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04:11
Whatss the best way to detect collision and determine if the surface that the object is colliding with is horizontal or vertical
how do you determine something is horizontal or vertical?
04:41
hmm, my first thought is:
if ((intersection.X / velocity.X) > (intersection.Y / velocity.Y))
    //horizontal collision
else
    //vertical collision
haven't tried it though
of course you have to find the intersection yourself, but that's much more straightforward
many libraries have a function for it
oh right, and it would be width and height of the intersection rectangle, not x and y
well the real point was... "vertical" is usually relative to something
its like saying "north"
well thats handy
yeah, but I'm pretty sure he's doing 2D, so vertical can be assumed to be Y, I think
it doesnt actually describe anything
assume
what happens if its a L/R scrolling game
or some kind of weird top down thing
Up and down are relative you mean? So naturally the only way to truely know if something is vertical is to have a point of reference to refer to (I think, it's late at night)
yes, that was my point :)
04:50
Indeed.. so can't you not tell if something is vertical at all? :D
(and also my point to the Original asker. that determining if a collision is vertical or not is a relative question to ask)
Ah, you were referring to another question. Sorry
So I've been sitting here hiding for enough time now. What do most of you develop for? What engine do you use?
im ex professional game dev
these days i do mostly web stuff. nothing to exciting.
What kind of backend did you in when you were in the game dev field? Was it mainly pure directx or opengl coding, or did you usually use an engine?
user4704
I work on Halo. I don't really make games in my spare time, but if I did I would use the "engine" I wrote myself over the last fifteen years of my programming career.
04:54
my background is mostly as lead ui code. although i've done some gameplay too.
mostly with custom engines written by the game teams i've worked on. and i've not had to write bare opengl or directx for a long time ;)
Ah, that's interesting
im more of an architecture kinda guy
i like building systems for other people to play in
@JoshPetrie I know it's a noob question, but I'm guessing you had to do a lot of C++ and such on the backend and work directly with graphics?
sometimes toolchains are c#
but there's usually a lot of c++
user4704
No, I work on the infrastructure tools.
user4704
04:55
It's almost all C#.
user4704
The game itself has a lot of C++ though.
user4704
Most games usually do.
user4704
Sadly.
hehe
Ah, I see. Hmm...
04:57
toolchains are often way more complicated than the game itself
user4704
Yes.
Huh. Any good open source resources on the complete workflow of game development and some code examples?
user4704
No.
Ah. Any hope for an enthusiast like me to get familiar with this stuff? I'm a C# regular and do a bit of C++ as well.
XNA is probably the closest you're going to get to a toolchain
user4704
04:58
First off, the "complete workflow" varies wildly and the amount of code necessary to show you a complete workflow would be enormous.
user4704
Some box-diagrams maybe, but code? No.
user4704
Second, open source projects typically pale in comparison to the pipeline of a commercial game, or are just plain horrid.
user4704
Third, code is a pretty bad learning resource on its own; code is not documentation.
user4704
Fourth, the way that a professional game developer does something is due to particular decisions made for their project that do not pertain to you. Trying to mimic those decisions is naive and/or foolish.
and often toolchains are held together with duct tape and chewing gum
user4704
05:00
@CCInc What "stuff" do you want to "get familiar with?"
This sounds like I should start writing my own OS in all assembly...
user4704
No, precisely the opposite.
user4704
You should see that making informed decisions based on actual practical problems you face is important. Perhaps the most important thing.
user4704
I write software that manages a build farm of hundreds and hundreds of agent machines to do asset processing, compilation, et cetera.
user4704
Will that code help you write your game?
user4704
05:02
Certainly not. You don't need a 800-machine build farm. You have an entire different problem to solve.
If I were to work on a project, I would most likely be lead programmer. I've examined a lot of the most popular engines already out there. Developing my own would certainly give me experience as a software developer. I know that I won't exactly make a AAA engine for Crysis, but..
how much programming experience do you have?
i think you should worry less about what title you'd have, and start making stuff ;)
I'm very experienced in C#, and okay at C++.
basically, the mantra is "if you want to make games, write games, if you want to write tools, write tools. dont try and make games by writing tools, as you'll never finish either"
2
user4704
@MattD Yes, definitely.
user4704
05:13
What does "very experienced" mean? How many titles have you shipped? How many people have you managed?
@JoshPetrie this is where i feel very very old ;)
user4704
How many years of professional experience do you have?
user4704
:P
user4704
You can call yourself the "lead programmer" of your own projects accurately, but being a lead in a professional setting is a very different thing. And your title is irrelevant against what you've actually done.
If I were to actually pursue this, it would certainly not be in the professional capacity.
05:15
hell, im basically a lead, not the lead.. after 7 years in games and 15 in IT ;)
user4704
@CCInc What exactly is "this?"
Game development with a relatively small team.
#noob maybe I'll crawl back into my desktop development hole
user4704
Why a team?
user4704
(it adds a fair bit of complexity)
dont need no team to write pong baby!
05:25
lol
Well.. I cannot do 3d artistry, and I'm not the best at level design (prolly what the 'team' would help on)
make somethign with cubes
buy art from the internet
And also, I have very few good game ideas and stories and storylines and all that
Well.. I have some ideas, but they're soo complex
And they are most likely something only I would want to play.
do 48hr competitions, like ludum dare next weekend (or soon anyway)
thatll teach you how to get to the core of your idea
Wow.. never heard of it. That seems interesting, I'll try it out this weekend
Looks like it'd help
Thanks y'all for your help!
user4704
05:48
np
06:05
GAME DEV . SE GAME JAM
2
WINTER THEME
go.
 
2 hours later…
08:30
not quite yet gruy
hold your ponies
 
2 hours later…
10:09
CANT SLEEP
NEED TO FINISH STUFF
don't sleep
and finish stuff?
morning all
 
1 hour later…
11:27
morning @Wardy
good morning to you too @Alex
actually, I don't think its morning there
is it?
12:00
@Jovito where is there?
@Wardy Romenia, I think
yeh i think they are a few hours ahead of here
so its prob afternoon there
why do people keep up voting this question but no1 answers it ...
3
Q: How can I render from a buffer that exists and was created on on the GPU?

WardyI'm looking for a unity API or function call to allow me to do the following ... I wrote some really complex functions that are compute shaders. These compute shaders manage a huge compute buffer containing voxel information. I then take portions of (or the entire) voxel buffer in another compu...

frustrating
@Wardy that happens more often than you think
hmmm
usually i find it happens after the Q has been asnwered
maybe my questions are getting more complex
less people know the answers
unity support forums are just as bad
its like no1 exists over there
anyone with rep >= 1k is a genius to me
ok kidding, 5k
12:07
well im half way there
but thats coz i dont hang around stack much other than to ask stuff
you're in finland, right?
na England
I think there's a few fins and swedes in here though
regulars i mean
oh...
who are they?
school of rock's cast 10 years later
12:17
oh right
I love this movie
I remember everyone's faces except the dude rightmost at the bottom
daddy's little girl ain't a girl no more
mmmm
12:59
@CCInc start by writing a game using C#. that's a good way to start. Use tools you know to make a game.
13:17
hey guys, what do you think successful moderation (forum moderation) is about? is it about being pragmatic ?
yup
knowing when to say / do nothing helps a lot
and when you do get involved its about fairness in resolution of issues
generally speaking you shouldn't have to do much more than "admin" moving threads to the right place ect
yes
but sometimes I feel some questions are closed unfairly
do you think it's because of being too pragmatic
@JoshPetrie what do you think successful moderation (forum moderation) is about? is it about being pragmatic ?
13:36
it depends what you consider unfairly ?
forum moderation is about getting the environment such that A) the mission of the forum is met B) the kind of people you want on the forum feel welcome.
is it genuinely unfair or you just felt that it wasn't the outcome you would have gone with?
14:08
unstuck
for some reason, the components in my new object were not allowing the panning
so I wrote a function you call on the object, pass in the PanPane from the outside, and it registers its components in the PanPane.
still indicates there's something I don't understand about how PanPanes work.
is there a silver bullet for handling cross platform support when writing games?
its one of the things i like about unity
but if i was to drop back to raw DX or openGL libs i'd lose all that wouldn't i ?
If you want cross platform, I'd stick with something like Unity, yes.
hmmm
14:29
Yes
it's much easier with unity
yeh but managing voxels isnt
i cant win it seems
My strategy in this case: forget cross-platform
cross-platform is a bonus in my opinion
get the game done where you can get it done
well my thinking is that my main target for this will be pc gamers
xbox one is basically a pc so should n't be too hard to port to
and linux based systems (if i use something like monogame)
so all unity really gives me on top is a bunch of platforms I don't intend to support anyway
unless mac is majorly different to linux
im going with hopefully no atm
that's what Apple has to say about porting Linux apps to OS X
Jon
Jon
14:46
my lip is cut, and it hurts.
:(
Who the fuck is Dodd?
oh @Almo well if they need to put that much effort in documenting the process i probably wont't bother at all if i ditch unity
apple ... joke not an IT company
When you've developed on iOS as long as I have, you appreciate what they do
given a personal choice, I would never support another OS.
not worth the hassle
made several games under the old OS as well, from System 7 through mac os 9
that was also generally a good experience
hmmm
not to say you should support os x. it's probably not worth it for you since your main target is PC.
My point is only that Apple is not a joke. :)
Jon
Jon
15:00
not anymore
That, however, was a joke.
the millions who bought them didn't think so.
5 (maybe 6) simple steps and you were on the internet
Jon
Jon
I am biased because i used to go by the online nick "g3"
compared to configuring a windows machine at the time, it was much easier for a "normal" person to get internet access
Jon
Jon
when these came out, my nick was taken over
granted, configuring windows for internet wasn't hard for people like us
gotta hate losing your nick :(
Jon
Jon
15:04
you had to idle to keep your nick back then
irc that is
:D
yeah figured ;)
can't get the layout system to center something :(
Jon
Jon
ScreenWidth / 2 - ObjWidth / 2
not that simple
everything goes in a FlowContainer
which does the vertical spacing for you
ordinarily, you tell it to center everything, and it works
I have one object that is extra wide, and it's thowing it off for some reason
Jon
Jon
ah
typically, it will be where it tries to do a endline
you need to have some sort of delimiter
this is with tiles and buttons and objects composed of tiles and buttons
Jon
Jon
15:15
probably full
so there's a vertical flow container
one of the items in it is a horizontal flow container
that seems to be what's throwing it off
one thing that worries me is I wrote the horizontal container since it didn't exist in the engine
but i just copied the vertical one, and swapped width for height
Jon
Jon
hmmm, what engine?
Force
it's the proprietary engine developed by Cat In A Box
so there are only two developers on the planet who really know how it works :)
very nice in most places
just a few odd things I don't get
Jon
Jon
i bet
horizontal looks good.
odd thing, looks like it's setting the items in there not centered
(*iter)->SetPosition(AnchoredPosition(Vector2(width, 0.0f), Anchor::TopLeft));
I would have expected Anchor::Centre
but I tell the items when adding them to center, and they do
so now I'm confused
oh well more digging
biggest WTF is this:
		void Invoke( typename Impl::param1_t p1, typename Impl::param2_t p2, typename Impl::param3_t p3 ) { if( actions == 0 ) return; std::size_t* list = new std::size_t[actions->size()]; std::size_t* iend = list; typename ActionImplSet::iterator iter; for( iter = actions->begin(); iter != actions->end(); ++iter ) (*iend++) = iter->first; for( std::size_t* iter = list; iter < iend; ++iter ) { if( actions->find(*iter) != actions->end() ) (*actions)[*iter]( p1, p2, p3 ); } delete[] list; }
yes, that's on one line for some reason
Jon
Jon
15:22
ahahahaha
some kind of action-dispatching magic
Jon
Jon
Well at least you are not starting from scratch
templates and shit
yeah
Jon
Jon
what was the licensing costs involved?
I don't actually know
the boss handles that stuff
got it
was registering the panpane in the vertical flow container BEFORE filling it up
it had the wrong impression of its size
I thought adding more stuff after would rejig the layout as it went; guess not
Jon
Jon
15:27
good job
heh thanks
I'll tell you what I'm working on once we announce it
Jon
Jon
another small step towards a long journey
maybe a month or so
:)
Jon
Jon
yeah
you better
or not. :( Had forgotten to reset the width of the panpane to the problematic width
:(
BTTDB
it does redo the layout as you add things to it
Jon
Jon
15:40
sounds like you could use that
oh
just noticed everything in the container is set to the same width
so the items are responsible for centering themselves; the container doesn't do that
ok makes sense now
ok made a version of the VerticalFlowContainer constructor that takes an extra argument for centering.
16:04
Microsoft just called
they want to know why our apps are not on Windows Phone, and want to help us do that.
put them on the Zune HD :D
lol
user4704
16:21
@concept3d Remember this site is note a forum. But the same general concepts apply: be civil and help maintain the community as a civil place, obey and enforce the rules and community consensus (even if you don't personally agree with all of it), help the site grow and act as a representative for the site's userbase.
user4704
On the specific issue of closure, remember that it is not a punishment to have a question closed. And SE is not trying to be everything for everyone. If the question isn't good, it should be closed. It's not about being "nice" to the user (although you should close the question politely).
user4704
I firmly believe in a policy of "close first, ask questions later," especially as of the on-hold changes.
user4704
Users are more likely to answer a question, even a bad one, than they are to edit or improve the question itself.
user4704
When that happens, you end up with the appearance that bad questions are okay or acceptable, you devalue the site as a whole and take a step away from the goal of an SE site.
@JoshPetrie would you consider this a duplicate? my initial judge yes, but then I thought otherwise gamedev.stackexchange.com/questions/67083/…
user4704
16:25
You also make it that much harder to turn the question back into a good one, because now you have to craft your edits so that you don't completely invalidate the posted answers, else you can completely ruin any value the question had.
good points there.
user4704
@concept3d Possibly not. I do think that it's not a very useful long-term question (which is why I haven't voted to reopen it) because it's basically a code dump asking for debugging.
ya I do think it's asking for debugging too
user4704
Fundamentally the answer is (assuming the implementation is not completely off-base) "change line X to foo.bar = baz."
user4704
16:28
That's not that helpful; "What is the Strauss model and how would I implement it?" is a better question that is likely to serve more users long-term.
yes, for people searching for that model. Other than here is my implementation debug it for me.
what if the asker is asking for sth that lack details, for example this one gamedev.stackexchange.com/questions/33506/… unless you know what 3ds max material he is talking about it's really not clear question.
user4704
For that question, if it was new, I would have prompted the asker to show a screenshot of the Max effect he was trying to achieve.
user4704
Since it's old I bet he wouldn't ever respond to the comment, but it might be worth trying.
user4704
However, it seems reasonable to me that somebody who has had a lot of experience with Max would know about that effect, so the question would be clear enough to somebody with the requisite experience.
I notice alot of users don't come back
I know we can't force them
:D
user4704
16:34
Similarly, questions asking about quaternion interpolations are likely incomprehensible to a lot of the hobby developers that frequent this site -- that doesn't mean each question about quaternions should include a full primer on the subject.
but I would like to see more people come back
We don't want users to come back if they will not make the site better.
user4704
(oh, he does have a screenshot of the desired effect, nevermind)
user4704
@Almo That's not true.
user4704
We don't want users to come back if they will make the site worse.
user4704
16:35
If they make it better, awesome.
user4704
If they impart no net change either way, that's fine too.
user4704
Most users will be in that middle ground, really.
yes I agree.
eh, there's a kind of ratio among web devs. if I remember right, 90% of visitors never participate, 9% participate once or twice and that's it, and 1% become regulars.
I wouldn't be too worried about a lot of people not coming back
not until I see some real statistics
user92578
I'd like to add transitions between game states to my game. Should this transition effect (like a fade) be a separate game state or something else?
user4704
16:35
They'll post a few questions, usually questions that need some cleanup or editing, but never really answer.
to be honest I would like to see more questions. Alot of the good questions are on SO
user4704
@Tyyppi_77 If you have a state machine implementation, you'd generally hook up the transition visuals to the transitions in the state machine.
good gamedev questions*
user4704
If the transitions you want are always simple visual things, you can probably make a them distinct, non-state objects.
@JoshPetrie that's sort of what I meant; good to clarify
user4704
16:37
If however you want really complex transitions, you are maybe better off making a new state and pretending that is a transition.
user92578
Thanks, I think it'll be easier to just use the gamestates, I think that I want some awesome transitions :D
@JoshPetrie regarding that 3Ds max question he has a screenshot, yet it's too generic to be of any use.
17:20
WestJet Santa Asks Passengers What They Want For Christmas, Airline Gives Gifts Upon Arrival consumerist.com/2013/12/10/…
I guess it's freaking obvious this happened in Canada
yar
installing c-- on this os
yar
    [StructLayout(LayoutKind.Sequential)]
    public struct CGameUIPtr
    {
        private IntPtr pointer;

        unsafe public CGameUI* ToCGameUI()
        {
            return (CGameUI*)this.pointer;
        }
    }
What's a better name alternative to "ToCGameUI".
user4704
AsCGameUI.
user4704
"To" implies a conversion (as in ToString).
user4704
As implies an alternative view (as in "as cast" or "as in").
17:52
Perfect! That was exactly what I wanted, since it isn't a conversion.
user4704
You could also call it "GetUnsafePointer"
user4704
Since the containing class is a "safe pointer" based on its name.
@AlexM. That is indeed better windows. So nice startup time.
@JoshPetrie Hmm. I was looking for something shorter.
Would it be horrible if I called it "AsRef()" and on the "ref" struct, I'll have an "AsPtr()". This allows me to easily move between the two struct types.
Here's the idea: pastebin.com/96k71Kgb
user4704
18:05
But ToCGameUI returns a CGameUI* -- why would you rename that "ToRef()"?
user4704
A pointer isn't a reference or reference type, so that's a bit misleading.
user4704
Why does it matter that the function name be short?
Well, readability for one. But misleading is worse for readability than long names.
I'll name them AsSafePtr and AsUnsafePtr.
user4704
Seems good.
18:16
what were you saying about google being the archangel of companies?
Open C# File -> Google Question -> Open 15 tabs -> write 5 lines of code -> Close all tabs -> Browse reddit -> Repeat #gamedev
hahah yeah
Yup. Pretty much, :p
never said google is any kiind of archangel. I was just comparing them to other companies.
well
read all of that
and check out the video too
also dig for my other message that I posted a while back
where an ex-google employee tells people why he left google
after it turned into an ads-first company
trying to compete with facebook
how can you say google is better than other companies (e.g. facebook)
when google is striving to become like facebook
I don't blame them though
what is the point of having great power if you can't use it
granted, you can use it for 'good', but you still need someone using it for bad to balance everything out and make it worthwhile
user4704
18:32
I don't blame them for trying to make money. I just don't want to contribute to it.
very relevant to the discussion
I dislike supporting both portrait and landscape orientation
users seem to love it though
Hello
user4704
Hi.
HEY DUDE! WHAT UP
WHY ARE YOU SHOUTING
18:46
no particular reason
o .... k ....
@Almo nothing special except that I have made a survey for my website
Surveys are boss
boss? Is that good or bad
it means they rule, yo
18:58
ok
Do you want link?

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