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00:00
Good luck Tyyppi!
@Tyyppi_77 bye
Jon
Jon
Bye
lol Jon when did you come
A wild Jon has appeared
@Tyyppi_77 SDF file should not be part of repo
.v12.suo file should be ignored too
Jon
Jon
i come from the depth of the seventh circle of hell
4
was okay i guess
00:02
Ah I have a friend there, always complains about the weather
Jon
Jon
friggen craig.
@TheMuffinCoder just tell him to shut up... I've been to places even worse than that
poor guy doesnt have a working fan
Pip
Pip
@Tyyppi_77 basically you will be able to put in what heros your team has and what the opposing team has, and then it will recommend heros based on lane coverage, what counters the opposing team, etc
Has to open the windows, but only carbon monoxide goes through
Hey guys what your favorite chemical name!
00:04
the first thing that came to my mind was H2S... but certainly it's not my favorite
Kryptonite
lol my fav is dimethylmercury
Read about it in a book once :P
shame it could not really be called kryptonite
guys need help with naming:
typedef std::pair<int, CommandInfo> commandChain##something; //delay, next command
typedef std::vector<commandChain##something> CommandChain;
what should "##something" be?
what is it meant to represent
00:08
well there is a command, and it can contain a list of sub commands
Pip
Pip
@TheMuffinCoder caffeine
SuperCommand
each subcommand should be started with some delay
basically code geass in code form
I'm gonna name it "part"
00:09
step
Pip
Pip
@TheMuffinCoder also Moronic Acid is good
stage
something like that
ooh stage could be good
i guess step is better
sequence?
00:10
nope step
i like to throw in the occasional word in my code encase some one reads it and then suddenly itll just have the word bacon as a label for something
Pip
Pip
@TheMuffinCoder HAHAHA get a load of this
Fucitol

Although this sounds like what an undergraduate chemist might exclaim when their synthesis goes wrong, it's actually an alcohol, whose other names are L-fuc-ol or 1-deoxy-D-galactitol. It gets its wonderful trivial name from the fact that it is derived from the sugar fucose, which comes from a seaweed found in the North Atlantic called Bladderwrack whose latin name is Fucus vesiculosis. Interestingly, there are a few articles in the Journal of Biochemistry throughout 1997 concerning a kinase enzyme which acts on fucose. The creators of these articles were Japanese, and seemed to ha
read the whole thing please
Pip
Pip
> The creators of these articles were Japanese, and seemed to have missed the fact that fucose kinase should not be abbreviated as 'fuc-K'. Similarly, the E. coli K-12 Gene has other proteins that have been named Fuc-U and Fuc-R. Recently, the abbreviation for fucose-kinase enzyme has been cleaned up to 'FUK'
they got trolled hard there
Pip
Pip
00:11
yep
yeah FUK is much cleaner
*Slow clap
Pip
Pip
lol
@Pip origin?
Pip
Pip
here's where I got it from
> Thanks to Bob Brady for suggesting this one, and to Dr Stephen O'Hanlon from the Orthopaedics Dept of Bedford Hospital for the information on fucose kinase, and to Professor Anthony Davis of Bristol University for suggesting FucU and FucR. Thanks also to Jan Linders for telling me to FUK ORF.
OH NO MONODEVLOP OPENED
Pip
Pip
00:15
OH NO THE HORRER
UNITY U DOOMED ME NOW
it's stuck on the load splash screen
Pip
Pip
lol
Go away monodev I dont love you anymore since I meant VS
Pip
Pip
VS is great
I'm doing Android stuff with it and Xamarin
Yep I had unity set to VS but it randomly opened mono as well
Pip
Pip
00:17
you can get $2k in Xamarin licenses if you're a student... which I am pretty sure you are :)
lol but what would i do with xamarin
Pip
Pip
You can get a Xamarin.Android Business license and a Xamarin.iOS Business license for free
pretty useless to me
Pip
Pip
C# on mobile!
Jon
Jon
xamarin
00:17
But I can export Unity to Android already
Jon
Jon
wanna test on mobile?? give us money
Anyway if am not going to use Unity I rather use Java for mobile
Pip
Pip
@Jon I got it for free!
Jon
Jon
xamarin tends to the enterprise level people
+ i'd make it android exclusive >:^)
Pip
Pip
00:18
Student stuff is great. I have gotten all sorts of free shit
Jon
Jon
they made some shitty reach to indie
which was short
Pip
Pip
:(
Jon
Jon
indie are gonna go ue4 or unity
xamarin is effectively killling monogame for indie if you ask me.
and that market is already shrinking rapidly
Pip
Pip
Yeah I agree
#JavaMasterRace
#JavaScriptMasterRace
Jon
Jon
00:20
#MasterDebate
lol in reality I see JavaScript becoming the most used over all the languages
Pip
Pip
@TheMuffinCoder I was trying to find that "get out" gif, but I can't. So get out
jk XD
Go home Muffin you're drunk
Pip
Pip
yes
00:47
Doing progress on optimizing my map
Pip
Pip
cool
Am disabling colliders that wont reach the player like Jon suggested :D
hey Pip, do you think there would be a difference in performance in disabling the collider or using a prefab that never had it?
Jon
Jon
disabling / enabling colliders is expensive
@Jon but i only do it once
Jon
Jon
yeah, just limit it
00:52
wait so Jon if I were to use a prefab that never had a collider, would that be better than disabling one with a collider?
Jon
Jon
it would be "Better" yeah
depends on what you are doing though
map generation :D
Jon
Jon
yeah, that is no problem at all
So for my map, only those with a "x" have a collider enable
Jon
Jon
you do it during init
i was talking during gameplay
00:54
but once I implement chunk loading
i think it might become a problem there since I have to load and unload chunks
Am going to optimize my map more to remove trees that are out of view :P
OH HOLY COW LIGHTING JUST FLASHED NEAR MY WINDOW
Jon
Jon
are your maps goin to be so large as to need a chunk system?
Yep, I play on 524x524 tiles
Even larger if players can handle it
Jon
Jon
don't really need a chunk engine for that
Jon
Jon
300,000 tiles can be stored in memory easily
00:57
whoa
Jon
Jon
seperate the data from the actual rendering
lol i do that already :P separate arrays
Jon
Jon
i wouldn't waste my time writing a chunk system for a defined world like that
chunk system becomes important when you don't want to load the entire world in memory
ah i see
like minecraft which has millions of blocks
Jon
Jon
that is a great example yeah
00:58
lol at max I would go only to 1000x1000
Jon
Jon
or very large defined worlds, that only show parts of a level, and lazy load as you move around
Hey Jon sorry to bother you but last question
But type of FPS do u usually get with your games?
I currently have 180 fps
Jon
Jon
depends on the game, lol
Just loaded a 128x128 map... unity froze for a bit but the game still goes smoothly 70fps :D
01:28
did it load all of it ? should only load what is within your screen border to save hanging the pc
Joe
Joe
01:47
@TheMuffinCoder looking awesome man
02:09
@TheMuffinCoder check the Game tab's Stats thing, bet there's lots of Shadow Casters. easiest way to resolve is probably to try and use Mesh.CombineMeshes at runtime, merge all the tree models into one
02:35
@TheMuffinCoder is that just a bunch of floodfills?
 
5 hours later…
07:12
Why don't music apps use tabbed browsing? :(
tabs are so superior than single-window-at-a-time
want to check out an artist, certain albums, certain playlists, view a store, check some genres? locked into a single view with a crappy back/forward flow, or not even that if you're unlucky
user92578
07:24
Morning
user92578
I survived
... for now.
07:54
what a crappy movie
08:04
@toby I disagree
it's fun
user92578
I've never liked Jim carrey
user92578
Now, I need a task for today
user92578
Still really disappointed at the gif thing
@Tyyppi_77 Create a new map, map element, or weapon.
user92578
08:07
Yeah I guess those are always good tasks
user92578
Maybe I'll start with a bigger crate box
@Tyyppi_77 if it doesn't work, it doesn't work - either you look for a faster encoder (there has to be one) or drop it - living in the past is a waste of time
user92578
Yeah, I think I'll just drop it
@MartinSojka and yeah, these are all very good ideas, +1
especially if a new weapon has a new firing mode, the map element is interactive and the map has something very different about it
Exploding soda vending machines?
08:10
why not
Always a classic, I think.
as long as they don't explode on the player character :P
08:33
@Tyyppi_77 Implement mp4 recording instead?
user92578
08:45
Looks like I've risen nicely in Ghost Recon Phantoms
user92578
Now in top 3k players
freaking pizza takes 70 minutes to get here, google maps says there are 10 mintues by car to the pizza place
09:31
@Toby they need to make the pizza and they usually don't deliver one pizza at a time
 
1 hour later…
Pip
Pip
10:35
Morning GDSE
user92578
eyy
Pip
Pip
sup
user92578
procrastinating
user92578
playing ghost recon phantoms
10:48
I'm going on holiday tomorrow
To the exciting country of.. Belgium :P
cool
Pip
Pip
sounds like a vacation, at least
mornings are great. I just took care of dogs, and now I can chill and code until other people get up in a few hours, then make breakfast
@Lokkij all of one hours drive? =p
@KevinvanderVelden I live in the northern Netherlands, so it's a whole three hours for me; :P
Ooh
Going with family or?
10:54
Yep
Last year I'm going with the familiy
I was gonna say if you need a pitstop near utrecht come by but it's a bit awkward with family =p
(Near utrecht being driebergen)
Haha yeah maybe next year :P
Hi All
We have developed a simple game that is playable with your thumb only. Can you please check it and give feedback? Here is it : play.google.com/store/apps/details?id=com.pabeda.thumbball
10:57
Nope, busy :)
Pip
Pip
11:08
Oh man I am so glad I switched to Puma for my webserver
so much freaking faster than WEBrick (the default Rails one)
@IcyDefiance what web server are you using?
I've lost control of my life
http://gfycat.com/LikableWarpedIvorybackedwoodswallow
Pip
Pip
amazing
@Chris what is she, catholic?
haha
11:59
More like an ancient egyptian
@Lokkij belgium is lots of fun because of their amazing beer :D
I don't actually really like beer, so.. meh
shivers
@Fobus i tried your game. RNG god was against me :(
The concept is cool and the graphics are average. Back button didnt exit the game from the menu though :)
Also i feel like the begging (where there are no walls) are a bit too long
and the walls has sortof a shadow behind them when moving which looks like a graphical glitch
Jon
Jon
12:15
can't tell if girl or not
I did vote you 5 stars though
12:39
@shivers Thanks for your feedback. You may feel that it is hard for first 5-6 games, but keep playing you will see that it is ot a hard game.
Back button doesn't work because we don't have a game menu :)
What is your best score? Please click on Leader Board, I think the best score is more than 4000 currently.
12:51
@fobus Almost 200 :P and by the menu i mean when you can click play again
@fobus then back button should send you back to the previous application
(Or more accurately, the previous "activity")
13:17
@Hjorthenify 200 not bad for the first time :)
@KevinvanderVelden, Yes you are right, We are going to add ability to return previous activity on double click to back.
@Chris Chris... maybe you shouldn't post those in public
@fobus can't, doesn't seem to work on my iPhone. :)
@Almo
We are developing it for Iphone too, I think we will complete it in several days. I will write here when we complete it.
13:56
MtG cards generated by a neural network can be pretty hilarious. I'm really looking forward to more Zampire cards and more cards with "defline" and "when a creature dies, you may have more spells" :P
:)
Wow, the later ones are actually pretty good.
Pip
Pip
@Lokkij :D
I like how tromple kept coming back as a keyword
Not trample. Tromple.
Pip
Pip
I love how it forgot that creatures need power and toughness
"gives all creatures +2/+2 and the feel"
All the feels
HAHAHA one of the cards destroys the player
Amazing
14:08
^ That one is actually a really cool design
The massive dataset (~14000 cards) probably helps
Pip
Pip
:D
really, really hate this split between PropertyInfo and FieldInfo
Pip
Pip
@Lokkij tromple is amazing
Pip
Pip
We need a tromple expansion
14:17
It'd have to include Mointainspalk, of course!
Pip
Pip
:D
Scraping websites.... data extraction is hard
initial ^
@Pip python + beautiful soup
Pip
Pip
I'm using Ruby and Nokogiri
Down to this at the moment:
more to go though
I now have to write some rails stuff and stick this in a db
I am convinced No Man's Sky would have been better and more fun pre-internet. You just want to buy the game, and discover it.
@Lokkij That's a cool card but I don't get how the picture is related to the card effect.
Yeah the pictures aren't very good
15:07
well, my serializer is "done" I think. About 400 lines of weird .NET introspection code.
Pip
Pip
lol
next... integrate it into their engine
ugly part is, every object serialized by it needs to inherit from PGFSerializableObject.
that's a workaround for another problem I had with it.
stuff like
    if (fieldInfo.FieldType.GetGenericTypeDefinition() == typeof(List<>))
    {
        Type innerType = fieldInfo.FieldType.GetGenericArguments()[0];
        if (innerType.IsGenericType)
        {
            throw new SerializationException("Cannot serialize nested generics, e.g. List<List<int>>");
Pip
Pip
ooh that sucks
is it true that if i add a second sprite sheet/texture atlas to my game, assuming that textures from each will be grabbed each frame, am i losing the entire benefit of a big sprite sheet? or just a small part of the benefit?
Not if you do your batching correctly
15:22
well the batching is all handled engine side. i add a bunch of actors to the scene that all have textures that are on the sprite sheet
That is to say, the benefit is not switching for every new texture. If you, for example, switch to the atlas with terrain, render the terrain, then switch to the atlas with enemies and render enemies, etc
Then you will still get nearly all of the benefit
And in fact, I'm fairly sure most things use multiple texture atlasses
the sheet is just for the buildings in the game. its already 2000x2000 and it might be getting too big to support all mobile devices
@KevinvanderVelden thats a really good idea though
2000x2000 (or I'm assuming 2048x2048) is way too large for mobile yeah
Anyway I am off
Cya
thanks!
Pip
Pip
cya @KevinvanderVelden
15:27
Eh, it completly depends on how you use the texture. If you have one 2048x2048 texture packed up with sprites it's completly fine to use it as long as most of the sprites could be rendered on screen at the same time. But using 2048x2048 textures for like characters and buildings separately is not okay on mobile
also if you have like 4 buildings with same shader but different 512x512 textures, then you can atlas the textures and use a single draw call to draw all four buildings
And then drawing all four buildings can be inefficient too, if they are never on the screen at the same time
It's really situational
interesting
supposedly you can do up to 4000x4000 on iOS, but in reality i am starting to see a performance hit, and its happening after i added a bunch of new buildings to the sheet
woa.
interesting game from ubisoft
Reflections studio
I have a pal who works there...
too bad it's ubisoft
have they got rid of their drm policies?
no idea
@bazola I don't think texture size has anything to do with the performance, it just uses more RAM, the math involved for calculating the texels is still the same and no performance changes there. Most likely the performance decrease comes from calculating the lights for the buildings, or if they have too much triangles then the hit comes from rasterizing the triangles and running the vertex calculations. Also if you have many triangles on top of each other then overdraw will be an issue
15:40
@Lasse that applies when its just simple textures from a png with no lighting applied? the most that i do right now is use the actor coloring system from the engine to change their colors. they never overlap or anything either
public Dictionary<int, string> m_serializableDictionaryOfString { get; set; }
should that be legal code?
an autoproperty of a generic?
yeah it's legal
user4704
sure
        m_serializableDictionaryOfStrings.Add(1, "one");
this says "serializableDictionaryOfStrings doesn't exist in this context"
so i must be doing something really stupid
@bazola so you are drawing just some sprites?
15:45
@Lasse yeah
its isometric view
yup, was a typo
Pip
Pip
lol
note that my definition says "String" while assignment says "Strings"
Pip
Pip
you forgot the m_ didn't you
oh I see
I was wrong, nvm XD
@bazola okay I thought you were drawing full 3d buildings or something, well if that's the case then I don't know why the performance decreases with bigger texture. The best guess I got is that the texture does not fit in the memory fully and the engine has to stream bits of it in every frame
are there always same number of sprites?
15:48
thats what i was thinking, but i am planning to do some more detailed profiling
@Lasse basically yes but some of the buildings are taller than others and so their texture size on the sprite sheet is bigger
that shouldn't matter much
you said ios, which device?
ipod 5, also seeing slowdowns in a samsung s4 after increasing the sprite sheet size
ipod 5 isn't that powerful to my knowledge
it seems to be less performant than iphone 5
yeah its pretty slow
might only be 1gb of memory
512 it says on phonearena
15:54
ouch :)
how large buildings you need to draw? could you decrease the texture resolution to save up some ram? maybe it just needs to stream the texture in every frame
i may need to go that route, right now they are about 160x200 depending on the height
do they have to be that large on screen? if not then you can easily reduce the size without losing any quality on smaller screens
Pip
Pip
(An unrelated issue) GOD DOTABUFF'S HTML IS BAD FOR SCRAPING
there's no real distinct sections in the html that have unique names
16:10
@Lasse you mean like create a new texture atlas at runtime comprised of a reduced version of the textures on the original sprite sheet?
that's one option, you can use it if it suits your needs. one option could be to download a lower res version when the game is first started, or include only the low-res version and then download the high-res version for the newer hardware
yeah
16:47
That's it, I've just finished my last day at my current (well, not anymore!) work.
Pip
Pip
Nice!
scary stuff!
Pip
Pip
so, I have to make a decision here
either I find some sort of free hosting for a db and a simple API (I am currently using Heroku but that won't work because Heroku requires 6h per 24h to sleep the dyno), or I can have a db and an update button locally on the app
choices
depends what you need
SQLite might be suitable

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