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00:00 - 17:0017:00 - 00:00

Pip
Pip
00:00
@Chris sounds pretty cool :D
@Chris you could even see if you could make a set of "collectible" business cards, one with each enemy :P
Would be a cool thing to fan out and put in a frame
:p
Pip
Pip
Totally serious there, that would be cool
Pip
Pip
00:19
hmm another math question
Solve: S = a / (1-r) for r
the answer is r = (a - S) / -S
how is that? I just get r = (a / S) - 1
but that's apparently not correct
@Almo or @Chris any ideas?
I haven't algebra'd in a long time sorry. I wonder if WolframAlpha can solve it? :p
Pip
Pip
whoa
I am an idiot
r = 1 - (a/S) actually
Apparently that's equivalent... idk how though :/
WA gets the same answer that I just fixed @Chris
hmmmm
How is that equivalent
oh duh
I just simplify so both have the same denominator
r = 1 - (a/S) goes to r = (S/S) - (a/S)
then simplifies to r = (S - a)/S
sassy
XD
Meanwhile.... ROCK. ROBOT ROCK.
Somehow in the last half hour or so I switched from Little Boots and stuff to Daft Punk
Thanks @Chris
 
2 hours later…
MLM
MLM
02:48
@Pip Reconsider the vote on this answer, I misunderstood the answer and have made an edit that makes it clear: gamedev.stackexchange.com/a/107908/16587
@MLM what are you doing
 
4 hours later…
06:35
@TheMuffinCoder so you basically got like 5 cents in 8 hours through that tab. When you do this 160 hours straight you have like 1 dollar. You the real mvp :D
07:01
hello @Jon
07:14
Morning
how to check the ccards?
What cards?
cards like making three cards gamle
game
able to check trail cards
now there are stuffs like run double run
07:28
color ec
etc
you know about three cards game?
math? logic? equations? assuming each card has a Card class
yes
but how do i check the run
and color
card.color, and see what's adjacent or whatever your requirements are
08:18
@Almo You just landed a hook, kek :D But gratz on that :P
 
2 hours later…
10:27
Hey guys, I'm making a game and I'm not sure on what to name it: is this a good place to ask for suggestions??
Go for it
Alright so it's basically a 3D Military Tank game aimed at all ages/genders
Its procedurally generated without any campaign/storyline
Looks wise, it's low poly, and there's no textures: just colours
I've been looking online and there are thousands of tank games and a lot of them are just something boring like 'Tank Wars,' I'd like something a little more adventurous than that... Any ideas?
user92578
TankTime
BlitzKrieg
user92578
BattleTankWarfareNet2000
10:38
Juggernaut Rampage
user92578
NotAnotherTankOnlinegame, or shortly NATO
user92578
forced laughter
Heavy Metal Warfare
user92578
Solid Metal Battle
user92578
Super Tank Man
user92578
10:40
Tank-404: Tank not found
user92578
PTank, pronounced pee-tank
400.000$/min warfare
user92578
Machine Fortress
@jaunt as has been demonstrated: Asking is fine, you will probably get terrible (but hilarious and in good fun!) answers :)
user92578
Tank Assault
10:42
!sknaT
user92578
@KevinvanderVelden Im really proud of peetank
Hahaha I'm loving these :')
How the hell do you even pronounce !sknaT? :')
Dunno. @Tyyppi_77 might be able to. He's finnish :P
user92578
:D
user92578
yeah sknat is not hard at all
10:47
Aan but it's the click before that's tricky
(exclamation mark is a click sound)
I liked the sound of using an acronym (NATO) but it's not online anyway so it seems a bit redundant
(no, that is not a thing that I made up)
Yeah I know what NATO is :P
No my sentence before that :p
Ohhhhhhh makes sense now ;)
I like the sound of Juggernaut Rampage but googled it and its just a load of Dota 2 vids
11:00
Clicks are speech sounds that occur as consonants in many languages of southern Africa, and in three languages of East Africa. Examples of these sounds familiar to English speakers are the tsk! tsk! (American spelling) or tut-tut (British spelling) used to express disapproval or pity, the tchick! used to spur on a horse, and the clip-clop! sound children make with their tongue to imitate a horse trotting. Technically, clicks are obstruents articulated with two closures (points of contact) in the mouth, one forward and one at the back. The enclosed pocket of air is rarefied by a sucking action of...
Found it :D
Hahaha, but that still doesn't make it any easier to pronounce sknat xD
Just doubled the performance of my polygrid generator :D
Your what now?
11:11
Polygrid generator
It generates a polygrid from a 2D unity scene which can be used for pathfinding
That's pretty cool
I could never create an efficient algorithm for path finding... It could never calculate quickly enough :/
What did u try?
Also don't make an algorithm, implement an existing one :p
Yeah
The A* I implemented seems quite effecient
Yeah I couldn't spend long on making one so it basically tested all the available routes and if it got to where it wanted to go, it would go there. Regardless of distance: there could have been a shorter route. The trouble was with collision testing, it tested practically everything :/
I'm hoping to use Dijkstra's algorithm this time round
11:17
I might be able to save a couple of sqrt, but I'll look at that later
@jaunt A* is superior to Dijkstra's
How so??
It often ends up checking less nodes
Ah I see, just read the wiki page for it
Makes sense
@Hjorthenify don't store sqrt, just store the squared values :)
@KevinvanderVelden Just did :D
 protected override float heuristic(Vector2 a, Vector2 b)
    {
        //return (a - b).magnitude;
        return Vector2.SqrMagnitude(a - b);
    }

    protected override float CalculateCost(TileNode a, TileNode b)
    {
        //return (a.Position - b.Position).magnitude;
        //Saves a sqrt
        return Vector2.SqrMagnitude(a.Position - b.Position);
    }
11:20
A* is (as far as I'm aware) the best algorithm if you don't do any precalculations
(Precalculating some values gives a massive improvement in grids at least)
There is one which is faster if your terrain cost is uniform
@KevinvanderVelden Breadth First is great for grids if you don't have costs and precalculate.
@Hjorthenify well that's if you want to precalculate a path from point A to any other point
Ah yes.. It has that limitation as well :P
11:23
I'm talking about algorithms that allow you to calculate a few values per grid field and then at runtime go from any point A to any point B
Are you both using Unity?
Not Kevin
What are you using then? I'm using OpenGL + GLUT atm, might switch to OpenGL + SDL2 though for ttf fonts
11:24
Js
Jump point search is any point A to any point B with 2 (iirc) precalculated values per grid harablog.wordpress.com/2011/09/07/jump-point-search
Ah cool
And can (in some maps) save one or 2 orders of magnitudes of checks
Awesome
@jaunt if it's in a random gamejam: Python+pygame, for the js13k compo javascript of course (because it's a javascript compo). And in my non gamejam project, C++, BGFX rendering, Python scripting, PhysFS for file system access and SFML for window generation and some cross platform features.
11:27
Oh wow nice
Wait you guys keep mentioning that pre calculated values are faster, what if you precalculated all of the possible combinations on world generation?
Would that make it any faster overall seeing as you'd have for them all to be computed?
It'd be faster, but it would be way too much data
Pathfinding would basically vel = precalculatedPaths[targetIndex][currentIndex] of a giant array of arrays
You'd need (mapWidth*mapHeight)*(mapWidth*mapHeight) values stored
Each value being 2 bits in a game without diagonal movement and 3 in a game with
So for my current gamejam game with tiny maps of 128x128, that would be 67 megabytes of data
You could probably achieve pretty great compression but
@KevinvanderVelden Why do u like pygame so much? :P
I like python! And pygame is lovely because it is fast
Not fast as in performance, it's f-ing slow
But fast as in development time
Ah cool
I should get back to Python..
@KevinvanderVelden Wow that's pretty insane, so then what about calculating the length of one way maths. Lets say we were building a maze. A lot of it would would only have one route, so if we calculate the lengths and end/start points of these routes and store that, then surely it would save some render time?
11:40
@jaunt Oh in maze like maps you can do some fun things
@jaunt Still talking about pathfinding?
@Hjorthenify Yeah
@KevinvanderVelden such as??
Then a navmesh would be better :P
You can ignore the fact that it is based on tiles and make a graph out of them, having a vertex at each point that has more than 2 possible directions to go to, with the weight of each edge the amount of tiles from the direction you are coming
@Hjorthenify eeh, not if it's a strictly tile based (as in, integer positioning) thing
It's only a partial maze: I've randomly taken chunks out to allow players to meet the AI more frequently, would that still work??
11:43
@KevinvanderVelden Navmesh can easily be generated from a tile based game
Just merge non-collideable tiles together
No need to pathfind from each and every single tile in an open room
@Hjorthenify oh yeah, it's not difficult. But it's a waste =p
Maaaybe. I haven't tried it before :P
Well the benefit of a navmesh is that you can move inside of each polygon. They mark an area, there's no real area to speak of in a maze like game
Jon
Jon
my main question is... why
12:31
I really don't know. I saw some other videos afterwards and it really felt bizarre. I dunno why. That just doesn't look like food..
Jon
Jon
I don't think it is food
I think it is like building a model car
Yeah true. Well I won't judge them I just can't understand it :D
13:02
@Don'tclickonmyprofile I landed a hook, yeah, that's the assist. But the flash/flay got a kill on Blitz escaping. That was well-timed, and just at the edge of flay's range after the flash.
@Almo yeah it looked cool :P
@Almo What is your ign and on what server do you play?
azure hamster, NA
MLM
MLM
:) skiing
13:13
Hmm, how many bytes would a simple force directed graph algorithm take for the room generation
Jon
Jon
300
That's too much
Pip
Pip
14:02
God I hate my spanish homework
such bullshit
@KevinvanderVelden agreed
user92578
Good Day guys
user92578
Well not so good, I think I'm getting sick
Pip
Pip
that sucks
Jon and Hjor are conquering the star board
They should all be wiped!
Pip
Pip
14:16
1 Almo (the pin), one Lokkij, one Kevin, 3 Hjor, 4 Jon
lol
@Tyyppi_77 when you don't have to go to school, more time for programming am I right? (ノ◕ヮ◕)ノ*:・゚✧
user92578
well that is true
user92578
but i don't feel like programming when im sick
user92578
so yeah, that was todays computering for me
Pip
Pip
14:41
lol
Cya later then Tyyppi
@Tyyppi_77 Get well soon! :)
14:56
draft of the banner ad
It kinda looks like a captcha =p
hahah :)
I'll be honest, I saw the image on my mobile and thought you posted a "Wtf is this captcha?" kind of image
hahah :D
@Pip Im still not as good as @Jon but then again he had all the starred messages but one once :P
15:03
I believe I did as well =p
Pip
Pip
lol
Jon
Jon
15:36
I usually get a lot when I'm drinking
which says a lot about what gets starred in here
15:54
@Jon what are you doing
16:06
@Lokkij what are you doing
As in what am I doing that's related to game development?
I'm creating a very simple XCOM-like with some (not very experienced) friends
wow nice
i cant wait
Haha it's currently very simple
16:18
i love simple
16:31
@Jon Haha
Jon
Jon
16:44
@Volatile i just got home
what are you doing?
@Jon i asked you first
Pip
Pip
@Volatile oh god please stop coming in here and just asking "@whoever what are you doing"
dude
stop it, seriously
I find that very annoying
@Jon :D
Jon
Jon
Pipmeister
im interested though
Pip
Pip
@Jon sup?
16:54
with outline, altered text
Jon
Jon
I'm gonna be awfk
Looks pretty good almo
Make the arrow bigger possibly
thanks :)
big improvement over the old one
got help from my wife on it
she did a sketch, and I made it
Pip
Pip
I like it
and she kept telling me to change the text :)
@Almo how are you today?
16:58
doin ok
00:00 - 17:0017:00 - 00:00

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