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12:24 AM
idle as in "you don't need to do something in realtime".
 
 
1 hour later…
1:46 AM
@Chiho another important point about Direct X... that's only for windows or xbox. If you'd worked on nothing but iOS, Android, OSX, Linux, PS4, Nintendo... you would never have even used a wrapper around Direct X. :)
 
2:01 AM
Personally, I think OS-tied rendering pipelines shouldn't exist
Rocket League was taken off Linux and OSX because they wanted to upgrade to DirectX 11. They had a wrapper for DX9, but not 11.
 
 
5 hours later…
7:04 AM
@Almo say that to Apple discontinuing OpenGL support
 
 
4 hours later…
11:17 AM
@Vaillancourt Wind Rose?
 
11:30 AM
Yep
 
 
2 hours later…
1:32 PM
hello
 
Hey!
 
how are ya, Vail?
 
Doing okay!
 
(i hope that short nickname is ok)
 
And you?
Tired a bit, though.
 
1:33 PM
i am doing pretty good. and same here
 
That's my last name, and I'm never called like that ;)
 
hmmm your first is Alexander, right?
 
nwp
There are some neat words with vail/veil in them. I just can't think of anything super witty right now.
 
oh, hello there
 
nwp
Hi!
 
1:41 PM
how are ya?
 
nwp
Pretty good overall. Tired, working, slacking off on Discord and here.
 
aha, same here
 
@TheMattbat999 Alexandre
 
@Vaillancourt aaahhh i was close ;]
 
1:49 PM
so, whatcha working on?
 
Trying to take over the control of our "second window" via MFC instead of leaving it to our 3rdparty opensource rendering engine.
 
oh? some particular reason you wish to do that?
 
Yes; we're looking into multithreading our app, and if we let windows get in "via the backdoor" that's not going to work well.
 
ah, gotcha
 
nwp
Ah, fun the multithreading of.
 
2:08 PM
Yes!
We're not there yet. We have not built our app in that way so we'll have to refactor a lot.
 
2:54 PM
@Vaillancourt care to elaborate? sounds like my kind of thing :D
 
3:08 PM
@dot_Sp0T We create our "main window" using MFC, but when we create our "second window", we don't us MFC, we use that 3rd party rendering lib (OpenSceneGraph); we let it handle windows events for both windows and this is going to cause us grief when we'll look into multi threading as it handles events for the CView that it controls, but not for the CWnd and the CWinApp that we control. This is a discrepancy in who's doing what.
We supply the CView handle of the main window to OSG and tell it "you handle the events". At some point, we'll send it the handle, but tell it "you don't handle the events anymore".
 
3:27 PM
@dot_Sp0T Yeah, I don't like that either. OpenGL is kind of a mess, but I don't like proprietary rendering pipelines whoever is doing it.
You can't catch me out by saying "Apple does X thing you don't like" because I don't like it when they do it either. :)
 
3:38 PM
@Almo you make my head spin
@Vaillancourt ah shoot
 
Yeah proprietary pipelines are annoying, but they definitely allow for easier innovation in new tech, as it's hard to push new things through standardization for a common spec
 
agreed
 
yet opengl easily allowed new stuff to be integrated by making the spec extendable
 
I'm sure companies owning products like Unity or Unreal like that, as, although it's a greater effort on their end to support the OS, it forces the end-user developers to use their engines if they want to go multi-platform without too much hassle.
 
allowing hardware producers to define their own extensions etc
 
3:50 PM
But that's already very close to proprietary tech, as it's no longer portable code
 
hey quick jab to ecs before i make a totally wrong comment on the main: generally a system is supposed to act on the components without being prodded from the outside right? e.g. a system would have an update(delta) method and in that decides what to do based on data.

e.g. a system to move an entity would act on the Position and Speed components. (or maybe there's a Position and targetPosition)
 
What I've heard from people who have worked in OpenGL is that it's become messy over the years and needs a redesign. Not saying they're right, it's just what I heard from them. :)
 
@Almo vulkan is here
 
oh yeah that's the one i was trying to think of
 
@dot_Sp0T Yes. That's in the "classic" case. But there is no ECS police that'll fine a dev if they don't do it the "pure" way. Generally, if "a solution works for them", that's generally good enough.
I've worked with object hierarchies for some time until it did not fit my needs anymore, then changed to something else, then changed to something else as needs, knowledge about the system and knowledge about stuff in general evolved.
If someone wants to have two systems interacting together, sure, fine. The issues I see with "hybrid" approaches are generally related to the "who does what" question. "Oh, well for this we have the componentXYZ that has a function that does it, but for that feature, the code that act upon the component is in the SystemABC". It can create confusion and issues with code consistency down the road.
(I'm knee-deep in code inconsistency at the moment.)
 
4:09 PM
@dot_Sp0T That might depend on the system in question. For instance, a "Network Replication" system might need to handle update packets received from a server, which you could consider "prodding from the outside"
 
4:25 PM
This is valid for "the input system" too
 
 
2 hours later…
6:54 PM
@Vaillancourt know that feel
@DMGregory that flag question is somethign
 
7:22 PM
I think I almost get what they want, but it's challenging when they only show code that correctly does the wrong thing.
 
I am pretty positive what they want is a visible switching, instead they get invisible switching bc it happens too fast
 
8:04 PM
hey
 
Hello
 
how are the classes going?
 
Nothing much new to report since yesterday - I only teach on Mondays this semester.
 
ah, oki
 
I did have a few students lagging behind on picking groups for their first assignment, so I just paired them up randomly and told them to come with proposed swaps if they don't like the groups I picked. ;)
 
8:11 PM
noice, noice. what is their first project?
or rather, assignment?
 
Designing a new progression system to apply to an existing game. :)
 
ah dang. do they choose the game? or did you give them one?
 
They choose. Though if they keep dragging their feet maybe I'll have to. 😅
 
welp, i hope the game you pick isn't obscure lol
give them Skyrim, i am sure there is much to change there
 
Nah, if I have to pick I'm gonna give them something super basic and well-known, like minesweeper.
 
8:14 PM
ah, gotcha
 
How are things going for you?
 
going pretty good. still delving more into the content-side of stuff for my game, like writing a quest's story out
 
Nice. :) I'm mired in content stuff too. Need to do a re-pricing pass on everything this week...
 
oh dang
i kinda got stuck in a situation where i had a nearby location in lore, so i put a low-poly model of it up in the background, and my primary tester (and friend) said "hey, it would be neat to go there"
and the whole "oh gosh i wasn't planning to go this far" kinda hit me :}
 
@DMGregory Is there a progression system in minesweeper?
 
8:19 PM
is there? outside of the rising anxiety?
 
You haven't picked up the gold coins under some of the tiles?
 
The blank slate is what makes it a creative challenge to add one.
 
g o l d coins?
 
@TheMattbat999 Daaaaangerous!
 
@DMGregory i can handle it, this whole world and lore is thought out enough
 
8:21 PM
Oh sweet! :)
 
i told them that i still have to restrain myself from going into a year binge of modeling out and making every sweet idea i got for the hopefully-to-be series of games
 
@DMGregory Right, okay, "designing a new..." could imply that there are none before. 👍
 
8:34 PM
^
 
 
2 hours later…
10:35 PM
Have you guys ever had problems with people cloning your games
 
I've definitely had someone try. But I never saw them get all the way to releasing it.
 

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