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00:06
?! SlimDX is really mature but doesn't have tutorials?!
user4704
No, it doesn't.
user4704
(Well it has a small handful.)
user4704
We saw very little to write tutorials because, as I said, everything is a mechanical transformation from native D3D.
How so? How do I simply adapt a native d3d tutorial to SlimDX without any knowledge of native D3D?
user4704
Well presumably the tutorial will give you some understanding.
user4704
00:11
But native D3D is basically the same as SlimDX, except slightly different names for things.
user4704
And a few bits of .NET-ification.
Sigh. I guess I will try out SharpDX and follow up later.
user4704
It's the same thing.
user4704
SharpDX's API is almost 100% identical to SlimDX's.
user4704
(this also means you can use most tutorials interchangeably)
user4704
00:19
And also, again, you asked about camera manipulation and D3D doesn't have a camera API.
user4704
Most of what you need to get that working is linear algebra (matrices, vectors, and/or quaternions if you are into that sort of thing)
user4704
Then you just send that matrix to D3D via the effect framework or the shader constant buffer APIs, depending on which version you are using, etc.
user4704
Oh dear, the hats are here.
user4704
IMITATION CRAB!
01:12
My cat likes apple fritters.... lol
Wait
You said hats
I don't know what we're talking about
01:42
So, how is everyone.
@Noctrine pretty good. Made some nice progress on Rad Stacking
@AttackingHobo hey
@Almo 0_0
Nice!
thank :)
This version feel pretty good speed wise?
01:56
seems ok to me, though I think I'm ok with more speed than some others might. a little slower was ok with me as well
Camera angles feel good?
i think so
I was thinking about how hard it would be to add multiplayer
local and online.
local should be pretty easy
online shoulnd't be too hard as there really isn't any player interaction
Ready... Set... Stack!!!
heh
time for dinner talk later :)
Ok. TTL
@Noctrine you have a chance to check out the latest version?
02:00
I did not know this was a thing.
I've been away.
02:12
Look how many nearly perfect ones in a row I got there!
02:29
>:D
02:58
@IcyDefiance you here?
lol?
and it's embarassing how often flash gets patched
@Almo scroll up
I'm already logged in, but you're not D:
I did obo :)
what happens if you try to buy a mount for the Tank, which doesn't allow mounts
it goes haywire
 
2 hours later…
 
3 hours later…
08:09
@AttackingHobo nice, thats a good set!
 
2 hours later…
10:13
@AttackingHobo got 33 :)
Now why would nothing be called after this comment?
if (GetComponent<connectorEnable> ()){
			this.GetComponent<connectorEnable> ().isConnected = false;

			if (this.GetComponent<connectorEnable> ().connectorRef.GetComponent<connector> ()){
				this.GetComponent<connectorEnable> ().connectorRef.GetComponent<connector> ().isConnected = false;
			}
			//Nothing is called after here
			this.transform.parent = null;
		}
10:34
First of all, please cache the component. (connectorEnable conn = GetComponent<connectorEnable>(), and then use conn instead of constantly calling GetComponent)
Did you put a breakpoint on the line that doesn't get called?
umm when i put a break point down it goes down to the bottom of the if statement
So it skips this.transform.parent = null?
yep won't allow me to add a break point it
just goes down to the closing bracket of the first if statement
Hmm.
¯\(°_o)/¯
damn. I bypassed this crap just by putting this.transform.parent = null above the if statement
hm?
10:46
Ignore that. Friend being stupid.
lol alright
lol what did it say?
Alright so i fixed it
somehow
apparently if (this.GetComponent<connectorEnable> ().connectorRef.GetComponent<connector> ()){ broke it
i change it to if (this.GetComponent<connectorEnable> ().connectorRef){
I'd like to know why that broke it
Yeah it works now!
what
oh god
I need some reasoning behind this catastrophe
Jon
Jon
11:11
connetorEnable is a script?
yes @Jon
Jon
Jon
and connectorRef is a gameobject?
whatwas the error?
no error just the if statement stop the outer if statement running
as retarded as it sounds
 
1 hour later…
Jon
Jon
12:36
if you were not in debug mode, it might of been a null ref that was not noticed
Jon
Jon
12:58
Who has a win8 phone>
user92578
13:56
how would I map pixel-space texture positions into OpenGL texture coordinates?
user92578
like pixelPosition / textureWidth = OpenGL Float Position
user92578
But how do I convert from topleft texture coordinates to bottomleft texture coordinates
Added some particles!
Jon
Jon
Wait,your not gonna make those chickens blow up?
colors look odd in gif, and frame-rate is low for some reason
That's a good idea hahah
user92578
14:05
Aight tile rendering works now with OpenGL
user92578
user92578
this is with glVertex() and glTexCoord calls, so I need to switch into buffers and then implement shaders
nice
Hey Tyyppi that's the Python RPG I was talking about
user92578
Necrosomething?
user92578
for some reason I just couldn't get a python game running with enough FPS ever
user92578
14:08
but I glad I switched to C++
Yeah its running at 50
In the gif it says in the 20's not sure why
Yeah we gave up on it because a project of that size can't really be done with pygame, but I still use it as sort of a platform for testing stuff haha
 
1 hour later…
user92578
15:24
now with 100% more shader usage:
user92578
user92578
next step is transition to VBOs, and then all I gotta do is implement the stuff I need for the shaders (like shading of textures) and then clean the code a bit (it's really hacky now)
Jon
Jon
looks good.. pixelly though
Joe
Joe
^pixelly is nice, if intentional?
user92578
pixel art!
user92578
15:27
(so intentional)
user92578
need to allow for many texture scale modes tough
15:50
Since my question was too off topic for game dev, I will ask my question on here:
So my aim is obviously to program a game. Since I just wrote a simple Pac Man game in Java and it was nothing serious, I will call myself still a noob. I have many ideas how this game should look and how it should work.
There is so much stuff what I want to do, but I didn't really start the programming. How do you approach a gaming project ? Do you sketch your ideas or write them down and then start coding. Do you start coding and then keep coding depending on your changes about your ideas of the game ? Is it a good thing to include a mastermind group and make your game a group project ?
How do you select design patterns for your game ? These are my questions for approaching the simple start of developing a game since I am really not experienced and I hope that you are glad to spread your wisdom.
@IbrahimApachi If I have a problem when making a game, and a design pattern appears to solve that problem, I use it
that's as far as it goes
as for proceeding on a game, my game ideas tend to be small challenges: maniac-games.com
so I just start programming it
often I start with a prototype to get all the gameplay working, then fill in the rest of the game around that
@IbrahimApachi I usually write the general idea of my game down, and then start coding the core of the games. Then when the core is in place, I start expanding on it and adding stuff.
So just write down the core, code the core and then let your ideas flow and expand the code ? :D
Basically, yeah. I might not be the best guy to take advice from though; I've never completed a gamedev project.
Joe
Joe
@IbrahimApachi in general I think most people will tell you planning before coding generally increases success rate of a project. I personally like to think about all of the different "objects / structures" I'll need to deal with in a project and try to describe their relationships
once I have all that in plain english on paper that generally helps me figure out what kind of code / design patterns I could utilize
16:00
how is Time Rifters casual?
(that's a popular tag for it)
Joe
Joe
also don't be afraid to try something 3 or 4 different ways... that is where you'll learn things
16:22
My google skills are failing me. I'm looking for an implementation of resolving collision between two spheres/circles by sliding along eachother. No bouncing or anything.
I've tried googling "circle circle sliding collision" and "sphere sphere sliding collision", but I'm not getting anything useful. Most sites deal with sliding along planes.
I could slide along the separating plane once they're touching, but I'm not sure that'd give the right effect.
I have a sort of idea how to solve it, simply by moving along the radii and pick the direction to move around depending on angle of approach, but I wanted to see if there were some more general solutions around first.
user92578
just finished the last swedish-essay of this year... :)
user92578
Would it make sense to hold a VBO in the renderer class? Can I batch stuff with different textures together?
16:39
@William'MindWorX'Mariager an interesting question
@William'MindWorX'Mariager Not quite sure what you are trying to do. could you sketch a diagram?
user4704
@IbrahimApachi I think you should start by simply starting. Don't try to "plan" too much (especially in the beginning) and don't try to get a group together.
7
if he's got two circles that are moving and come into contact, he wants them to slide on each other as they continue to move, remaining in contact the whole time
user92578
I just can't figure out the place to hold the vertex data... maybe hold a list of VBOs in the renderer, create a new one when an object with a different texture than the previous ones, and then just append data to the VBOs on render calls, and then finally make method call to the renderer to render all the VBOs created during the "rendering". Then the renderer would clear the VBOs and start all over again.
@JoshPetrie yeah, the group will fall apart unless it's led by someone who knows where they're going
user4704
16:42
When you are just starting out you need to build your own staple of experience and get familiar with your own work habits first and foremost, to find out what process works for your the best.
user4704
@IbrahimApachi As for "design patterns," I would advise more or less forgetting they exist, at least in the form you're talking about.
user4704
You shouldn't think "what design patterns do I want to use?"
@AttackingHobo Will do. :)
user4704
You should think "what problems do I want to solve?"
user4704
Design patterns are a way of codifying certain common techniques so that programmers can talk about them.
user4704
16:43
They are not to be viewed as a grab-bag of ready-made solutions.
user4704
@Tyyppi_77 I stuff the VBOs into a Geometry type.
user92578
BTW it seems like the hats have a smallish bug:
user92578
user92578
@JoshPetrie And the geometry type does what? Is used by who?
@IbrahimApachi Yeah. Just start programming. Make some small personal original prototypes. Don't use any planning, or even art when you start. Use some cubes and make stuff happen. If you can make a fun game without any graphics to keep people interested then you are on the right track.
Oh no not the hats again
show him Rad Stacking. A prime example of a game with little in the graphics department being fun
user4704
@Tyyppi_77 Report it on meta? (I don't see what you see.)
user92578
the third one is too small
user4704
@Tyyppi_77 It contains the vertex and index buffer data, various associated meta data (vertex count, primitive type, instance information, etc)
16:47
Imagine a ball rolling down a hill, hitting a pole. It'll slowly slide along the pole until it can continue rolling down.
user4704
@Tyyppi_77 yes I see, but I'm saying it doesn't look that way to me
user92578
ah
@IbrahimApachi I made a prototype for this over a year ago. And finally picked it back up to finish and polish. pretentiousarts.com/RadStacking2
Sounds like a simple thing in my head, but I haven't found any straightforward tutorial on it. :)
user92578
@JoshPetrie And it's used by the renderer?
16:49
Here's an attempt at a canonical "Where can I ask open-ended questions instead?"-reference. Have I missed any big sites from the list?
2
Q: Where can I ask open-ended questions instead?

AnkoGDSE is not a discussion forum—we discourage questions that are primarily opinion-based or that aim to generate discussion, because they don't fit the Stack Exchange format. However, even if they don't fit here, they might still be good questions. Where could such questions go instead?

@William'MindWorX'Mariager look at things dealing with billiards physics as those tend to be very well done with rotation conservation and very accurate sphere collisions and reaction
strawpoll.me/3194831/r poll about your Rad Stacking habits
@AttackingHobo I'll take a look. :)
16:52
@Almo its possible to let it bump 0 times :)
hahah ooops!
also you linked the results page
"D
16:54
^ King of Rad Stacking
Jon
Jon
you know what they say about guys that get good at rad stacking
hahaha
@Almo didn't upload this yet(obviously) but what do you think?
it looks cool, but it lacks clarity. So I'm not sure one way or the other
Yeah. prob gonna remove the DOF
16:55
DOF makes my eyes try to focus when it's a static scene like that
looks like a city :)
I couldn't play 3D Dot Heroes because my eyes kept trying to focus the depth of field
user4704
Good point. I will remove the DOF when I get home today
some people may like it though
this is also why I disable translucency on windows in Windows.
16:57
1
Q: The 2014 GDSE Winter Refactor

Josh PetrieIt's everybody's favorite time of year again. The celebration of hats, of course! Last year, we organized a community "refactoring" event aimed at bringing some much-needed attention to the old, unloved, neglected questions on the site. It was a lot of fun and produced some great results, so we'...

@AttackingHobo you might want this: Screen.showCursor = false;
my wife was trying to put the mouse pointer where she wanted to drop the blocks
@Almo LOL that is one of the only things that people sometimes do.
I might have to put some instructions :(
yeah :)
user92578
how can I edit "my tags"?
Touch/Tap/Click anywhere
16:59
or get rid of the mouse pointer once they start
then they shouldn't be trying that :)
@Almo people do it on mobile as well
ooohh right
@Tyyppi_77 i.imgur.com/PtzpD47.png there's an edit link
optical illusion on the game over screen text looks crooked because of the slant of the "ground" (just an interesting observation)
@Almo hahahha it does!
17:00
:)
I might make some 3d game over text that is aligned to the game board
or maybe might put the score on the bottom of the stack. IDK
Or on top. little hvoering number
also a 3d high score line
so you can see when you are about to hit your hs
and if you go higher than it you bring it up
@Almo Looks like the right side is drooping
no no no the damned ticket thing put me in wheelchair
fuckfuck
sorry i fucking hate Evenko's site
Pip
Pip
17:45
I gots a free class period!
Also: @Serial is that progress on a game that I see? Perhaps Necromonster?
Joe
Joe
18:18
@AttackingHobo this picture just really reminds me of sea monkeys for some reason
How would I do this in Unity?
@Joe Sea monkeys? Those micro shrimp things you grow?
@Lokkij 3d 2d?
Joe
Joe
yes lol
@AttackingHobo In 2D
Joe
Joe
i had a fish tank with those oddly colored fake "corals" and some sea monkeys and crazy color gravels
and thats exactly what that picture of your game reminds me of
Pip
Pip
18:20
lol
Note the collider could be more complex than a rectangle, so determining the edges with the size and position of the collider doesn't really work
@Lokkij break this problem down into smaller problems
Figure out how to isolate that one line you hit
Pip
Pip
hey @OliverSalzburg
sup
Figure out the intersection point
@Pip Nothing, just got home :)
18:23
Get the distance between the intersection point, and the top most point, and then do the same for the lower most point
Pip
Pip
:)
@AttackingHobo What do you mean with the intersection point? The coordinates of hit?
@OliverSalzburg you should check out this game I've been working on. pretentiousarts.com/RadStacking2 all the cool kids are playing it.
@Lokkij I Haven't worked to much with unity's collision system
Joe
Joe
@Lokkij I would start looking at that hit object but im not sure exactly if its going to contain everything you need
@Joe The information I have to work with is basically the point where the ray hit, and the normal of that point.
Joe
Joe
18:27
and you said your objects are irregular
not all rects?
Yep. Can be hexagons or other more interesting shapes, though it'll all be straight lines.
Joe
Joe
can you find the nearest two vertices to your hit ?
Would Vector3.Cross(hit.normal, Vector3.up) give me a vector parallel to the hit line?
@Joe I don't think so; this is all the information I have.
Joe
Joe
what i was thinking is you might need to build something to find those
because that should be what you are looking for
or if you can get the edge you hit, and then grab its verticies
Hmm.
Maybe send out a bunch of rays to determine the edges?
Joe
Joe
18:39
I dont know if this applies or is relevant, but something like that is what id want to use
@Lokkij take a step back and describe why you need to do this in gameplay terms.
@AttackingHobo I want to create circles bouncing off of the hit wall with the center hit, and those circles shouldn't go farther than the nearest edge of that wall.
@Joe That does look promising, though I don't think I'm working with NavMeshes.
Are the objects moving @Lokkij?
@AttackingHobo For the time being, no.
@Lokkij what kind of shapes do you have?
18:46
@AttackingHobo Mostly large polygons, though we might add spherical objects later.
@Lokkij use 2d coliders and use PolygonCollider2D.points to grab the points
its an array of vector 2s
Hmm, that's promising! Thanks!
Pip
Pip
whoo I got a hat for doing nothing except for what I always do: vote on interesting questions
Now your hat has a hat!
Pip
Pip
yep
hatception
I remember @Blue and I wearing top hats on our top hats last year
19:16
Figured out that I can view my own panoramas or spherical 360 photos in Gear VR
19:54
sup @AidanMueller
Pip
Pip
backs, at home this time
Pip
Pip
20:20
holy crap youtube why
these are all SFW :P
Damnit Pip.
Stop posting bad parodies.
Pip
Pip
:D
here, have something that isn't a parody:
:P
Are bagels popular in the USA?
Joe
Joe
i cant speak for the rest of the country... but on the east coast they are
and not so much as "popular" but maybe "common"?
Interesting. That explains the 'bagel' mode on this toaster.
Joe
Joe
20:29
when i eat breakfast... 75% of the time its a bagel and coffee
but thats because im always on the road always have no time to get real food
which i think is a pretty common feeling here
What do you consider 'real food'? Most people here either have a few slices of bread or some yoghurt for breakfast.
Jon
Jon
Soylent Greens
Joe
Joe
lol
a "healthy breakfast" is like eggs fruit/yogurt and juice
what i want is eggs bacon and coffee
Huh. That seems expensive.
Joe
Joe
healthy is more expensive here typically
20:34
I'm pretty sure that's true almost everywhere.
Or at least cheaper -> less healthy
Though I have heard horror stories of vegetables being very expensive in the US.
Pip
Pip
not really, no
Joe
Joe
i mean its weird im super lucky to have what ive got, i cant speak to them being "very expensive"
Pip
Pip
some of the less-common ones here, yes, but that's not evry many
yeah
Hm. Those people probably just visited the wrong shops then.
Joe
Joe
but there are plenty of people on welfare / unemployed whatever... and they just feed their kids off the dollar menu at mcdonalds 7 days a week
20:38
Ouch.
That's pretty terrible.
Joe
Joe
then we wonder why theirs such a large childhood obesity / health issues here
Pip
Pip
there's people like that everywhere though, to at least some extent
there will always be a part of the population considered "poor"
Joe
Joe
true, but i mean if you can get 3 hamburgers for 3 bucks and your strapped for cash... your not buying fresh veggies
Pip
Pip
yeah, that's true
Wait so all those kids have for dinner is a single $1 hamburger?
Joe
Joe
20:40
im not speaking literally
im just saying i have worked in fast food and i have friends who still do
Oh okay. phew :P
Pip
Pip
just a relevant article: businessinsider.com/…
Joe
Joe
and there are plenty of regulars
Ohh I love avocados.
Pip
Pip
Holy crap the poverty line in Hong Kong is a lot of food
that's like two or three meals
20:43
The link doesn't work for me. :(
This does though: thepovertyline.net/map
Pip
Pip
yeah, that works
Very cool.
Damn, I had no idea apples are so expensive.
Sadly it's not all that accurate.
A loaf of bread doesn't really cost $4.91 in the US, does it?
Pip
Pip
it can, depending on the bread
common off the shelf bread, no
some fancier stuff can
Well yeah, but if you're living on the poverty line you wouldn't buy that expensive bread.
Pip
Pip
true
20:51
Whatever. It's a pretty interesting project.
Pip
Pip
definitely!

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