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Jon
Jon
00:01
@Jon same
oh wow minecraft actually made my PC noisy
Jon
Jon
skyrim made my video card hardware issue apparent
which is why i bought a new video card
my gpu was also pretty noisy back in the day
Jon
Jon
bad fan
didn't wanna fix
but the truth is, the HDD was the noisiest
after switching to an SSD in pretty much all situations I can barely hear my PC
Jon
Jon
00:06
yeah.. SSD are awesome
0
A: Community Project Highlights 2014

Christian CareagaNecromonster! Necromonster is a 2D, topdown RPG. You can read all about the story and game mechanic in Readme of the Github Repo! Language: Python (2.7) Required Libs: Pygame, NumPy(for path-finding) If you don't have python, here is the 100th commit build. It is 15 commits behind and a...

there we go
Jon
Jon
Necromonicon
haha what does that mean!?
Jon
Jon
you ever watch evil dead?
Jon
Jon
00:07
ah, well then.
necronomicon was the book of the dead
when you read from it, the dead would come to life
that's scary
Jon
Jon
it was one of the best low budget horror movies ever made
spawned higher budget sequels
army of darkness
pretty awesome movie, ehehehe
A man is accidentally transported to 1300 A.D., where he must battle an army of the dead and retrieve the Necronomicon so he can return home.
it is the movie where the lead actor cuts up his girlfriend with a chainsaw
finished the floor, time to work on the main building
Jon
Jon
then cuts off his hand, and replaces it with a chansaw
carries a shotgun in his right hand,... and has a replaced chainsaw hand on his left
so when he goes back in time, he calls it his boom boom stick
watch it.
@AlexM.
LOL
main building goes there, the rest will be gardens and ponds
00:40
anyone following Prison Architect?
sounds like an accessible version of Dwarf Fortress.
user4704
Vaguely.
00:58
Just got back from exercising to see some guy rolling his marijuana
in front of our house.
classy.
@Grey You are working on Malware Tyc. with Pip right?
yeashir
How's it going
SWELL
you guys got 8 upvotes on the projects page thing nice!
01:03
meh
I wish we had IN GAME SCREENSHOTS :(
haha it's not far along enough
I posted Necro!
upboating
Haha thanks!
UP_BOATED
you didnt have to!
01:13
i upboat everything
much apreciated!
@ChristianCareaga np man. It looks good!
Thanks, I'm excited to see your guy's game develop!
01:26
dat english
I'm going to make a 1:1 clone of dead or alive
and call it dead or die
Are you talking about my english ahha @AlexM.
yes, totally about your english
just ignore the picture that has broken english in it
I wasn't talking about it
how can the japanese be so good at so many things
yet suck so bad at speaking clean english
it's like they're doing it on purpose
dude, everyone is bad at speaking english
except some of the english themselves, maybe. but even there you get the cockney accent.
I suck at English and I'm American
@IcyDefiance c'mon you got what I meant
01:37
I tried very hard not to
depending on how true this is, they sort of are doing it on purpose
not sure how much bad english textbooks translate to bad english skills
never gave a shit about school LOL
the thing is, broken english is everywhere in their media
especially in games and anime
so I guess the average guy sees it and thinks it's correct
@IcyDefiance that's too bad
how can you discuss a matter if you try hard not to understand what others say?
anyway I feel like falling asleep lol
cya tomorrow
peace
@IcyDefiance Your project looks pretty cool!
MICK LOINHORT
01:44
Ohye
 
4 hours later…
05:30
wowza
ya!
hey!
06:17
Hello @Grey
hey joa
 
2 hours later…
07:57
0
A: Community Project Highlights 2014

Ali.SBattery It's a game I just work on occasionally. There used to be page where I've posted project updates (and some of the algorithms) occasionally. But it's been a long time since my last update. It's basically a 2.5D top-down chasing game, in which you, player as circle-shaped robot should ru...

moring!
Well that's a dealbreaker :(
which time is it for you guys
12:30 pm
europe?
4:00 AM
@BlueBug so did you just woke up? or are you going to bed?
I just woke up o_o went bed at around 1:00AM but somehow my body refuses to sleep
08:02
@AlexM. I just missed the game jam :( and I was going to participate this time :(
HAHAHA
why didn't you pinned the notification sooner?
@BlueBug aren't you tired
#joapet99 I was. I even went for a mile run before I go to bed. but I feel like since I hadn't done much programming today, my mind is yet to be tired but my body only. So I guess that's why I woke up early
@Ali.S Nice project! I posted mine too!
08:06
@ChristianCareaga tnx :D
I'm reading that readme file of yours...
Yeah, I didn't want to post it on the actual posting because all of it is in the ReadMe :P
It actually looks very cool, keep working on that.
Thank you! We are both 15 so we kinda slowed down during school, but we are full-speed ahead now!
I'm 22, and I've got some other projects to work on, that's why my game's development is kinda ultra slow. But with your support I'm pretty sure I'll speed it up a little bit ;)
Yeah! just gotta get motivated! everyone as there own speed! haha
08:15
youre in the minor gamedev league right
Yeah I'm part of it on bitbucket I think!
@joapet99
have you made some commits
Nope, I just told Pip i'd help out if needed bc i'm decent with pygame
09:04
@KevinvanderVelden I'm having problems getting my earth model to display on the screen
so sad
yes it is
hey @Leathe
@Leathe some projects going on?
09:08
@SpicyWeenie what's the problem?
@KevinvanderVelden the model is loaded into memory, but not displaying
How are you trying to render it?
through a shader
Gonna need more info than that :)
It's kinda hard to explain. The program registers that the model is read with a texture (*dae), but when it comes to letting OpenGL do its magic to display it, I believe the problem I'm having letting the program know exact where to show it
09:16
h-h
h-h
---
-.-.-
0.o.0.o
@joapet99 not really
09:35
@SpicyWeenie did you verify that the model data is loaded properly? (i.e. the buffers are filled with numbers that make sense) Did you test the rendering with a simple cube build from code (i.e. without assimp, to just test the opengl bit)
@KevinvanderVelden I think that's where my problem is. all my IDs except for my shaders and shader program IDs are 0's.
Seems like that could be it, first step of debugging: make the problem smaller =p
yay! I'm gonna see where I messed up
And then you're gonna probably kick yourself over one tiny mistake, that's usually how it is :)
Jon
Jon
10:24
4
Q: Making C# mandelbrot drawing more efficient

OmerFirst of all, I am aware that this question really sounds as if I didn't search, but I did, a lot. I wrote a small Mandelbrot drawing code for C#, it's basically a windows form with a PictureBox on which I draw the Mandelbrot set. My problem is, is that it's pretty slow. Without a deep zoom it ...

@AlexM. whenever I got the time and some screenshots
aight
I just slept like.. uhh.. 15 hours
Jon
Jon
heartbleed bug explained
Jon
Jon
10:51
Jon
Jon
11:06
GTA V coming to Xbox One, PS4 and PC in June According to German Retailer manager
Huh, I will continue to ignore it at that time then
I still chuckle at people thinking it'll stay console exclusive.
Jon
Jon
Dude, this came from a German Retailer manager!
Its coming for PC eventually... just don't know when.
And next gen consoles.
they would be retarded to not release to xbone and ps4
unless .. i mean.. unless they don't like money
yay, wrote an editor extension for unity to make my life easier
I wish Orthello used generic collections instead of arrays in this case
I would have been able to avoid Array.Resize<T> calls
Jon
Jon
You should make a puzzle othello game
Turn all pieces over in 3 moves
Blam... next blockbuster puzzle game
11:09
I don't know how othello works
Jon
Jon
what is Orthello?
I thought it was Othello
lol
a 2D framework for Unity
Jon
Jon
ah... looks like you got replaced by 4.3
I can't switch to 4.3
I've been doing Orthello for the past 6 months and projects need to be completed quickly
Jon
Jon
Well, I mean.. Unity added sprites, and 2d collisions in 4.3
11:12
so I can't take the time to learn and experiment with 4.3
the existing libs I wrote to help with stuff including resolution independence would also have to be adapted to 4.3
Jon
Jon
Your animation module sounds awesome
so yeah I'd probably have to take a month just to experiment with 4.3 and transfer things over
Jon
Jon
But yeah, a lot of the functionality you provide was added in 4.3
So that sucks for you
You would have to strip out a lot of stuff from your engine
I know :(
the deal was I was going to work with Corona SDK until Unity released 4.3
but in the end, no Corona, only 4.2 w/ Orthello
Jon
Jon
at this point, better off waiting for unity 5
11:15
yup
just to be clear
I didn't develop Orthello
you sounded as if you got that impression :P
Jon
Jon
Yes.
Ok, so Orthello is the framework for the company you work for
?
orthello is a 3rd party lib we bought to get 2D stuff done quicker
Jon
Jon
ah ok
so i am gonna start working on a dungeon gen
not entirely sure how I'm gonna write it yet.
Can't let go of the 2D procedural generation :P
Jon
Jon
Thats the point
Next will be structures
I was debating putting tree/foliage.. but I think I might want to make it look more industrial... not sure yet
Writing a 2D city generator could be fun :)
11:28
Lots of industrial sandbox games lately
What's wrong with fantasy? :P
Jon
Jon
Lots of fantasy games, lol... Also, this isn't really a "game"
It has no direction
My Legeria theme was going to be magic/steam-punk.
Jon
Jon
My idea at the moment is to have a industrial oil drilling game
setup mine fields, oil processing plants, etc.
Did you ever get the lighting engine to work properly? Or did you find another solution
Jon
Jon
oh yeah, I ended up doing something different.. hold on
so caves that are not discovered are hidden
I'll most likely animate the cave appearing at some point
have the light propogate slower or something
11:32
Ah
Well, my system shouldn't reveal hidden caves either.
Jon
Jon
Yeah... main difference is that the light is calculated based on any edge
instead of just the outer edges
so you don't have to use point lights.
I'm not sure I understand
Mine wasn't point lights either :P
Jon
Jon
Your caves were completely lit?
Jon
Jon
It was a question
11:33
Well, no they weren't.
But could be with light sources.
Jon
Jon
Right.
But the light sources weren't point lights in the normal sense.
Jon
Jon
Originally I had the same concept, and you'd need some sort of light source to go deeper
The only reason my system did that was because it was configured to do so based on the background layer.
Jon
Jon
I reworked it, to have the above.. where you don't need a light source to go deeper... I'm also playing around with the idea of making it darker as you descend really deep
11:35
If you made all open blocks emit light, it'll work just like yours :)
Jon
Jon
And have a light aura around the player
Yeah, essentially... the main issue is properly hiding caves
You have to fake the gradient
otherwise you see the caves
So I have a flag that draws the caves as standard tiles until they are discovered
Ah
It looks cool though. :P
Jon
Jon
I think it makes me want to dig around to find caves
You should add RGB though, makes the scene more vibrant. :)
Jon
Jon
yeah.. how do i do that?
11:38
Well, I just treat each channel separately. Not sure how you should do it.
Jon
Jon
ah.. I have it strictly grayscale..
however I set the channels separately for each pixel in the shadow map
They are just locked together...
new Color(k,k,k)
Should be an easy fix then. :)
I really need to learn how shaders works properly and how to perform multiple passes efficiently.
Jon
Jon
I run mine in one pass
I set a color value to each tile.. then draw a render target at 1x1 scale of the world, each pixel representing the color set on each block
Is it a shader as well?
Jon
Jon
Yeah, then I run the rendertarget through a shader
single pass
11:43
Interesting.
How do you spread the light multiple tiles in one pass?
Jon
Jon
I stretch out the image, it creates a natural gradient immediately
Then I run it through a Multiply shader
Ah, so you just rely on what little it does.
I thought you still had a resistance per block as before :)
Jon
Jon
that is calculated at the cpu level
when a chunk is loaded, the weights are calculated once
Jon
Jon
then again when blocks are destroyed
11:45
That's why I need multipass for my shader :)
Jon
Jon
You continually load the weights?
Greatly improve the speed of your algorithm if you just pre-calculated those values
Those are the new weight calcs... which is essentially "Distance To Edge"
anything with a 10 is black, and is culled
TIL Unity does not link prefab inside another prefab in Asset folder; prefab A in prefab B does not receive change made to prefab A in asset folder
12:04
@Jon looks like homm
Jon
Jon
heh
the first one maybe
Jon
Jon
12:34
:'(
y u do this
bye bye XP
leathe pls
omg pls
12:48
@Jon Depends on the world size :)
Jon
Jon
Ah, see my world is generated on the fly.
I recalculate it as needed, based on movement and new lights.
I think we aren't in agreement on what precalculated is :P
Also, maybe I'm missing what weights mean.
I just update the light layer and then use it as a base for floodfill. Works perfectly, only suffering from my poor multipass method. :)
Jon
Jon
Yeah.
Does your world load chunks on the fly? or you generate a pre-defined world size?
I've had a mix of both, but I've actually ended up with predefined world sizes, because in a game where there are multiple dimensions, infinite world sizes become silly.
Jon
Jon
Yeah.. infinite world sizes are generally silly
But they add a lot of complexity as wel
which is fun
user92578
13:00
Hey there!
user92578
For some weird reason it takes like 2 minutes for task manager to open...
user92578
and thats so nice when I really need it
real men don't use task manager
they sell the PC
show that bitch you don't need her
user92578
It might be my hard-drive, it's constantly running at 100%
user92578
13:13
thought I can't see why that'd affect the loading of task manager
Jon
Jon
heh.. ever heard of swap space?
user92578
nope
Jon
Jon
sometimes ram gets unloaded onto HD
if you have a application minimized for a while for example.. the memory will get de-allocated to HD
user92578
Steam is using HD 0.7Mt/s, which translates to 99%
Jon
Jon
then if you click on it again, sometimes you will see it takes a while to pop back up.. that is because the data is being reloaded into ram
user92578
13:15
okay
Jon
Jon
hard drives are a pretty huge bottleneck
@Tyyppi_77 you're not fooling anyone
you're downloading porn
stop downloading porn you weirdo
Jon
Jon
Porn... you pervert.
stop staring at me like that
user92578
Noway, my dad checks my browser histroy every month, and he knows how to check places that I can't remove
13:16
... you'll make me pregnant
user92578
:D
user92578
Steam is taking the whole HD but now starting up...
user92578
I WANNA PLAY
user92578
I love the "q" in the font
13:18
I'd ask you to put some NSFW flags on that but then I'd be an hypocrite
user92578
BTW I'm doing something that I haven't done in ages... listening to music from Windows Media PLayer :D
so I'll just add some css rules to autohide images lol
Jon
Jon
that's safe for work
I have girls working here that wear less than that
user92578
nice workplace
Jon
Jon
its a stripclub
user92578
13:25
oh cool, you a stripper too?
Jon
Jon
naw, i just freelance from here
@Jon as a stripper?
freelance stripper
Exactly, I doubt they're usually contracted =p
Jon
Jon
LOL
13:41
sup nerds
& stripper
Jon
Jon
I'll give you 1 guess
the gd.se nerds and the stripper salute you
Multiple dispatch examples
In a language with multiple dispatch, such as Common Lisp, it might look more like this:
 (defmethod collide-with ((x asteroid) (y asteroid))
   ;; deal with asteroid hitting asteroid
   )
 (defmethod collide-with ((x asteroid) (y spaceship))
   ;; deal with asteroid hitting spaceship
   )
 (defmethod collide-with ((x spaceship) (y asteroid))
   ;; deal with spaceship hitting asteroid
   )
 (defmethod collide-with ((x spaceship) (y spaceship))
   ;; deal with spaceship hitting spaceship
   )

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