« first day (3969 days earlier)      last day (1057 days later) » 

1:00 AM
@JoãoAiresdeMatos If you right click the error in Visual Studio, there should be an option to copy the message as text. Providing the error message as text makes it a lot easier for others to search.
Some other information would also be helpful: were you ever able to compile the source before? Knowing if this happened from the very beginning or if it was working & suddenly broke might suggest a different problem/solutions.
^ re-uploaded for those on mobile
 
Thanks!
 
You're welcome! Unfortunately I didn't find much on it beyond an SO post on how error CS0433 can happen in ASP.Net stuff. Not sure if there's a similar thing going on here or not.
 
1:28 AM
Looks like an "old" plugin project. I'd say it's probably a mess up between older MS stuff and newer Unity version.
 
 
3 hours later…
4:10 AM
I have an issue with my code for a long while, I dont understand why it happens, I am suppose to be implementing dual contouring to generate terrain, with directX, everything is working fine, terrain is generated and it works fine at certain dimension, but if i change it everything is messed UP
the only difference is I change the size of the terrain
I am uploading the code
I am not sure whether its bug in my code or the bug is caused by directX
when I use CreateCubeGrid(32,32,32) i get the first image and the second when CreateCubeGrid(25,25,25)
 
user92578
I don't think a lot of folks are gonna be interested in downloading & opening a rar file locally, could you post relevant bits to like pastebin or something?
 
4:26 AM
ok
the rar contain complete working sample integrated with luna frank code,
the function where i implemented Dual contouring and called dual contouring here

https://gist.github.com/fido9dido/7121cc86e242b0614b415b1eef9aa35f
 
4:53 AM
github.com/fido9dido/… Uploaded it to github.
 
 
2 hours later…
6:29 AM
I fixed irrelevant issue with the loop, in github, yet the issue still persistent. the code works with the following values in any order (32, 15, 32),(32,32,15)(15,32,32) adding +2 to x,y or z causes it to collapse
 
user92578
for (int height = 0; height < nHeight - 2; ++height) Why -2? Is it for padding? Would one not expect it to go from 1 to nHeight - 1 inclusive then?
 
user92578
Or, err, nHeight-2 inclusive
 
yes you are right, I was testing it, i though i was going out of boundaries so i reduced it to see will it help
because I am working with flat array, yet in any case it, this reduce the terrain size, it doesnt cause the collapse
 
user92578
I was thinking it might cause you to sample in totally wrong positions given that the error multiplies into to indices in different axes, but guess not then
 
6:48 AM
nope, to my understanding my idea is to made the second loop to check the signed edges and then to set the boolean signedEdges to true then in the third loop based on signed edges from the second loop we create index buffer
and the vertices of the terrain are created in the second loop as well
so to fix my shitty grammar, the second loop's job is to create terrain vertices and indicate that a cube has signed edges, the third loop create index buffer based on signed edges from second loop.
 
7:14 AM
I found it, it was an issue with directx
I was using unsigned int16 and passing it more than it's capacity, so it worked by changing index format DXGI_FORMAT_R32_UINT
 
user92578
7:31 AM
Nice find!
 
7:53 AM
I love how it didn't flag any error and caused semantic error
 
user92578
There are C++ libraries, like GSL, with narrow casting utilities that terminate if you try to cast larger types into smaller types and the value does not fit
 
nwp
8:49 AM
You can turn on narrowing conversion warnings, but they tend to be very noisy.
 
user92578
In this case I think static_cast was already in use and part of the issue
 
9:26 AM
Yeah thanks I have been trying to know what was wrong for a week it was making me go crazy
 
 
7 hours later…
4:17 PM
How can I upload files here
 
user92578
There's an image upload button but I think it's behind some kind of rep-limit
 
user92578
That's all the upload functionality this chat has
 
4:33 PM
What is it that you want to share?
 
I have been looking at RVO but it looks a bit too complex to implement in a few days, and I can't use the C# version of the library because that only works in 2D. Is there any other algorithm I can use for collision avoidance?
 
Yes, you can use any algorithm you get as a hit when you search "collision avoidance".
We won't forbid you from trying any of them. 😉
 
Hmm apparently SCII doesn't use RVO. But that might be because the algorithm is relatively new
 
I wanted to share an error message so you can help me
 
user92578
If it's too long to post as a message, you can use pastebin or other paste share services.
 
4:51 PM
I am trying to build a game in UWP for xbox, but when I do I don't get achivements, I tried this plugin github.com/microsoft/xbox-live-unity-plugin but when I import it gives me errors, live both types exist
@Pikalek this image
 
Did you try qualifying the name to ensure the compiler knows which one you meant?
 
How can I qualify the name?
I can't using static UnityEngine.CoreModules
 
5:08 PM
There's an example on this documentation page showing how you can designate which assembly to load a particular type or namespace from.
 
 
1 hour later…
6:17 PM
@Tyyppi_77 Yes, you are correct, there's a 100 rep requirement to upload images in chat: privileges/chat-rooms
@JoãoAiresdeMatos Based on the issues thread for the project, there are reports of problems w/ more recent versions of Unity & concerns as to if the project is dead or not.
In particular, someone else posted the same CS0433 errors you encountered.
 
 
3 hours later…
9:25 PM
Hey guys, I've tried using the GDK Sample to unlock a achievement, it works but how can I check on the xbox store or on the partner microsoft if the achievement was unlocked?
 
@JoãoAiresdeMatos Xbox Live test accounts
@doppelgreener Hey I have a cross stack thing I wanted to run past you.
 
o/
shoot!
 
I noticed that on RPG meta, y'all have a pretty regular yearly "How is the community doing?" post. As someone who hangs out here as well, do you think there'd be value in GDSE doing something like that?
 
We've found it's been a really useful place to consolidate issues we're struggling with, either in terms of quality issues, more specific content issues, meta difficulties, etc. The mod team started doing it a couple of years after some significant turmoil, and some attacks on our communities had just happened.
3
I think it's been very helpful for us, even if it's just to confirm there's not much that's an issue.
I know GDSE has issues it faces too. It gives people a space to air "hey, this is an issue" even when there's nothing further that can really be said or done about it, which usually isn't something you have a space for on a site meta.
it's prompted conversations, and sometimes those conversations have spawned things that might not have happened otherwise
 
That's helpful context, I appreciate you sharing.
 
9:43 PM
You're welcome :)
 
Good notes. I'll flag this in the mod chat too. 😀
 
that said, we haven't had one yet where there haven't been positives and grievances and issues raised. and it's been helpful every time. :D
so "not much that's an issue" is more a theoretical scenario lol
but yeah, there's "we're doing too much D&D" "i'm getting fed up with this specific kind of question" "we're doing this thing better than we're used to!" "this space needs work" "this thing is doing pretty well and staying steady"
 
10:05 PM
Understandable. Probably good even - if everything surfaced was full on crisis, that'd probably be a pretty bad situation.
Again, thanks for taking time to share your experiences on the matter. I going to let this all marinate for a bit & will then likely pitch the idea to GDSE Meta.
 
i might even have something to add to it if it gets posted!
 

« first day (3969 days earlier)      last day (1057 days later) »