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17:01
Ptshhh
Github is offering Unreal Engine 4 (Among other things) for free if you are a student 13+ education.github.com/pack - @Pip @hasherr @grey
11
Why does everyone use .me TLDs? -.-
I don't :/
@Noctrine How to open it?
user4704
Because they are newer, and thus less crowded, than .com, et cetera?
17:05
@7Blue_Beast7 There is literally a big blue button on there that says "Get your Pack"
user4704
Or people like the colloquialistic nature relative to .com?
Domain Hacks?
@Noctrine Sorry, I am starting to become blind
@Noctrine I am going to be a old man now :)
They are from Montenegro?
@Nick in the case of namecheap - they may be a bit cheaper? Or they don't want people using them explicitly commercially.
@Noctrine like... 3 euros less? :P
17:08
-3 euro * n students.
user4704
Namecheap's having a general sale now; normally .me is $18.99 (US), which is the same as (for example) Hover.
Jon
Jon
n -> ∞
It's also possible that they could be using them to get a volume discount on .me registrations.
@Noctrine Ooh, awesome!
Jon
Jon
17:24
i put the mono, in monogame
you also put the comma, in "comma splice"
:D
actually, I'm not sure if that is a comma splice or not ;)
Jon
Jon
lol
I also added particles
looks nice
Jon
Jon
now we are getting somewhere
cool
Jon
Jon
17:28
Gotta admit, wasn't sure how I was going to pull the dynamic growing off, but it is falling together nicely now
lol you still have the 4x4 box sun
Jon
Jon
yeah, need a sun and moon, lol
The trees look a bit strange with only leaves at the top
it just looks so out of place. the whole game looks really cool, then suddenly tiny box sun
I find it amusing at least
Jon
Jon
meh, they might look a bit strange, not really sure what you mean though
I place the leaves rotated in the direction of the branch, at the branch tips only
3 per tip at various angles based on branch direction
17:31
I guess it's because branches only go upwards. No horizontal/hanging branches.
Jon
Jon
ah yeah
The polygon generator for the tree tops is kinda shitty right now
I'd like to improve it so the area is larger and could potentially contain overhangs
its friggen hard to write a polygon generator that doesn't suck
Man... this is a pretty sick accomplishment for me
procedural dynamic trees, in a procedurally generated, looping, persistant world
user4704
I like the stylized effect the trees having tall, bare trunks.
user4704
I also think it makes the area near the ground clearer, for gameplay.
Jon
Jon
Thanks :D
@Jon looking good dude :)
impressive :)
Jon
Jon
17:42
can't wait to be able to drop my little dude in the world
wanna see him?
well, yeah
come on man
Jon
Jon
i posted him before
you start off as this little guy
oh yeah!
I didn't know this was connected to your procedural world
that's pretty cool dude
and this will be exploring the world with the oil pockets?
Jon
Jon
yeah
well that is later on
:)
Jon
Jon
17:46
part 1 of the game, is mainly surface stuff
ok
Jon
Jon
eventually you need to investigate what is going on underground
the first goal is to make the planet habitable
this attracts settlers/merchants
@Jon So how to play this game?
Jon
Jon
the game relies heavily on a continuous upgrade system
well, you will have to wait and see :)
@Jon one tweak that might make the trees look better is overlapping branches
@Jon PEIRCE THE HEAVENS
add some intermediate turning frames
17:53
@Jon interesting
now i wanna play this too :)
Jon
Jon
I also want to play it lol
taking forever to make
weird:
looking forward to seeing your game Jon
I really need to get back in to my noise toolkit ... spending way too much time on landmark atm :(
Jon
Jon
time to chill out.
gonna have to dim the trees a little I think
18:17
are they not lit like the rest of the world ?
Jon
Jon
The world has a clock, and I just set things based on it
and does this clock not apply to trees ?
Jon
Jon
yeah
I just need to adjust their "night time" color
so i was thinking, at night, leaves fall off
where did the leaves go over night?
Jon
Jon
tree grows a cycle over night, and leaves come back during day time
fall off and die in the soil
18:20
ah ok
funky
Jon
Jon
so... 1 day/night cycle = 1 tree grow cycle
I think that would be pretty decent.. since the trees look creepy at night without leaves
:D
anyone else working on this, or is it just you?
sounds like a massive undertaking for one person :)
Jon
Jon
Artist has been helping me out
cool
Jon
Jon
are you looking for a project?
18:28
heh, no. I have two I need to finish, plus 3 more tracks of an EP of music to finish :)
Jon
Jon
well i'm gonna try to push to get an alpha build out by next year
and hopefully build on it
hey cool
what fatplorms?
Jon
Jon
at first PC/Linux
writing it in monogame and it is OpenGL compatible
does the same thing in opengl/directx -- almost anyways :)
ah right :)
hole in the DotA 2 matchmaking system:
1
A: How to ban/report offensive players in Dota2?

NateWith respect to your comment about blacklisting: there is no official feature, but muting someone persists past the game you muted them. This means if you are in the loading screen and see a player you've previously muted, you can simply disconnect then and there to avoid playing with them withou...

They should probably fix that.
And the mathematicians need to fix this
The Banach–Tarski paradox is a theorem in set-theoretic geometry, which states the following: Given a solid ball in 3‑dimensional space, there exists a decomposition of the ball into a finite number of disjoint subsets, which can then be put back together in a different way to yield two identical copies of the original ball. Indeed, the reassembly process involves only moving the pieces around and rotating them, without changing their shape. However, the pieces themselves are not "solids" in the usual sense, but infinite scatterings of points. The reconstruction can work with as few as five pieces...
In mathematics, the axiom of choice, or AC, is an axiom of set theory equivalent to the statement that the cartesian product of a collection of non-empty sets is non-empty. It states that for every indexed family of nonempty sets there exists an indexed family of elements such that for every . The axiom of choice was formulated in 1904 by Ernst Zermelo in order to formalize his proof of the well-ordering theorem. Informally put, the axiom of choice says that given any collection of bins, each containing at least one object, it is possible to make a selection of exactly one object from each bin...
which is a result of the Axiom of Choice, which seems totally innocuous.
@Almo That paradox is so weird. Then again, most paradoxes are.
18:37
heh yeah
weird it arises from saying "If we have a bunch of bins with objects in them, we can select one object from each bin"
Jon
Jon
and then you have a bunch of objects in dll hell!!! muwahahahaha
19:25
@Jon do seasons as well as day night
Jon
Jon
yeah, but I'm dropping snow
I don't like it
this was the snow test
Cycle
I was just about to buy a disk I have been meaning to buy for at least 2 weeks goes on the website ... out of stock goddamnit
wow. I like that snow
@Jon why remove it?
Jon
Jon
no major purpose, and adds a lot of dev time
version 2
19:42
hi
lol the least efficient code in my entire stack is doing a lookup on a 1d array
not even my code :)
dang .Net is slow lol
Jon
Jon
what is voxel.dll?
@Jon you could have snow pile up and become solid blocks. Would be slower to walk through it. water could freeze into ice. lava would cool quicker
also, shorter days and longer nights
thats my core voxel lib @Jon
Jon
Jon
so that external code is your code
19:47
has all my chunk and volume code :)
Jon
Jon
@AttackingHobo good ideas
@Jon if you implement physics structure for stuff you could even have things become more brittle
@Jon the line highlighted is where all that time is going
which is not my code
which highlighted line
blue or gray
my code simply calls it
19:48
@Wardy maybe the way you are calling is ineficient?
how many ways can you call ...
array[index]
WHOLE VOXEL ARRAY PASS BY VALUE
user4704
I think you're reading that wrong.
or call it less often
user4704
But you're missing the information to prove or disprove that.
19:49
just becuase you're spending all your cpu in there doesn't mean it's inefficient
user4704
^
yeh there is that
@Wardy If you do it certain ways you will have more cache misses
user4704
If you're spending your CPU there and the hit count is low, that may mean it's inefficient.
but this was a sample going over millions of voxels
user4704
19:50
If the hit count is high, it's less likely to be inefficiency and more likely to be simply the sampling bias.
@JoshPetrie yeh i think its sheer hit counts
there will be a lot in this case
@Wardy try grabbing bigger chunks of data
user4704
Especially since indexing an array is super fast.
instead of 1 by 1
@AttackingHobo that would make the mesh generation slower on a change
im at a happy medium atm
19:51
you sure about that?
my chunks are a lot bigger than 1
how much data in a chunk?
@JoshPetrie yeh it is ... I actually dropped using octrees because i found this method soooo fast
@AttackingHobo currently these chunks are 16*16*16
but this mesh gen is stupid slow
its creating way too many verts
but its good for load testing my rendering calls
how much data does each voxel use?
i'm deliberately spitting out more verts than i really need at this point
@AttackingHobo 8 bytes
19:54
Hello all
@AttackingHobo which could be heavily optimised
Jon
Jon
there are 2 nibbles in a byte
@Wardy so 32kb yeah. should easily fit into CPU cache
depending on how its set up you could be getting a cache miss every single time you get a voxel
i'm happy with it so far ... but I could easily do a lot more to cache chunks
there's room for a lot of optimisation
Jon
Jon
just don't be premature about it :P
girls hate it when you optimize prematurely
19:56
lol
right now i'm waiting to see how i use the code
once I have a good idea of some typical stuff I may look in to it
Jon
Jon
pics
not enough progress pics in here
makes me think you guys are all lazy
haha
I only have my last week lazy pics
20 meeeeeelllion voxels :)
Jon
Jon
oh wow
that is amazing
holds a decent frame rate too :)
I've definitely been lazy for the last couple months. Just starting to get back into it because a school project got me interested.
Jon
Jon
19:59
what are you using for the gui?
and here it is running in unity

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