 reward

0 backers Limited (2 left of 2)

BERZERK BOSS

The game + Previous Rewards + Help us design a boss, even it’s a penis/vagina-monster, we’ll do it. Because we’re pro-fes-sio-nals
@Chris LOL will it need medicine too?
 
probably not. :p
I backed the Slain kickstarter recently: kickstarter.com/projects/1348640000/slain
 
:D
I've spend the past 3 hours working on homing rockets and now i'm finally there, but too tired to add them proper to the game xD
It is really annoying how Godot goes from -PI to PI instead of 0 to 2*PI and doesn't reset when going past the boundary
 
Joe
12:59 AM
sounds like you could just +PI to your output and have exactly what you want?
eh ... don't quote me on that... i have no idea what im talking about tried Googling Godot, turned up this guy
in a metroidvania... is making the player earn the ability to jump, too restrictive?
 
are you able to jump in Metroid and Castlevania from the get-go?
your call probably imo, if it feels fun or good or not, test etc
 
Joe
yea you are in both of those
 
1:26 AM
Neato. I got the SMB evolution learning AI to work on my PC :D
I wonder what fun I could have with programming against emulators / roms
 
1:38 AM
I imagine interpreting what happens on screen would be a bit tricky?
either reading pixels or reading the RAM or something?
 
Yeah this script reads the RAM values
When I was watching him go through it, it examines a grid of objects around mario and determines if its air, solid (ground / pipe / blocks) or a "sprite" which more often than not is an enemy
Mario has a memory of 100 templates as he called them which were basically random data of a grid of the same sized area it's examining with a set of associated inputs. Every 5 frames Mario finds the template that closest resembles what Mario is currently looking at (which may not be close at all but it's 'closest') and runs the inputs stored with it with some mutations
Somehow it all gets scored based on how far right mario got and how quickly he got there
I've not really dug into the code. Just excited I got it to work
 
cool
I suppose that's like those MMO goldfarming bots
interpreting whatever and executing for maximum efficiency
 
@Joe Why would it be to restrictive?
 
Joe
Im sort of debating if in a platformer, that jump is just expected as core mechanic... I want to have it but im trying to decide if I can make due for the first "stage" without
and have the player earn it
 
platformers were invented with jump
I mean, the first one had it.
right?
 
Joe
1:48 AM
yea
 
so it's not just expected as a core mechanic, it IS a core mechanic.
BUT that doesn't mean you can't do something different
 
A lot of people are going to expect jump, so if you want to make jump something that you have to earn - you better have a reasonable explanation and gameplay that revolves around why you don't currently have the ability to jump.
 
if you can find enough fun to tide them over while earning the jump, then you're fine.
 
Joe
so im thinking about the "earning abilities" from the genre
and metroid 1 throws "ball form" at room 1 immediately
I need to "teach" the player they will be "earning" stuff abilities, but I dont want to give away any substantial right away
lets see.. ill build it and see how it plays
 
2:19 AM
++
 
2:55 AM
so I'm trying to do a NewGame+ mode, and making an end boss/event thing and then have the game restart but keep your room numbers, items, and enemy toughness intact
but... it just feels wrong
trying to make an ending here makes it feel like closure, which I do want
closure to a run is death, not beating a boss
and while the run continues, yeah my gut is just shouting, "no"
 
Joe
dont make it an ending then... make it "hardmode"
defeat the [some challenging acheivement here] without picking up 1 gold coin
or without wearing any armor
unlocks XYZ
 
yeah I'd be keen to add some new hard things that spice up the rooms
 
3:50 AM
@Chris meh. Just add more events to the pool and reuse events
as opposed to no more events
once they've all been done
 
4:09 AM
yeah... or just add more events :D
 
 
2 hours later…
6:01 AM
A picture is worth a thousand localizations.
4
 
 
1 hour later…
user92578
7:08 AM
morning
 
Joe
good morning dude
 
holy shit its morning
 
user92578
I already made the split screen camera movement a lot smoother, and it's actually quite nice now
 
Joe
nice dude
hey you guys think something like this will be too mind boggling?
holy lag
 
user92578
hmm not sure
 
user92578
7:17 AM
could be cool
 
user92578
also could be really annoying
 
You would have to do more with it
 
Joe
id want to make sure all of the interactables are in the foreground
and push alot more parallax into the back ground
maybe even make a new "front" foreground layer... put stuff in front of the player
 
It would basically have to be a 3Dish game I think
You can't just have black anyway
 
Joe
around the scene or behind?
or both
damn looks cool for a happy accident, but smells like scope creep to me
 
7:22 AM
both lol
one sec
 
if the world isn't taking up the whole screen, one might ask, why?
 
Joe
true thats a pretty simple problem to solve, just expand my maps
going to have to triple in height though for the distance
idk seems cool but its not what i was set out to do.. i think i put a pin in this and come back to it
that said... its bed time Thanks for the feedback all!
 
nite
 
user92578
7:47 AM
Swapping between single screen and split screens looks really stupid and annoying
 
8:06 AM
:(
 
When would you have such a scenario?
@Joe "The Deer God"
Totally forgot I was going to send that to you xD
 
The Deer God looks cool, both very close-up and far-away parallaxing
 
Right
 
user92578
8:36 AM
Rendering the level to a different render target for every player seems to be quite slow
 
user92578
Split screen is lowering my FPS
 
indeed, twice as many draw calls at the bare minimum I imagine?
 
user92578
Yeah
 
user92578
Hmm, I just don't know what to do
 
user92578
split screen or no split screen
 
user92578
8:40 AM
how to handle players moving far away from each other
 
zoom camera out, or force camera on one player, or average in between
if they go out of screen, have an indicator pointing where they are
 
user92578
yeah well currently I have the camera centering between the players
 
user92578
I was also stopping them from moving too far from each other on the x axis
 
user92578
I don't want to zoom the camera out
 
try indicators then maybe... invisible walls sound a bit meh
 
user92578
8:44 AM
okay
 
user92578
so if all players can't fit to the screen, I would focus on one player and show indicators for the rest?
 
I think it'd be worth trying
because if all players are out of bounds, showing zero players might look weird
 
user92578
yeah
 
 
user92578
right
 
8:49 AM
not a very good screenshot, but yeah an indicator on the right there
 
The new mario games did this
I think...
struggling to find a screen shot
 
9:05 AM
yeah, and the out-of-bounds player would be encased in a bubble and float back towards the main on-screen player
 
user92578
9:24 AM
How would I determine if all the entities fit to the view?
 
user92578
nvm
 
user92578
9:55 AM
How would I calculate the position for the marker/arrow?
 
player y position at edge of screen
edge of screen would depend on your api
or I guess if the player can go above - player x position
 
10:11 AM
yo
 
user92578
yo
 
user92578
fistbumps
 
guys how big would you consider each game entity to be in average?
 
user92578
big? entity?
 
each game object :p
as in stack size
 
user92578
10:19 AM
hmm, hard to say
 
user92578
I haven't really ever calculated memory usage
 
I always used to store all objects in homogeneous vectors
but after some benchmarking it appears that simply storing them with std::unique_ptr is faster and well easier since you don't have to implement handles
 
user92578
I use std::vectors and my own QuadTrees
 
but this is for game objects a bit bigger than 32 bytes
 
user92578
uuh oh it seems like I have some memory leaks
 
10:22 AM
@Veritas well generally they're on the heap, so 0 bytes stacksize? =p
 
pff their sizeof
 
I honestly don't know, I mean, at least it could minimally be something like int(id) + float*3(position) + int(component bitmap) + int lodLevel/active
(Not in that order perhaps)
Which would be 6*4 bytes, padding it to 32 bytes would help cache alignment
Well, assuming you're going heavy ECS
 
this is what I am doing atm
but I figured that storing components together is more efficient than having each component seperated and this complicates things
than having components of the same type stored contiguously*
 
Ooh
Well, it kinda depends
 
user92578
You guys know any memory leak detectors that tell me where they are happening? Deleaker is only giving me the file...
 
10:28 AM
since you usually access different components in each subsystem
 
user92578
I ain't buying a license for that
 
I don't think there's any real hard numbers to favour either
@Tyyppi_77 stackoverflow.com/questions/25730/… has a few good ones
 
What I am considering doing is represent each entity using tuples. If in a subsystem we want to access components A and B we simply iterate through all tuple containers where the tuples include types A and B. This is probably the most efficient way to represent things since you don't have any problems if you start reusing each memory but it's very hard to implement if we need handles.
the problem with keeping components stored contiguously is that it's not guaranteed that adjacent components will be accessed by the same subsystem
sometimes I wish I never knew of caching so that bad access patterns wouldn't annoy me that much
 
user92578
10:45 AM
okay I have like 1000000 lines of memory leak information pushing trought the console window
 
weird
I never had memory leak problems with smart pointers
 
user92578
I don't use smart pointers
 
D:
 
10:57 AM
any reason in particular on why ?
 
user92578
I didn't know about them when I started on the framework
 
user92578
aslo the look ugly
 
ah
naaaah
 
How do you guys handle crushing disappointment when you spent months working on a system that ultimate will not work in its current form
 
but it should be easy to replace the pointers with smart pointers for the most part, that way you can kill two birds with one stone.
 
11:00 AM
I'm at that point where I just came to realise that
 
user92578
"atleast I learnt something"
 
Wardy 'sup ?
 
I think I need to completely rebuild how I index sparse voxel volumes
 
ouch
 
MY testing proved that in raw allocation and access testing the current method of using dictionaries was the best overall ... but actually due to the size of the volumes I can't use dictionaries
I'm getting artifacts because of hashing issues
Invector3 just can't ever fit in an int for hashing
which makes sense
 
11:02 AM
well it's like Tyyppi said. If it was fun and you learn something out of it I wouldn't fret too much about it.
 
user92578
@Wardy I'm sorry to hear that
 
I didn't think it would be an issue due to how I was working with the volume data but it clearly is now i'm scaling stuff up
 
how did you hash them?
xor?
 
I think that what i really need to do is implement a tree of arrays
like in a octree but for the data
because I need dynamically sized volumes
The issue I have I guess is all that allocation of ram you get with an array
@Veritas I tried several approaches
its just fact that { int, int, int } will never fit when hashed in to int
and the range of values I need is the full { int, int, int }
actually I could get away with unsigned ints
but that still won't work
 
why do you need to hash them to int?
 
11:07 AM
becuase using a int on a dictionary as the key is essentially what .Net does under the bonnet no matter the type you specify
for example:
var foo = new Dictionary<something, somethingElse>();
behind the scenes something is essentially the hashcode
any secondary steps add a performance hit
hashcodes in .Net are ints
 
pff
 
I essentially need a unique ref for a voxel at { x, y, z } that's all
where x,y,z are the positions of that voxel in a large sparse voxel volume
I started out using arrays then found when my app loaded up I had these massive mem allocs for mostly empty space
like when generating say ... terrain
half your volume is empty
 
user92578
Okay I was bleeding every god damn particle
 
but with arrays you have to allocate that amount of space
So I started using lists
but looking up values in lists is slow
so i ended up on dictionaries then hit this hashing issue
If I have chunked sets of arrays I should be able to "fake" the sparse bit of it
so I can have the fast lookup times but not the huge mem overhead
using essentially octree type modelling of the data
 
I still don't get why hashing is a problem other than more collisions.
 
11:14 AM
that might also solve my LOD problem
@Veritas every collision causes an artifact
In a terrain render I appear to be getting quite a few
this is the problem
I need a hash value for 3 ints ... its never going to work IMO
unless I write a ton of code to detect and handle collisions
but this code needs to be crazy fast as its the core of my whole stack
 
the thing is that collisions shouldn't affect anything other than performance
 
collisions are a logical error
tbh i think i've done something worse to it at the moment though ... it looks to be hash related
 
not really imo but even if you consider them as such their only impact is performance.
 
this is what happens if I use the base implementation inherited from object
 
try reference equality for Equals
 
11:29 AM
here's what my best implementation came up with
public override int GetHashCode()
{
	unchecked
	{
		int result = X;
		result = (result * 397) ^ Y;
		result = (result * 397) ^ Z;
		return result;
	}
}
suggestions?
 
user92578
23
A: Hashing 2D, 3D and nD vectors

celionThere's a spatial hash function described in Optimized Spatial Hashing for Collision Detection of Deformable Objects. They use the hash function hash(x,y,z) = ( x p1 xor y p2 xor z p3) mod n where p1, p2, p3 are large prime numbers, in our case 73856093, 19349663, 83492791, respec...

 
@Veritas reference equality wont work here either ... they should in theory never match
@Tyyppi_77 hmmm ...
 
that's what I was saying when talking about xor
oh shit I just now realized the problem
being sick sucks
 
@Veritas yeh i'm already using xor ... but high unique primes im not ... or mod
 
user92578
Yay! Just one memory leak left
 
user92578
11:41 AM
Not sure how to fix that one though as I'm sending a new event to SDL
 
user92578
SDL docs solved that problem
 
user92578
"No memory leaks detected"
 
user92578
WOOO!
 
Wardy not really familiar with C# but why do you need 2 Equals?
nvm got it
uh
brb
 
lol
 
12:45 PM
working on a spiked club: gfycat.com/AcrobaticGlisteningKoalabear
deals extra knockback and extra damage the more hurt the enemy is
and compared to the axe, OnMouseDown lifts the weapon, and OnMouseUp lands the blow
 
user92578
looks awesome!
 
plus it makes you hop a little and unable to move while the club is in the air, so it gives it a different feeling, makes it feel heavy I think
 
user92578
12:57 PM
I just wanna dev but I have exam week coming + I need to recognize birds in a quiz tomorrow + I have to write an art essay
 
user92578
So seems like I won't get anything done game-wise until Easter comes
 
Would anyone please point me to some documentation on mesh physics (i.e. like the one in geometry wars)? I can't seem to find anything
maybe spring mesh
 
1:22 PM
hey has anyone seen some motivation anywhere?
 
Yes
I am hogging all of it
IT IS MINE AND I AM NOT SHARING
 
oh ok, how about a glass of water?
 
sure, that you can have
 
and a club to the back of the head while you look in the fridge
 
I don't keep water in the fridge, that's what the tap is for
 
1:25 PM
i need to chill anyways
would be a nicer person if i just pickpocketed you for some motivation instead
 
Possibly
But naah, someone hogging all the motivation deserves a club to the head
 
lol but now I'm really thirsty
and nobody will trust me with a glass of water
im so much more productive unmedicated, i just want to sleep all day on them
with them I feel guilty for those comments, as if it had actually happened
it kinda hurts
i've been feeling another gamedev sprint getting near fully charged
@IcyDefiance @Pip @SpartanDonut am i supposed to aim at something specific still? and wheres attackinghobo been?
but either way, give me a few hours to get up
 
user92578
1:59 PM
I need to dig 400 words out of 24 cardboard pipes someone had glued to a museum wall
 
2:58 PM
is it normal for webgl to lag when i make the canvas as big as the screen?
i'm only drawing a spinning white cube
firefox
 
Joe
@SpartanDonut i think it looks pretty sick thanks man
 
Pip
3:11 PM
eyo
 
user92578
heya
 
user92578
aight that's 320 words of total bs
 
user92578
good enough
 
@Chris that's bad ass
 
3:26 PM
@SpartanDonut 67% on You Have To Win The Game.
not sure I'll go on at this point, getting lost in a the ton of screens
 
Pip
Whoo got my 4 free HOTS keys
f, I just lost The Game
thanks @Almo
 
Aww I want 4 HotS keys as well
 
3:45 PM
@Pip I already won.
 
I've also got a free HOTS key!
 
and "you have to win the game" is a steam game
 
Well, free, I got it with a lanparty I'm going to apparently
 
Heh nice
 
i have some free hots keys to give if anyone wants one
 
3:57 PM
I don't need one myself, but I have one or two friends who still need one, so if no one wants them I'll happily take them. :)
Oh wait, those are probably NA keys.
 
they are
 
:(
 
Joe
4:53 PM
where is everyone getting keys?
 
email
they sent me some
 
lol nobody replied to toby
if only I knew more about Webgl to be able to help
 
@toby probably ... most js vm's in the browsers are not exactly well known for their highly strung optimization
 
MLM
@toby Are you using requestAnimationFrame (you should) ?
 
Of course it does depend on how you are rotating
 
Joe
5:05 PM
@toby last i played with canvas at all... firefox was the least performant of the real browsers... chrome was ahead of it in speed by FAR
 
xD last time I used it, Firefox was the best at handling pixel art
:( i wish chrome would allow me to easily scale my pixel art
 
5:36 PM
I need help in following topic
some more discussion you found here
 
 
2 hours later…
wow
 
that's not good ._.
 
Pip
interesting to know that someone with enough tech knowledge could easily break and enter into anyone's hotel room
 
I imagine a crowbar would have a similar effect, just a bit louder
 
haha
 
Pip
8:08 PM
lol
 
8:24 PM
@Chris and it would also be immediately obvious from the outside =p
While this is just Plugs thing in port Opens door
 
indeed
 
MLM
This guy posted the same question across sites. On SO and GD.SE.
I flagged the SO one before the answer was there. But now they both have activity
 
Some results may have been removed under data protection law in Europe. Learn more
That's what google says when I google myself. I wonder who has done that
and why
there's only one guy with same name, maybe he's been hiding something
must resist the urge to dig deeper, I'm kinda worried what I may find
 
MLM
8:41 PM
in HTML / CSS / WebDesign on Stack Overflow Chat, 2 hours ago, by Zach Saucier
http://rickastley.dinahmoe.com/
 
hahaha all on ballad except vocals on black metal
that's so fitting
 
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