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00:01
lol "unknown" dominates frame time
yeah, I haven't fully timed it
also @MickLH that's now single draw call to draw the gui, except for those texts since they use different shader
very nice
Textured polygons or procedural GUI in shader?
signed distance field fonts, very well scaling
mmmmm
the gui uses two buffers, color buffer and everything else
I might have to split them up eventually to more buffers
now when any object moves, the whole gui mesh gets reconstructed
00:08
What's the render architecture, specifically how do you compost the 3D and the UI?
the 3d is just very simple forward renderer now, with no support for lights
the lights seen there are hardcoded in the shader
and then I just splat the UI on top of that with no depth test
I'm not sure how I should describe it :D
I'd call it a straightforward top-down implementation
the main render() function can be described like this:
WaitForGuiUpdate();
GL.Clear(everything);
RenderQueue.Render();
GuiRoot.Root.Render();
SwapBuffers();
It seems like the "regular way to do it"
yeah I guess so
00:14
I can tell it's the normal, accepted way, because I object to it yet I often still am guilty of doing it that way
hehe you could render the GUI first and punch out the stencil or depth buffer, and then save fillrate later
lol
that might work
no blended text then though
if I wanted to draw it on top of the 3d scene
You could have the pre-pass shader only render the fully opaque pixels, and then have it render the text again at the end for the blended pixels
but it looked like you could draw the button and punch out the depth, blend the text on the color with depth test off, then just continue rendering. maybe a good number of pixel blocks could get early-Z?
sounds overly complicated :P
also I figured out what the "unknown" was
it was my debug output in console
I really, truly, can't understand how that could be overly complicated. It's literally as simple as rendering the GUI first, with a Z value of 0.
I've just never played with the buffers like that
I've never even used stencil buffer before :D
I guess I should do some practising
00:28
ok that makes a lot of sense to a lot of things
a lot of things eh?
yeah like meta-"don't be an ass"-insight inspiring brutal honesty
Pip
Pip
Just got back from a highly productive robotics meeting :D
(and now doing homework, may not respond right away
Wrote a arduino sketch to use a Mag3110 chip as a compass, and calibrated the chip
anyhow, gotta do homework
01:00
Oi
Pip
Pip
Oi @hasherr
sup?
Busy haha
So busy.
Pip
Pip
Same, doing Biology homework at 9 PM on Sunday :/
have had so much to do!
Yeah
Pip
Pip
Earlier today I thought I forgot to turn in an APCS lab :/
that was a scare
01:08
Had work on Friday and then yesterday was my first 'day off' from everything in like 3 weeks.
Pip
Pip
good for you
No school, no work, just me, sweatpants, and friends
Pip
Pip
Being on two robotics teams is a butt-ton of work, but so worth it imo
@IcyDefiance you there man?
Pip
Pip
Almo wants to play LoL :P
01:10
yep, just got back 15 minutes ago
cool
in a series
already lost one
so if you're smart, you'll say you're busy :)
well now I just don't know what you want me to do
so confusing
Pip
Pip
@hasherr I still have to write two freaking more paragraphs before my parents get home and yell at me because I was supposed to do this on Friday :/
just insert a little lorem ipsum in the middle somewhere
I want to to play LoL with me, but I can't lie that I think you'd be better off waiting till I'm out of the series if you want to keep your LP :)
01:12
be all like, "as the latin philosopher *made up name* said..." and then the lorem ipsum
and then never explain it
just move on
@Almo it's cool, I won't be demoted from just one or two losses. three losses might do it...
ok :)
@Pip You know what I do when my parents yell at me?
Pip
Pip
what?
You sit there quietly. And you listen, and you wait until they're done. And then you say 'Can I work now?'
Pip
Pip
Hm
might have to try that
01:16
You're golden at that point :D
Pip
Pip
01:27
:D
I just got promised 10 more minutes to work on this, which is all I need, perfect
Blackboard is being stupid :/
Pip
Pip
night all
02:24
Yeah!!!!!!!!!!!!!!!!!!!!!!!!!
Eat my planet now suckas!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
02:41
Hello
@7Blue_Beast7 :P
@Shroeder Hiya their
@Shroeder Anything you needed?
 
7 hours later…
09:56
@Ali.S CleverBot still needs to work on the long-term coherence of the texts, but for short (2-3 lines) of generated NPC dialogue as you run past them, it might work.
hi gamedevs
hey man
Hi Chris I and Chris II.
:D
Hi guys
10:02
allo
what are we working on?
Mapping (a portion of) the game world. :)
nice
nothing really. I'm sick, couldn't sleep and now I can't concentrate
does hanging around count?
it should, we are all doing it right now :D
hehehe
I took quite a long break (felt like it anyway) from doing any gamedev... I seem to have refound some inspiration though finally
10:12
do you guys work in gamedev professionally (indie counts) or is it just a hobby to you
Hobby (since about 30 years). Professionally, I'm programming software for TV stations at the moment.
30 years, damn lol, that's cool
Multimedia stream control and monitoring and the like.
I'm just a hobbyist indie, but have sold some copies at least!
I paid for an Apple iOS dev account thing today. Have spent the day working on some on-screen controls
10:18
how much did it cost you?
$99 USD for a year
I'm just hanging out here, really. I like the gamedev chat when I just want to ask a technical question that wouldn't really fit the other SE rooms. Other than that, I'm a hardware hobbyist
it's not too bad, but the whole thing where you have to pay to test your apps is a bit ridiculous to me
haha yeh I agree, it's a bit crap. Luckily Unity has made it be a breeze so far
I mean, I don't mind them taking a cut when you sell your app, but if you are just trying to learn iOs development, then it is too much
but then again, it is Apple's MO
10:26
there's this Unity Remote 4 app for my phone; it streams the editor's gameview to the phone, and interprets my input - all for the sake of saving time by not having to compile the app in Xcode every time I wanna make a change - lovin it. and deploying the app to my device works flawlessly too

yeah, it's a rather high entry barrier
I think the Android fee is like $25/year
10:59
screenshot from my phone haha
roll your left thumb side to side to move, made shield be toggleable instead of having to hold it down (so that you can jump with shield raised easily still -- hard to do with two fingers on a mobile device)
 
2 hours later…
user92578
12:52
Hey!
Morning
13:10
Spartan
Any experience in XNA games?
I screwed up a save file and need to delete it, but can't find the location
I'm not confident enough to start deleting random files that look like they might be my save file, but for some reason I can't find the find named save.sav, I could post you my saving code when I get home tonight, but right now I have a very simple post on stack game dev, ill link you to it...
0
Q: Where does my .sav file default to in XNA 4.0

ShroederI am looking to delete my save file from the solution in my XNA game. I never specify where the save file is to save, and can't find the default location on MSDN documentation. I am developing this game for the pc, and never prompt the user to select a save device.

user92578
It's not in your project folder? In the same location your source files are?
how did you create/save this file?
just a streamwriter?
13:24
@Shroeder It really depends on your method for generating a save file. Usually you have to specify a path. If you only specified a file name and not a path along with it I would suspect it's in the output directory of the project, e.g. /bin/debug
13:36
@NDraskovic 30% is quite resonable considering the service you are getting. People can pay with any credit card. Apple pays the card processing fees. Also, you are getting access to users who demonstrably spend more money on apps than do Android users.
Yo spartan, can you look at my directory and see what you think
That was the first place I looked : bin/debug
@NDraskovic I work for Behvaiour Interactive. But I also make games at home
Or could you help me with the root cause of the problem, I am throwing an error reflectling xml serializable on my Load of the save game. I started getting this error after I am attempting to put a Class Item Into the game structure.
I suspect you can only serialize simple types like string and int, not full on classes?
@Shroeder your classes would need to be identified as serializable with the serializable attribute
Is perhaps the problem that the file doesn't exist?
I don't see how, it ran loading/saving up until it started throwing this xml reflect issue
I mean, is there a way that the game is saving these files into an external place like the c drive or something
If i could find the file, I can go back to using my old save game structure without full on classes trying to be serialized in there
13:53
I've honestly not used the method found in your game
What do you use?
Standard file IO methods from .NET
That said I think I figured this out
> User storage is in the My Documents folder of the user who is currently logged in, in the SavedGames folder. A subfolder is created for each game according to the titleName passed to the BeginOpenContainer method. When no PlayerIndex is specified, content is saved in the AllPlayers folder. When a PlayerIndex is specified, the content is saved in the Player1, Player2, Player3, or Player4 folder, depending on which PlayerIndex was passed to BeginShowSelector.
!!! You may be onto something there
I am at work tho:( So i can't very til i get home
Can you post this as an answer?
I'm going to update your question and my answer now that I've seen your code
Nice thanks man
13:59
Done
and no problem
Though the question edit does need approval and/or peer review
am peer, review says "come back when you're more famous, and maybe rich too"
it says that to me, not you
-2
Q: I Delete that Code But still Running

RaminlichImagine we have a project whole codes Doing right work now I Want To Add Some Other Codes Looks Like My Code Have Some Problem(Algorithm Mistake)Now I Delete That Codes I add But codes Still Running In Program Only For This Problem I Have To Copy Paste The Project To a New Project.This Problem Ma...

hahaha
user92578
:DDD
So you don't serialize data @SpartanDonut?
@Shroeder Yeah I would use a standard stream reader/writer serializing classes into XML or binary or whatever else is needed
14:08
I've never serialized a full class before, but I am now trying to. Is there an XSL or Data Contract required to tell the xml how the full class should be rendered in XML? If that is the cast I will probably just make another save structure specific to the class and just clarify each property as its base type(int, string, whatever)
case*
It can be automatic or manual
4
Q: Loading levels in XNA from XML

William OsborneI'm trying to load levels in XNA from XML files. I have currently got a system to do this working, but it looks like it might get horribly complex as I add more objects later on. My world currently consists of Planet entities along with physics props, scenery, static props, etc. It will later inc...

Ok, just not sure How I will find why its breaking, I remember getting No stack trace on this error, I wonder if I just have my vs2013 settings screwed up
So i can save straight up xml files and use xpath on them once the .xml file is loaded via the content pipe line?
oXmlDocument = Content.load<XmlDocument>("xml.xml");
Umm
That is one option
OxmlDocument.selectsinglenode("charactersomething").innertext?
The answers in the link I provide give you options as to how you can deserialize right into the object type
14:13
Ahh
Both the top answers (one leveraging hte pipeline and the other just using the standard .NET xmlserializer deserialize the data directly into the data type
Isn't it a bit tedious vs the way I'm trying to save data
Granted I'm having some problems:P
Well that depends
In my answer, the example I gave was from a custom level format (XML File) that I had come up with that made sense to me
Your method isn't going to support that file format
Is mine specific to the .sav type
And it also doesn't make sense to use your method because it's user data and not level data
You wouldn't store level data in the my documents folder
14:17
well user data is for user settings and gamedata is for game data
Right
Many ways to skin a cat anyway
@Joe I see you lurking there
You are right sir, all though I know of only the one
I linked you to a question with more :P
I got a good direction from that though, I should be good to go tonight
Joe
Joe
@SpartanDonut haha - i saw your new computer purchase! how do you like it
14:19
Sounds good
New computer?
@Joe probably won't get it until next week at the earliest
Not really sure
Joe
Joe
im still eyeballing them - but got alot of other bills that come first
xcode updated itself, dropped the iOS7 SDK, and now I can't connect it to my iPhone 4 anymore. :(
Joe
Joe
if i could get a 18 mo interest free.. id order a machine today
14:21
good thing there's an iPad mini in the house.
Where you get a computer with a payment plan?
yeah, they depreciate so fast, repossession doesn't make sense for them
Mine sounds like a jet engine, can't wait to huck it off a building
next computer is getting its stock heatsync whipped in the trash
Joe
Joe
@Shroeder idk id probably need a new card lol
In general I've not had problems with stock heatsyncs
14:23
my house is old and dusty
0
Q: How to draw a triangle with C# and OpenGL 4

user3621741Now, I want to develop a game using OpenGL 3.3 or higher and C#. Therefore I included OpenTK like this: #if DEBUG using OpenTK.Graphics.OpenGL4; #else using OpenTK.Graphics.OpenGL; #endif But I don't know what I have to write down in the OnRenderFrame method to draw and position a simp...

not condusive to program in
why :(
was just looking at that question
can that be flagged as a "how to get started" question?
yes, it must be
14:24
> Questions about "how to get started," "what to learn next," or "which technology to use" are discussion-oriented questions which involve answers that are either based on opinion, or which are all equally valid.
You guys big on unity development?
doesn't seem to apply exactly :/
what do you mean big?
@Shroeder There are a handful of us here who are fond of it
I use unity professionally, if that's what you mean
but I'm not fond of it
14:25
I would say that's what i mean
Oh ya and a handful of us who are bitter about it
Joe
Joe
as a very entry level hobbyist i love it so
dont listen to these naysayers
if your goal is to write an engine, dont use unity
if you just want to make a game
Joe
Joe
i think its nice.. until it starts acting up on me... then you gotta slap it around a bit
14:27
I've tried to use unity a couple times, and it's very useful, but also has a lot of annoyances to work around all the time. I'm sure once you get used to the program many of those annoyances will disappear.
I enjoy coding and learning, but I also enjoy making progress on a game... I just wanted to see what those who use Unity think of it.
If you enjoy coding gameplay then Unity is fine and dandy
if I was actually making a game instead of an engine I'd use either Unity or UE4. probably UE4.
UE4 is a bear to learn
Good luck
Let me know how it goes
I currently have no Idea how to implement Unity, I opened it up once and imported some graphics stuff, had no idea wth i was doing
Joe
Joe
14:28
@SpartanDonut ^ thats on my list next
unity has a bunch of tutorials on its website
@Noctrine have you done any programming in UE4 yet or still blueprinting everything?
they're video tutorials though :/
I must admit I found a useful video tutorial
Joe
Joe
buy a book watch some lynda... talk to byte56 he did a lynda course on unity, i found it very helpful
14:29
Is there anything wrong with just creating an engine from scratch? even if its probably redundant and already exists?
I couldn't find anybody who had done a text tutorial of exactly what I needed, but there was a 5-minute vid one
depends on reasons why you create it from scratch
wrong? no. seems like a waste of a lot of time though.
@Shroeder you will never finish your game
that's what's wrong with it
definitely depends on reasons
14:30
unless you're some kind of mad genius who can make engines
I started with the intention to never finish though, I find it fun to create. I have no plan of actually releasing
I have trouble finishing projects with premade engines.
@Almo Is that a compliment? >:D
I just want to make a game I enjoy playing, then play it and try to give it to some friends
@Lasse if you don't intend to finish, then just do whatever the hell you want, and there's no need to ask us what we think:)
14:31
Did Josh get a new domain?
Good point Almo
Was going to link his famous blog post
I'm speaking as a guy who has spent most of the last year making my own engine: There's literally no reason to make your own engine, except for the fun of design and low-level optimization.
@Shroeder But you will probably not finish a game if you are making an engine.
if you want to finish a game, don't make an engine
14:31
afk, getting a bus to home
You have to make up your mind if you don't care if your game is ever finished. It doesn't matter if you want to publish it or not. But if you're making an engine, it is very unlikely you'll ever finish your game
Just curious, what level of game development do you guys participate in?
@JoshPetrie does your write games not engines post not have a home anymore?
@Shroeder I'm a hobbyist
@Shroeder don't understand the question
I am basically a hobbyist, Have some in here actually released games?
14:34
@Schroeder, I worked on the Tomb Raider reboot, and on R.E.I.S.
Interesting
(... as intern)
I see people post Images of their games, and I think : "man that is a game I would play". Just wondering where I stack up vs those games, and would like to play them to test the logic:P
Joe
Joe
@Shroeder people in this room range from hobbiests (like myself), indies who've published and sold, there's a handful who work 9-5 the industry / i think there's even been a few on triple A titles
I've released a solitaire and minesweeper game made with my own engine. :D Nothing famous though.
I work for a tech consultant, not in the games industry, so I guess I'd be called a hobbyist
14:37
If you were to release a game that wasn't "famous" as you say, in fact, far from it. Would you stand to gain a reasonable amount of money?
Joe
Joe
@Shroeder if your interested in unity you should talk to @Chris hes working on a unity2d project "tallowmere" and he like many others here help me get a leg up
Chris can probably help with the publishing and profit aspect of things too
I don't recommend getting into game dev with the idea of making a ton of money.
Never talked to "Chris"
some can support themselves with it
but it's difficult
Joe
Joe
14:39
^
I have no intention of making a dime, just wondering if it is viable as a hobbyist to have a goal financially or not
My real work is writing software to help elderly people recover from a stroke trough gamified fitness applications. (Using Kinects and stuff)
awesome
well shit now I'm jealous
Indeed that sounds sweet
user92578
14:40
@RoyT. What can't a software do nowadays?
@Tyyppi_77 feel
love
it can totally make love. just can't feel love.
@Shroeder for 95% its not viable to have financial goals for a hobby, programming or otherwise
@IcyDefiance I just started, so I hope its really going to be as sweet as it sounds :)
Do most of you make your game's code public while in development?
So that others may learn from it?
user92578
14:41
Well mine is
I do, but if I wanted to sell the game then I wouldn't
user92578
Just for keeping a public backup
don't think anyone's learned much from my code though, lol
user92578
+ I like to look at other people's codes, so I want people to be able to see mine
I'm with you @Tyyppi_77
Joe
Joe
14:43
@IcyDefiance there are quite a few companies who github there software and still sell it
@Shroeder I only share interesting things I come across (at roy-t.nl ) I think its hard to learn from code without some context, so just putting it up doesn't seem very useful :)
@Shroeder I don't.
Yes without context I wouldn't be learning much in someone else's code
user4704
@SpartanDonut I noticed it got rendered inaccessible this weekend. It's on my list to fix.
user4704
archive.org probably has it for now
14:44
@Joe right, but that adds complications that I wouldn't want to deal with, at least until after the game was complete. then I might do something like UE4 where you can see the code after you pay.
@JoshPetrie Good call. Thanks
not that it would prevent people from sharing the code
user4704
@Shroeder I don't in general, but I do publish some of the code I write.
Publish?
user4704
"Make available for others to use under certain license terms."
user4704
14:45
For example, slimdx.org and github.com/jpetrie et cetera
I gather you don't fall in the "Hobbyist" category though
Why is that Frame Tapped 3 Indigogo campaing starred here. Why are 80% of their cost 2 VS Pro licenses, why do they even need VS pro? Why do they not allot any money to the actual programming... Why!? :P
user4704
Well, just because I work in the industry does not mean I don't write code as a hobby.
user92578
@RoyT. It's someones here project, I think
14:46
yes it is
Tom Piddock? In tha house? :P
user92578
What was his nick here again?
Blue...I think?
user92578
Ah, makes sense :)
14:48
Yeah that's a project of @Blue
Nice
So has it ever come to pass where people will help work on eachother's projects here?
user4704
I think so.
I feel a certain level of trust would have to be established...
user4704
I've heard people talking about problems in a way that suggested it at least.
Interesting
14:50
@Shroeder In the last 3 years the projects never make it too far past conception but its certainly possible if you get a group of properly motivated individuals with enough time to commit
user92578
Wasn't/Isn't MT a group-project?
was. not much progress on it lately.
user92578
Malware Tycoon
I know at least a couple people here have worked on each other's projects.
14:51
Pip has gone solo is my understanding
oh okay, is that why he's learning unity stuff?
user92578
I think so
So you seem to have knowledge of eachother's projects atleast?
user92578
I should probably make a post there
14:52
Ok that game, I would support for sure
user92578
@Shroeder Absolutely, we talk a lot about our projects here
Why all work on seperate projects, wouldn't it be logical to pool efforts?
user92578
Not everyone has the same tools of choice, or the same goals
because working with other people is really hard. also because we have different things we want to do.
user92578
The skills also vary a lot
user4704
14:54
More people does not equal more productivity or effectiveness.
And time zones, and schedules, etc.
user4704
You should read The Mythical Man-Month.
@JoshPetrie Indeed, I have a few interns currently testing my patience
user92578
@JoshPetrie You just randomly pop here and say something like this! :D
@Shroeder ln-dev.maniac-games.com that's my prototype. it's functioning, just working on the iPhone interface to it now since I don't want it to be a web game
user4704
14:55
@Tyyppi_77 How is that random?
user92578
ikd
user92578
Book Suggestions?
you should read books
user92578
I used to read a lot
user92578
Then I found out there were computers
14:56
I'll bookmark it so I can look at it when I get home @Almo
I just deleted a tab control along with the controls inside it, but didn't mean to do that so I hit undo, and everything came back except for the labels... so strange...
@Shroeder it's not much to see; just some text. it's a strange social numbers game.
My game development has been cutting into most of my free-time, It is hard to spend time doing something else, because all I can think is : "I could be making progress on my game right now"
@IcyDefiance undo again? Sometimes multiple step processes are automated for you
user92578
BTW @Almo this is bothering me a bit:
user92578
14:57
@Almo Don't sell yourself short man
@Shroeder as long as you enjoy it I don't see this as a problem
@SpartanDonut nope, that just starts resizing other controls that I changed earlier
user92578
Oh
@Tyyppi_77 It's a prototype man.
14:58
@IcyDefiance I tried
Ordinarily, I fix shit like that
but I'm CDO about these things, and if I let myself go, I'd still be messing with the prototype and would never have started on the iPhone client :)
that image is so useful for being an asshole to people
I love it

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