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Pip
Pip
18:46
I have some loud-ass speakers. They aren't the best out there but they are decent
Btw @Jon @OMGtechy Monogame is getting really close to a unified multi-platform binary!
Linux and WindowsGL have been merged, and:
> DesktopGL runtime should work on mac. I'd like to give it a test first before we drop the mac runtime completely.
:D
We should totally set up a party at Pip's place then.
Pip
Pip
I live nowhere near anybody else
also parents :/
@Pip nice :D
Pip
Pip
20 hours ago, by Icy Defiance
@Pip don't you know all internet people are evil and want to kidnap you at some nearby park?
Yeah sorry man I do.
Pip
Pip
18:52
20 hours ago, by Icy Defiance
if you both use the internet and go outside within the same lifetime, you'll probably be kidnapped
lol
or die (early)
Diggity darnit! My evil plan has been foiled!
Pip
Pip
XD
In other news, I have no idea if this is worth or not. I could probably finish all of these in a week or less: msdn.microsoft.com/en-ca/dn965460
Pip
Pip
Hahahahahahahhahahha good try M$
> No software needs to be installed to develop using TouchDevelop, all you need is a modern browser such as Internet Explorer.
18:54
xD
Pip
Pip
> I'm just terrified waiting for the first credit card company who decides to add achievements.
6
Hahahahaha
put in regex, shows how it works, and explains exactly what it's doing
@MLM What did you mean by 'overlay space'?
yesterday, by MLM
You can make a UI container that is absolutely positioned(so it is over top of the sibling) but takes up all the space of the parent so you have a nice overlay space
MLM
MLM
@Jovito Have one wrapper absolute positioned element so you don't have to position each thing absolutely if you don't want to
You have a fresh space to lay out things on top of the canvas
19:07
hm, you mean like I could reverse align blocks and wrap them, that kind of thing?
Without having to absolutely position them.
Nevermind, I think I got it.
Jon
Jon
basically -- they have nothing until webGL is complete.
this fucken guy
19:26
"the plugin framework that Unity Web Player relies on to enable the richest interactive content experiences on the web."
on a tech post, they can drop the self-aggrandizement, in my opinion
@Jon another alternative: use the new api that they have provided for a few year
Jon
Jon
?
Hey so I'm a rich pretentious asshole, you know you can be a rich pretentious asshole too? Buy my stupid fucking program to make me a richer, more pretentious asshole.
shouldn't they have waited to remove NPAPI until WebGL was ready?
@MLM Is there any way to solve this sizing problem when zooming in and out on the browser? Sometimes, depending on the zoom factor, some pixels get left out and divs don't get sized corrrectly.
oh but wait: that would make sense. Can't have that.
Pip
Pip
19:29
:(
Jon
Jon
"they" are not removing npapi, google is
that's what I mean
@Almo the new api is PPAPI. That's ready
Google.
@Almo maaaybe, but they announced years ago that they would be removing NPAPI. I don't feel too much sympathy for all the companies that are going crazy now.
no one thought google was serious or something
Jon
Jon
19:29
Yeah.. Google is a douche.
so how come Unity isn't using that?
Jon
Jon
they announced it last year
WebGL was already in the works
WebGL is gonna take years to reach maturity
People are saying that if you build for Web, to use something else for the next few years
my take is, if your game isn't really simple, fuck the web
man I hate dealing with different browsers.
@MLM Or is it just something you have to live with?
Jon
Jon
19:31
if browsers followed fucken standards.
But they don't, they all do their own shit
Always, have. Always will.
Heck, even WebGL isn't fully supported by browsers yet
Kevin has a good point about PPAPI though
PPAPI gets its own thread instead of just crashing a tab when it screws up, it's designed to be sandboxed so it's more secure, and...I don't remember any other details. it's basically supposed to be NPAPI but without the horrible things.
@Jon really? which browsers don't do webgl?
Woa! Where'd you come from? :D
@Almo Is it really that bad?
is what that bad
19:37
6 mins ago, by Almo
my take is, if your game isn't really simple, fuck the web
yeah i hate web dev
even doing simple websites you end up with compatibility issues between browsers
@Jovito looks like they all have at least 1 version that supports it? or am i reading it wrong?
Not Opera Mini, apparently.
Approximate Reached in SO profile is useless... if a question was asked 4 years ago and got 250k hits, and it has 2 answers, if you add an answer now and it gets one upvote, you get +250k to your "Reached" profile stat.
someone else adds an answer that gets 2 upvotes (putting you in 4th place) you lose that 250k
Pip
Pip
yep. Pretty damn useless.
19:39
I guess what @Jon meant was that a lot of people still use older browsers that don't support WebGL yet.
If it's that busted, I'd say just remove it
Jon
Jon
Firefox doesn't fully support webGL
and it is quite popular
yeah what does partial support mean?
Yeah.
"Support listed as "partial" refers to the fact that not all users with these browsers have WebGL access. This is due to the additional requirement for users to have up to date video drivers. This problem was solved in Chrome on Windows as of version 18."
Pip
Pip
19:42
My browser supports WebGL! Firefox FTW!
Jon
Jon
hehe
So i guess it isn't the browser, it is the video card
Pip
Pip
Probably
So Jon
UI for Monogame? That's my next step.
even WP supports webgl, I'm pretty sure there is nothing on earth that doesn't support it
Jon
Jon
UI, as in... buttons and stuff?
Pip
Pip
Thinking about rolling my own but is a LOT of effort
@Jon Yeah
Buttons are the big deal atm
Jon
Jon
19:45
I have monogame buttons
I actually wrote a couple of UI elements
if you wanna team up
Pip
Pip
hanks Khronos. Your tests crash my browser. Thanks
@Jon team up as in.....?
Jon
Jon
i'll give you my code, lol
Pip
Pip
I always have liked free code
though if you want to contribute I'm all for that
Jon
Jon
yeah, probably best if I code it in
Pip
Pip
My project though :D
Jon
Jon
19:52
looking at it, and it is messy
Pip
Pip
No problem. If we can integrate it all is good. I might try to pull out a framework from this so I can start with a working camera/state manager/etc for my next project.
I've added you to the repo again
I have some changes from today IIRC, hold on on pulling until then please :)
Jon
Jon
i kinda have to go for now, bbl
Pip
Pip
At least the stuff from this morning is there
alright, cya Jon
Jon
Jon
typo'd -- wut ?
Pip
Pip
lol
Jon
Jon
20:05
hmmm
i pulled moonpark and tried to build, and it is missing XNA refs
Pip
Pip
oh damn
It's not
Jon
Jon
monogame ref is there -- but not installing
I thought it installed last time I built it.. wtf.
Pip
Pip
uninstall and reinstall
idk why that happens sometimes
Also make sure it's the one for whatever OS
Jon
Jon
hmm.. did you build mono from source?
Pip
Pip
@Jon Nope
Gimme a sec, I'll do a clean pull and see what's up
Jon
Jon
20:07
@Pip wait
Pip
Pip
kk
Jon
Jon
yeah dunno
enabled nuget and it still failed -- i'll have to install manually i guess
gotta go for now, bbl
Pip
Pip
Alright, cya
Pip
Pip
20:24
legit!
Pip
Pip
20:39
So.... I now have a 256x256 map with 64x64 tiles
what could go wrong
LMAO I want to become addicted to coding like this
Imagine the efficiency and motivation, maybe if I were addicted I would learn Haskell or common lisp
Pip
Pip
:D
Pip wanna get addicted to coding together! :D
We could both learn a language we dont know :P
Pip
Pip
Nope. I'm sticking with C# at the moment. I want to get some work done on this
@Pip lol am sticking with TypeScript to get work done :P
Pip
Pip
20:49
As a side note... it is morphing into something that it was originally unintended to be. Every freaking time I build something it turns into a fucking tile-based sandbox/rpg. Fuck.
Well, this is turning into Tarbeyon 2.0
Fuck. XD
@veerendra if you reload the page you should be able to talk.
@Pip :D
I think ur subconscious is telling u something
Pip
Pip
Lol
Make a tile based RPG :D
Hi all...How can I get opengl context in glfw 3.1 in windows 7? how to bind windows api to glfw to get opengl context object.
Pip
Pip
I think it's because I've built the architecture so many times. It's just ingrained.
20:51
@Pip Come on Pip :D u can make something better than BrowserQuest browserquest.mozilla.org
@veerendra lol am sorry, am a complete opengl noob
Pip
Pip
I don't know, but you should check out glfw.org @veerendra
@Pip
I had already did that.. but no use
some companies really suck
18
Q: Request to delete LinkedIn account at termination of employment

EmployeeMy employment is coming to an end and my current employer has added a clause into an agreement requiring me to: Delete my personal LinkedIn account, never re-activate it or access the information contained therein, and Not to create a new account, have an account created on my behalf, or for my...

anyways thanks @Pip @Th
@TheMuffinCoder thanks
Pip
Pip
@TheMuffinCoder I found your character! I'm Amax
@Almo :(
20:54
@veerendra D: bu i didnt help u
@Pip :D let me check
Pip
Pip
hahahaha
xD
see u can make something better than this
Pip
Pip
eh
not really that interested
I want to do something..... eh
Something sandboxy
lol we could literally defeat the entire game in 2 minutes
@Pip Did someone say, sandboxy??? :D glslsandbox.com
Pip
Pip
... :D
20:58
I wish I knew glsl
Never had time to understand its syntax
Cant wait till June 26 to learn :D
Pip
Pip
It's decently complicated
why June 26?
Pip
Pip
Aww C# is third
:D js is second
sometimes, a song both captures its era in pop music, and is also a good song at the same time.
I liked this when it came out, and still do.
21:01
is there any one have who has experience in developing games for oculus rift?
but yeah, it's very 80s
structurally, it's interesting, as they save the "oh oh oh" hook till 2 minutes in. Lesser song structures would have blown that much sooner, probably first time the chorus shows up.
you may find this question I posted interesting:
1
Q: Isometric City Building Game

bazolaI have recently been working on my first game with an isometric perspective. For those who don't know, an isometric perspective is a pseudo 3D view created from 2D tiles. I am working off of this tutorial about isometric graphics. I believe my approach is fairly clean and efficient. I have tri...

MLM
MLM
@Jovito Show me what you have
21:23
@MLM Nevermind, overflow: hidden solved it. Just don't understand how yet.
6:25 am here. Gotta go to work in 3 hours, no sleep. I will be terrible at work, but my code is working at the moment. lol happy.
@MLM Not only it forced both the canvas and the ui div to stay the same size whatever zoom factor, but also got rid of the scrollbar that "html { height: 100%; }" added.
Pip
Pip
@BlueBug gg
@Pip #YOLO
MLM
MLM
21:26
@Jovito If you added it to the wrapper. You have the canvas 300x300 set in attributes with a 2px border making it 304px
Which was what I wanted.
Pip
Pip
I need upvotes, but I need answers more! Come on Code Review! codereview.stackexchange.com/questions/92096/…
@MLM I actually added overflow: hidden to the html element.
MLM
MLM
@Jovito I can't be certain with my predictions without a demo. Please share
k wait.
user4704
21:29
@Pip isn't that just rect-rect intersection testing?
user4704
which can be done in four compares?
@Pip "tile-based game" What is it?
Pip
Pip
@JoshPetrie Go answer it then :D (I have no idea, but possibly)
@BlueBug game codenamed MoonPark
I have no idea what it's going to turn into
Right now the doc says it's going to be a citybuilder
user4704
I mean, it sounds like you have a point and a size, and you create a rectangle from that, right?
Pip
Pip
Yeah pretty much
user4704
21:31
Then you test if that rectangle intersects the screen rectangle?
user4704
If that is semantically accurate for you then just do: stackoverflow.com/questions/306316/…
user4704
if (RectA.X1 < RectB.X2 && RectA.X2 > RectB.X1 &&
RectA.Y1 < RectB.Y2 && RectA.Y2 > RectB.Y1)
Pip
Pip
oh
Well, go write a short answer if you want :D
Thanks though!
@MLM I guess this it. jsfiddle.net/Jovito/dh7cLcgy
I thought it made more sense to give the ui div a border instead of the canvas.
MLM
MLM
@Jovito And what do you want different? jsfiddle.net/yv4agyn3/6
user4704
21:38
@Pip I am morally opposed to CR :D
@MLM I told you, my problem was that when I zoomed in or out, the canvas would move 1 or 2 pixels to the right. But when I added 'overflow: hidden' to the html element, it solved both this problem and the problem of the scrollbar showing up when you give a 100% height to the html.
Now I'm just trying to understand how 'overflow: hidden' did this. Other than that, I'm good.
Pip
Pip
@JoshPetrie why?
user4704
I feel like it's too soft.
user4704
It's not as bad as programmers though :D
Pip
Pip
:D
21:45
@MLM But do you agree that it makes more sense to instead give the ui div a border and a padding of whatever border-width to the canvas as I did on the fiddle?
MLM
MLM
@Jovito Depends on what you want. How is this: jsfiddle.net/yv4agyn3/7
Pip
Pip
Ah nice that is tremendously faster
MLM
MLM
When using inline-block you have be conscious of whitespace in your markup. See: css-tricks.com/fighting-the-space-between-inline-block-elements
I am not quite sure where these extra pixels are. What browser and zoom level are causing this?
@MLM In chrome, any zoom level that its not a factor of 50, so 110%, 125%, 90%.
MLM
MLM
@Jovito I don't see it. Screenshot please
21:52
@MLM wait, I'll see if I can reproduce it.
22:05
@MLM Yeah, It didn't worked. It seems overflow hidden has nothing to with it, though it did remove the scrollbar. But here:
MLM
MLM
@Jovito Can you reproduce it with the demo I gave you?
I'll try.
@MLM should this be happening?
MLM
MLM
@Jovito If you want the border on the UI, yes
You can always add overflow: hidden; to the body if you don't want the scroll bar or the "overflow"
@MLM But shouldn't the UI div be exactly aligned with the canvas? In your fiddle, seems like the canvas oveflows more and more as you zoom in.
Maybe that's because you're giving top, bottom, left and right properties to the UI div instead of a width and height.
MLM
MLM
@Jovito It depends on what you want.... Here it is staying in place: jsfiddle.net/yv4agyn3/8
22:14
Then you'd just give the UI a top: 0.
@MLM Maybe were misunderstanding each other. This happened now:
And this is what I want: jsfiddle.net/Jovito/dh7cLcgy/2
@MLM So what was the issue?
This is what happens with my fiddle at 67% zoom:
MLM
MLM
@Jovito There was never really an issue. A combination of I didn't understand, you didn't state clearly enough, and changing goals along the way.
MLM
MLM
@Jovito The rev.9 I linked doesn't have that issue.
22:24
I noticed, but can you explain what exactly you did that solved this problem?
MLM
MLM
@Jovito I think you might learn more from poking around. No tricks in the code
@MLM box-sizing?
MLM
MLM
yesterday, by MLM
See the mdn doc: https://developer.mozilla.org/en-US/docs/Web/CSS/box-sizing
If I remove this:
*,
*:before,
*:after { box-sizing: inherit; }
Then I get that white column again, but on the right.
MLM
MLM
I got the inherit trick from: css-tricks.com/… - Helps with cascade of components that use a different box model
 
1 hour later…
23:37
The last message was posted 1 hour ago.
WELL NOW IT ISNT
:D
Finally finished all my hw =^.^= I can finally code in TypeScript! starts shaking with excitement
KUNG FURY was released on youtube. youtube.com/watch?v=bS5P_LAqiVg
6
half hour of the most awesome video you will ever see in your life
This is the best thing ever.
@IcyDefiance look at those awesome graphics on the computers :D

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