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8:27 AM
Why variables settings in "Additional settings for linus projects"?
 
 
4 hours later…
12:45 PM
@0x00004 Do you have a question about a specific setting on that page?
If you're wondering why one would provide variables in JSON, it's because when you're invoking the build on a remote machine, the environment variables you've configured on your local machine aren't necessarily present there. So you need a way to communicate any specific environment variable changes you want to build with.
 
1:26 PM
errrr.... ?
 
I'd say nuke it from orbit.
I don't think you can be an expert in "source-code" in any way that's not covered by our existing language tags.
 
nwp
1:47 PM
> Question about games, libraries, etc. for which source code is available in some way.
Sounds like "open-source" would be a better name for it.
 
@nwp Maybe, but as DMGregory points it, could you be an expert in open-source? If that's the case, what does this cover? Legal terms, working processes?
 
@Vaillancourt oh man. must need better bandwidth
 
@Almo Yes; I'm paying 90 bucks for my internet, and I'm not interested in paying more for now :P So yeah, it was a test, and it failed (here).
 
something's wrong
lemme check my internet provider, just a sec
 
When I checked with the test on the PS4, it said I was going 22 Mbps download and ~3 Mbps upload. I'm not sure if something went wrong at some point.
 
1:58 PM
we pay $77 a month, we get unlimited data and 90 Mbps download with 35 Mbps upload
it's supposed to be 100 down, but it comes out at 90
 
Are you with Bell?
 
2:12 PM
@Vaillancourt We do get a fair few questions about "Can I do X with open source licence Y?" or "How do I publish/distribute/sell my project if I have open source dependency Z?" so I could see value in a tag for that area of expertise.
 
@DMGregory I believe you :)
 
Yeah, so I don't think we need a source-code tag separate from that.
 
@Vaillancourt videotron
 
@Almo Ok, I'll check our plan; we're with them too.
@DMGregory Ok, thanks!
 
also check your wifi channel. the router might be using a crowded cahnnel; that can cause speed problems
try using a cable for net acess to see if that helps
 
2:20 PM
That test was done using a cable; that's why it's puzzling me.
I have installed openWRT on this new router; maybe it has bandwith limiting features, but I doubt it.
 
oh shit
definitely check with Videotron then
22 mbps for $90 there's something wrong
 
My router is at the other end of the house (w.r.t. the PS4), so playing online with it is a no-no anyway :P
 
 
1 hour later…
3:40 PM
Hello! I wanted to know about some game engines which allow us to import physics engines. Any suggestions?
 
"import physics engine"
that sounds... wrong somehow
lots of engines let you replace their physics; like Rocket League put Bullet into Unreal instead of using PhysX or whatever their default is
but I doubt it was as easy as "import" implies.
 
Yes, sorry for the wrong usage of the word there.
Is it also possible to import the physics engines that are our own? I mean which I have written
 
If you have access to the source, you can do whatever you want :)
As Almo said, it could be not easy.
 
user92578
If you want to replace the physics a game engine uses internally, it's gonna be hard or impossible
Choosing to use your physics engine instead of the game engine's: probably doable
 
An option is to use an engine or a framework or a library that is designed to render stuff on the screen (e.g. SDL/SFML/Ogre/OSG), and just use your own physics implementation.
 
3:53 PM
I think I should frame my query properly. About a week or so ago I was here asking about game engines. After reading a few things about it, I have realised that what I am interested in building is a physics engine. So, my question is if I want to develop a game using the physics engine I am hoping to make, how can I go about it?
 
What kind of game do you want to make?
 
In any engine that lets you write your own code/scripts, you can write a routine that, each frame, calls into your physics engine to advance its internal simulation state, then repositions the game objects in the stock engine to reflect the result.
 
user92578
Depends a lot on the other needs your game has
 
As of now I don't know much. I am from a math background and I wish this could be a project for me - building a physics engine. What kind of game is something that I have to decide. I have just started reading a book by Ian Millington.
 
user92578
For a simple 2D physics engine it might be easiest to pick up a simple rendering & windowing library for your choice of language, for 3D it might maybe be easier to use a game engine
 
3:58 PM
So I just wanted to know if it is possible to develop a game with my physics engine and a readymade game engine.
As building a complete game engine would be too much to do
 
@ak47 Yes, it's possible; how you do that will depend on what language, dimension, etc.
 
It's possible, but it's unclear what you'd gain that way compared to just using the built-in one. Do you plan on implementing any novel features in your physics engine that don't exist in common physics middleware?
 
..and the type of game you want to do.
 
I want to build a physics engine as an applied math project, not necessarily a game development project. Which is why I want to build one
Its just like when someone take a project of building a search engine. It has a lot of math involved too.
Also, the use of math in a game engine is only in the physics engine right?
 
user92578
lol no
 
4:06 PM
Lots of math in rendering too.
 
Isn't rendering a part of physics engine?
 
user92578
no
 
Bear with my near zero knowledge, please :P
 
I use a lot of math in the gameplay scripts, which is neither the physics engine nor rendering.
 
The rendering is the process of taking the "world" simulation, and making it visible on a 2d screen. No physics involved, aside from the concept of "these simulated objects exist in a 3d world".
 
4:09 PM
I have also downloaded a book - Computer graphics, principles and practice. Would that be helpful?
 
Helpful in what domain?
 
Rendering
 
Sure :)
I guess.
 
Because for physics engine I have a book by Ian Millington
 
A game physics engine is usually responsible for updating the positions, orientations, velocities, and angular velocities of "rigid bodies" in response to forces, joints/constraints, and collisions between collision volumes of various shapes. All of this is just numbers until a renderer draws it on the screen.
 
user92578
4:09 PM
Probably? Depends on what it targets
 
But if you focus on a physics engine, you technically don't need a renderer :P
 
Wow, game development is HUGE domain in itself! I think I should just focus on the physics engine right now and think about whether I want to do something about rendering or not later.
 
Or you could make a math-y game using existing an physics engine and renderer.
 
Most people will focus on only one of these domain, though.
Bar-simulation!
 
@Vaillancourt would you please explain your point? Why won't I need a renderer if I focus on physics engine?
 
4:13 PM
How much do you sell your beer to get maximum profit!
 
@DMGregory thanks for the suggestion :)
@Vaillancourt I don't understand
 
@ak47 I said you did not need a renderer. Of course, if you make a game, it's nice to be able to see what is going on, but one can run a physics simulation without it, if they need to know an answer.
 
Oh, got it!
 
Thinking about old text-based missile command sims, where you'd type in the coordinates of your target or the inclination of your barrel...
 
So yeah, if you make physics engine for a game, you need all the bells and whistles for the game, physics, rendering, audio, input.
But physics engines can be used in a standalone fashion: input all the parameters, press play, get the results as text.
 
4:16 PM
I see
 
Yeah, that.
Do you have an android phone?
 
Can you guys suggest me some books about rendering? The Millington's book do not talk about it. It's completely about physics engine
Yes, I have an android phone
 
Hold on
 
Yes
 
4:21 PM
Thanks, I'll check it out!
Thank you guys :)
 
user92578
I think GPU Gems is a popular rendering book but I have no experience with it myself, never really figured why people learn from books
 
user92578
Or, rather I myself do not like books for learning
 
This is a game I tried using F-Droid; it has no physics, really bare graphics, but some math. When I was talking a "bar simulator" earlier, this is something like that that I had in mind. @ak47 -- sorry I got disconnected for a moment.
@Tyyppi_77 In the older days, it was the only decent thing available :P
 
user92578
These days we can just order monitor stands when we need to rise our monitors :D
 
@Tyyppi_77 hahaha
I used to sit on something like this when I was a kid and the chair wasn't high enough..
Still, I think some books are good to give a good coverage of a topic.
I don't know how people get to learn anything about code from a YouTube video, though. But maybe I'm old-school.
 
user92578
4:29 PM
I really dislike the way the "good books" are like on their 25th edition, like damn, if there just was a medium that didn't require constant rereleases of the existing content with small updates here and there
 
user92578
I don't watch a lot of coding YouTube, but I do like Jason Turner's "C++ weekly" series, where he for an example covers the basics of C++20 features briefly
 
Like subscribing to "the good book - always-up-to-date-edition"; a digital version could do the trick.
In the past I bought something like Train Simulator 2015 on Steam. A couple of years later, I went and searched for it. It was gone. But I had Train Simulator 2017 instead. So I guess they don't keep old version; you buy the "up to date" one? I don't know.
@Tyyppi_77 I'd have to take a look at this.
 
user92578
I recently learned about the polymorphic allocator variants for all standard containers from his video, haven't gotten to using any of those yet but I plan to see if I could optimize stuff with that
 
user92578
Those make it really easy for an example to allocate a stack buffer of bytes and pass that as the memory source for an allocator that the container uses
 
4:44 PM
Cool! Haven't had a chance to get into this type of stuff.
 

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