« first day (3701 days earlier)      last day (39 days later) » 

2:22 AM
hi
 
 
10 hours later…
12:00 PM
o/
 
 
2 hours later…
1:32 PM
🙋🏼‍♂️
 
 
3 hours later…
4:13 PM
sup
 
Trying to figure out why we have a mystery island that inconsistently reports itself as being in whatever province you were last in before you reached it.
 
nwp
"In this patch: Mystery Island! Can you find it? Will you find it before the developers? Great prices await!"
Easy fix.
 
Sadly it's right on the golden path so I don't think that'll fly...
 
I have prepared the room where our modem is so that the internet guy can access it to have it fixed. I had to cancel them because "covid symptoms".
The good news is that this room now looks less like a mess.
 
Oh no! I hope everyone in your household is alright.
 
nwp
4:25 PM
What are the symptoms again? Coughing? And then fever? I didn't pay attention the last 8 months or so.
 
I have a "sore throat", but that's the season of colds, especially since the kids bring crap from daycare.
 
nwp
Oh. I've had a slight cold too. It's still not quite gone.
 
@nwp Those two, then lost of smell, etc..
 
nwp
Maybe next year I'll test positive in an antibody test.
 
If you had it this year, it's unlikely you'll test positive in a year from now.
As I have heard, the amount of antibodies decrease to the point that after 6 months, there are none left.
 
nwp
4:39 PM
Oh well.
 
4:50 PM
Yes. That's what I'm thinking too.
 
nwp
My city is making a strong come back.
I think in a month we'll have the initial wave beat.
 
That's what happened with the spanish flu, as I understand. The second wave was worse than the first one.
Human, the greatest, smartest species of all.
 
 
2 hours later…
7:10 PM
bonsoir everyone!
 
Good evening!
 
Can someone explain to me the difference between an axis and a local axis? I found this wording when looking into a library implementing quaternion transformations
how are you @Vaillancourt ?
 
@dot_Sp0T I'd have to see the exact wording of what you're referencing here.
 
https://github.com/JOML-CI/JOML/blob/31520037aafd09ef1c4d710a5db04f0e76902d36/src/org/joml/Quaternionf.java#L2601

and

https://github.com/JOML-CI/JOML/blob/31520037aafd09ef1c4d710a5db04f0e76902d36/src/org/joml/Quaternionf.java#L2676
sadly there's really not much to go by but the math
and the math is what i am trying to understand by understanding what the result is supposed to be and then following the math^^
 
Hmm. I don't know. No hablo quaterñon.
 
7:24 PM
"local" usually just means we're dealing with a particular object's coordinate space, rather than the world coordinate space.
 
Generally, though, the "local" frame is relative to the own object.
 
yeah but i was hoping this was sort of a convention or such; basically looking for confirmation
 
When composing rotations, it can mean that we're applying the new rotation "under/before" the old rotation, rather than "over/after"
Take an object that's already been rotated to some arbitrary orientation. If I say "Apply a change to the rotation of +x degrees around the X axis" I could mean one of two things....
Find the direction the world X axis is pointing, and rotate the object around that...
Or, find the direction the object's X axis is pointing, according to its current rotation, and rotate it around that. This latter style would be a "local" axis rotation.
 
hmm, i guess both are necessary mostly
alas i would question if there's any point in having a method that turns around the 'worldaxis' instead of making it a method turning about an arbitrary axis/vector instead
 
You might be able to save some operations with common axis-aligned rotations.
 
7:29 PM
when i have relative rotations based on parent objects and such, I'll need to rotate around their axis anyway (not to forget offset between their center of rotation and the pos of my child)
 
Usually for that, you'll rotate each object around itself, then compose its rotation with that from its parent.
 
8:05 PM
Hey @DMGregory how is the teaching going?
 
So far so good. Two classes into the semester so far, talking about player psychology and motivation most recently.
 
oooo noice
 
:)
 
also counted how many lines of code are in my game's scripts. over 6000
 
That's a solid number.
 
8:19 PM
kinda shocked me, i didn't realize it was that big
 
8:46 PM
I should check cognizer
would be interesting
 
what is that?
 
my most recently released game
it's free no ads on steam and phones. try it if you haven't
 
oooh
heck yeah
 
it's fun and hard
very hard
 
i'll try to remember to download it
i am actually looking into releasing my game onto itch.io in the next few months
 
9:02 PM
Hi guys. Does any of you have experience with using direct-x
 
not me
 
Oook
 
sorry, i am sure someone has some experience with it around here
 
@DMGregory sorry had to appease the cat. thanks!
@Almo Cognizer by Ethan Larson?
 
9:17 PM
Are you guys really serious right now
 
what?
 
No offence but "come-on" I thought you guys are pros
 
lmao
 
no... we are just random people across the world with a similar hobby
 
dude, if you want pros consider enrolling at a university with a videogames degree
 
9:19 PM
^
 
There are a bunch of professional game devs here.
 
Or write up a question on the mainsite so the people that don't hang out in the chat see it too - might attract more proficient folks
 
That doesn't mean that anyone is around to help you within 17 minutes of querying about an expertise.
 
And, as a guideline, asking about asking is a lot worse than just asking your question.
 
9:21 PM
@dot_Sp0T yeah that's the one
@Chiho I've been in the game industry for 20 years
shipped like 6 or 7 games myself outside the job
 
I have a little DirectX experience, but your attitude makes me very uninterested in helping you @Chiho
 
I've been programmer, lead programmer, and game designer.
I have shipped many games at companies I've worked at
I have never had to touch Direct X; engines do that for me.
 
interesting..
 
So before you start saying people aren't pros just because they don't know some random API, you'd better think really carefully about that.
 
Well, somebody had to code that engine
 
9:22 PM
Yeah but not me
 
Yeah is that for real
 
he's saying we're not pros if we don't have experience with DirectX
 
and Tyyppi does have a good point: when you question someone's expertise, it makes them not wanna help you
 
Actually you guys are getting me all wrong
 
"No offence but 'come-on' I thought you guys are pros" you said it not me
 
9:24 PM
@Chiho this is real talk. even though we all pretty much have some level of experience, we are not experts in everything
 
Nobody's an expert in everything.
Not even Carmack knows everything.
 
exactly
 
But I bet if you ask him to do something with a system he doesn't know, he'll learn it fast
 
@Almo i like it!
 
glad to hear it :)
I worked hard on that thing :D
 
9:25 PM
I said that because I thought you had more experience with a lot of engines due to years of working
 
That doesn't mean we have experience with Direct X
 
dx is low level stuff, not engine-level stuff
 
I've worked with probably 5-8 different engines
not one of them required me to know one thing about Direct X
 
@Almo I didn't mean to be rude . I myself began game dev newly
 
9:27 PM
well, welcome to the community, Chiho.
 
Ok why don't we change topic. Before everyone gets mad at me
 
but, as you'll see, unless you are specifically designing a framework, you won't hardly touch low-leveled stuff
and no one is gonna get mad at you (unless you say something about our parents. then they might)
;]
 
Let's get to your question, Chiho. :) That might put us on a more constructive path.
 
Ok so first I work with engines .but i just decided to drift a little bit to d-x just to know what's in it
 
Q: Does anybody have (a link to) a formula for translating a quaternion (xyzw) to a rotation matrix? (optimally using babywords so i understand it...)
 
9:33 PM
Try rotating each basis vector (1, 0, 0), (0, 1, 0), (0, 0, 1) by the quaternion. Now you have the columns (or rows, depending on your multiplication convention) of your rotation matrix.
The formula will just be that process, with any repeated/redundant sub-expressions eliminated.
Here's how it's done in the Unity C# reference, for example:
        // Creates a rotation matrix. Note: Assumes unit quaternion
        public static Matrix4x4 Rotate(Quaternion q)
        {
            // Precalculate coordinate products
            float x = q.x * 2.0F;
            float y = q.y * 2.0F;
            float z = q.z * 2.0F;
            float xx = q.x * x;
            float yy = q.y * y;
            float zz = q.z * z;
            float xy = q.x * y;
            float xz = q.x * z;
 
double thanks, as always
 
@DMGregory You guys still mad with me
 
Just waiting for your question, Chiho.
 
^
 
9:37 PM
Is "What's in DirectX?" your question?
 
Not really
 
Okay, so how may we be of assistance today?
 
That's good, bc the answer would likely be: bite down and read the spec (i read the opengl spec a few years ago, it hurt but made me stronger)
 
Never mind .I'll ask later maybe when the atmosphere is clear
 
@dot_Sp0T Eh, specs are usually meant to be read by implementors, not consumers
 
9:40 PM
@Tyyppi_77 still helped an awesome lot to understand what goes on and what functionality i can use :)
 
You are a braver and more patient person than I, dot_Sp0T.
 
@Chiho the atmosphere is perfectly fine, just drop your question and let us indulge
 
Its actually about the game play and collision. My avatar Can't detect collision and game crashes when ever that happens. Would have sent you a link to the game but that's not available at the moment
 
That's not very obviously related to DirectX.
 
unless you're trying to do the collision math on the GPU using dx that is
 
9:47 PM
At least when starting out, you'd typically do your collision detection CPU-side, and not involve the GPU. So a graphics API like DirectX wouldn't be part of the equation.
Unless you're doing something a little exotic here?
How are you trying to perform collision detection in your game so far?
 
wow that took me way too long to do by hand, and i def made errors. But now the unity code makes more snese :D
 
Sweet! Glad to hear it. :)
 
So let's say its not really related to d-x but I tried tracking my collision using RECT but it seems ok .still can't find out what's wrong maybe I'm just missing something
 
10:02 PM
You said your game crashes. Do you get an exception, error message, or stack trace? Those are good places to start in diagnosing the source of a problem.
 
Error message
 
and what's it say?
 
Remember that we know nothing about your situation except what you tell us here, so always err on the side of sharing too many details, rather than too few.
 
It happens when I try to play the game.gives off something similar to this "0x876093" stuffs like that
 
what language do you use? what( if any) frameworks?
 
10:15 PM
Attaching a debugger to capture the callstack is usually a good way to figure out what is causing the error.
 
or just sprinkle in debug out statements
anyway, gtg. already past midnight and i got classes at 8 -.-
cheers
 
I use c++
 
Do you use an IDE with a debugger?
 
That would be a program like Visual Studio, for example.
 
Are there ide's that dont have debugger's
Any way yes
 
10:23 PM
If you run your game with the debugger attached, do you get a more informative error message?
 
Depends on the definition of an IDE, I might consider VS Code one even though it doesn't come with a debugger built in
 
I have never really tried doing that
 
I pretty much never run my projects without the debugger
 
Okay, that's step one. Do that, gather some information, and then come back to share that info if you need help figuring out what to do with it.
 
Thanks .I will check-in tomorrow to give info
 
 
1 hour later…
11:52 PM
🎵 I am a dwarf and I'm digging a hole 🎵
This song made me think that the "mining simulator" I had in mind could just be a kind of idle game about a dwarf that digs into a mine...
 

« first day (3701 days earlier)      last day (39 days later) »