« first day (1866 days earlier)      last day (3451 days later) » 
02:00 - 18:0018:00 - 00:00

02:28
So if i generate a height map at runtime, can i apply it to a terrain component?
 
4 hours later…
06:45
@TheMuffinCoder C++ custom game engine master race! CC @Tyyppi_77
07:44
@KevinvanderVelden what?
11 hours ago, by TheMuffinCoder
and then the UE and Unity wars began
I'm starting the third side in this war, we will wait till you guys have finished nearly killing each other and then take over quietly and efficiently
that's a good plan... I'm supporting it..
07:56
Finally the Protoss get to shine
And daaaamn, Blizzard is good at creating cool cinematics
08:13
I went to work out yesterday.. Been having trouble with my shoulders, so I've taken a break for about a month where I only trained those with a weight I got at home. Now I can't move my body today :(
user92578
@KevinvanderVelden YES! One day I gotta switch to direct OpenGL rendering tho
@Hjorthenify That sounds.. bad
08:31
yeah good thing Im having a late start :P
 
4 hours later…
user92578
12:14
Hello
user92578
First day of school since I got sick, was surprisingly light
user92578
So what's up guys?
Started playing hearthstone :P Received a golden legendary card in one of my first boosters :D If someone plays the game..
12:18
Work =[
user92578
12:31
Who indents like this?
user92578
function foo()
{   if ($maybe)
    {   do_it_now();
        again();
    }
    else
    {   abort_mission();
    }
    finalize();
}
looks super ugly
@Tyyppi_77 someone who is wrong
user92578
So the current problem is that when I delete enemies in the level editor, their guns don't get deleted
user92578
That is because the enemies are supposed to drop their guns when killed
user92578
12:48
I'm really not sure what to do
user92578
I need like a new method to the entity class, KillEditorEntity
user92578
But that sounds ugly
user92578
13:08
But it works fine
user92578
hai folks
@Tyyppi_77 not me fuck that shit
user92578
hai almo
the point of having braces seperate is so the put vertical whitespace around scope blocks
user92578
that's like the weirdest fucking style I've ever seen
13:12
sticking statements after { defeats that purpose.
user92578
And do you indent by four on the brace lines, and by five on others? or three and four?
@Tyyppi_77 I think the idea there is to use tab stops.
So it's <TAB>{<TAB>line;
user92578
ah
user92578
Tabs work like that?
Still ugly nearly to the point of being unreadable.
My rule of thumb for block begins: If any statement comes after them on the same line, it has to be followed by a closing block mark at the same line. Like if( x ) { return; }
user92578
13:16
I don't brace those
if(x)
{
    return;
}
Allman all the time
user92578
Ugh, 4 lines for something simple like that? I don't think so
Absolutely
easier to read, no mistakes like adding a line after the return you expect to be executed because you forgot the {}
2
Block braces are only optional in case blocks for me, otherwise I always write them out.
I don't use braces for case blocks
user92578
13:19
I use
user92578
But cases are ugly IMHO, because of the deep indentation
switch(x)
{
    case 1:
        break;

    case 2:
        break;

    default:
        break;
}
Yeah, when possible I replace them with maps/dictionaries.
user92578
Yup
user92578
Also the : syntax seems really odd to me
13:20
... or enums with extra data attached.
user92578
Added villagers:
user92578
MELT THEM DOWN FOR EMERALDS!
Oh wait, this isn't modded minecraft!
user92578
lol
user92578
Now the game is crashing when changing from testing to editing
user92578
13:32
WHY GOD WHY
13:51
"There are two major products that come out of Berkeley: LSD and UNIX. We don't believe this to be a coincidence."
4
0
Q: My injector code won't work on mac

MgracerWhenever I try to run this code defaultText = "" def __inject_wx(_): code = textbox.GetValue() exec(code, globals()) def openInjector_wx(): app = wx.App(redirect=False) frame = wx.Frame(None, title="Injector", size=(640, 400), style=wx.SYSTEM_MENU | wx.CAPTION | wx.CLOSE_BOX | ...

this is a flag for "question about programming not related to game dev"
user92578
def __inject_wx(_):
    code = textbox.GetValue()
    exec(code, globals())
user92578
Great, safe, beautiful code
@Almo this site really needs more people with close vote capabillities who actually vote to close
(Only 1k and a bit remaining!)
@Tyyppi_77 I hope that's sarcasm
user92578
totally
14:02
Was that sarcasm? =p
@KevinvanderVelden agreed
user92578
yes, totally
@KevinvanderVelden I LOVE doing that.. I mostly build the infinite village breeder out of glass just to watch them fall and burn to their death
Seriously: page 3 of our user list is where the >3k people stop
user92578
I want rep
14:04
I'm still at 2340
1955 =[
(Poor @Tyyppi_77)
user92578
YEah
@Almo Looks like it, yep.
user92578
I'm still considered an image spammer, so I can't upload images to the chat directly
hahaha
14:04
I want rep too :(
Can't remember how much rep I got though :P
Not much I assume
176, go me!
user92578
lol
Go ask some questions, or answer some.
I see 21 rep, hjor
user92578
I've answered one good question, but it never got accepted :(
user92578
14:05
I don't have good on-site questions, only broadish discussion questions that I ask quickly here
user92578
And people really seldom answer questions that I'm able to answer
@Hjorthenify site rep, not network rep =p
@Tyyppi_77 same
I do still like that my top tag here is the same as my top tag on gaming.se,
:D
Ahhh.. Well.. That's embarrassing :P
@KevinvanderVelden Made any mods?
10k network rep is an annoying milestone. Suddenly you get those silly chat flag prompts ...
user92578
14:07
I would get more rep if someone accepted this, right?
user92578
1
A: How should I manage states in my game?

Tyyppi_77Here's what I normally do with my states. It might not be the best way, or even the second best (but remember, the thing that matters is not the architecture of your game code, but the actual end result.). I start with a basic State-class (all code in Pseudo-C++): class State { virtual void ...

@Hjorthenify nope, the question was about how to implement a minecraft like crafting grid, and about the rendering
@Tyyppi_77 a grand total of 5 for it being accepted
Half of my network rep comes from a single question on history.se
user92578
14:08
Yeah...
But have some upvotes, they're worth more
heheh :)
@Hjorthenify my single biggest point source is this:
61
A: If vibranium absorbs kinetic energy, how can Captain America hurt people with his shield?

AlmoHe can deal damage with his shield because it's designed to work as a story element in a comic book. In terms of real physics, it makes no sense.

user92578
Thanks guys, that actually got me a ton of rep :D
^^
(My second highest tag is unity by the way. I don't use unity...)
The comment thread is important. I really do not intend to be a downer on what they do there, but in that particular instance, it really was truly ridiculous the hoops they were trying to jump through to explain it.
Fact is, whoever came up with the pseudo-scientific explanation for Cap's shield just came up with something idiotic.
14:10
83 rep from history.se from one question..
@Almo It's super hero comic physics, of course it's completely idiotic =p
Thats almost as much as my stackexchange.se and gamedev.se combined D:
user92578
@MartinSojka Ah, right, that seems to be something that I'm personally doing now, but didn't do back when I wrote that. Nice pick tough :)
user92578
And thank you guys so much for the upvotes
@Tyyppi_77 Nit picking is what I do best.
user92578
14:12
You guys de-imagespammered me :D
@MartinSojka then you're probably a good programmer =p
user92578
So for some reason an entity that is not an entity, but a IQuadTreeItem gets added to an entity container, with a deleted bounding box, and it's causing a crash
@KevinvanderVelden but sometimes you can at least make some sense out if it.
in that case, you just couldn't.
they would have been better off not getting so specific explaining it.
Joe
Joe
WHY GOD WHY!?!
if the shield "absorbs kinetic energy" there's no way for it to both stop a bullet and be of any use throwing it at things to damage them
14:18
@Joe I'm at the university which holds the world record for transfer speed and yet its quite normal to get download speeds like that.
Speaking of kinetic energy: My SciFi RPG round plays in a universe where megaton-sized explosives (or bigger) are forbidden and using them - mostly in the form of nuclear explosions - will result in every faction hating your guts. So naturally they tried to argue that slapping a few nuclear-powered drives on an asteroid and dropping them on the enemy base at significant portion of light speed could work. Until I reminded them that kinetic energy is still energy.
:D
Pfeh, kinetic energy is way less dangerous!
I mean, you're still dead and so is the environment, but you won't die of radiation!
:)
Caesar's Day Off is a really fun little game.
14:28
that's fucking great
@KevinvanderVelden Given that it was a mining planet with a poisonous atmosphere and average surface temperature of something like -70°C, the environment wasn't the problem.
@MartinSojka then what's the harm! We could have a dinosaur themed party
user92578
Now I know what causes the problem
It would have a chilling effect on the people on very much liveable and populated (if a bit hot) planet two orbits further inwards in the system ...
... followed by rather swift pulverisation of the offending party and their assets by the local system defence force.
user92578
WTF IT JUST WORKED
user92578
14:35
AND NOW ITS FUCKING CRASHING AGAIN
CRASH PARTY!
dances
user92578
DONT YOU DARE TO DANCE
@Tyyppi_77 Multithreading race conditions somewhere?
user92578
no
user92578
Kevin otherwise I'll frame a goto to your code, and you know what that means
14:38
@Tyyppi_77 something something dinosaur themed CRASH PARTY? :D
user92578
LOL
user92578
user92578
That's a CEntity*
user92578
But it appears to be an IQuadTreeItem
user92578
WTF
user92578
14:41
And it has otherwise perfect stats, but its bounding box is deleted
I don't think I can help you here much. Check what GetGridItemAt(...) does exactly, maybe?
user92578
Now it fucking works again
user92578
That might be a great idea
user92578
	/*
	Returns the item at the position.
	*/
	T& GetGridItemAt(const unsigned int x, const unsigned int y)
	{
		return m_GridData.at(y).at(x);
	}
user92578
Is that somehow un-safe, when T is CLevelEditorEntity*
user92578
14:46
Wait can I safely assign that return value, CLevelEditorEntity*& to a CLevelEditorEntity*?
what does m_GridData.at(y).at(x) return?
@Tyyppi_77 and this does not look safe to me, but I don't have enough info to evaluate
user92578
It's basically the same as [index_y][index_x]
user92578
m_GridData is a vector of vectors
user92578
.at() doesn't allow assignment...
user92578
Hmm could that be the problem?
user92578
14:52
@Almo I actually changed that to keeping the variable as CLevelEditorEntity*& all the time, and no change
user92578
How does a type become another type?
user92578
Something weird is going on...
user92578
I'm sure that GetGridItemAt(..) returns valid data
user92578
Or at least valid data in its scope of things
user92578
I'm starting to feel like it's something like the const char* converting to bool instead of std::string "bug" I had a while back.
user92578
14:56
That's was ridiculous
user92578
Something invalidates the m_Entity of a CLevelEditorEntity
I don't understand CLevelEditorEntity*&
user92578
It's a reference to a pointer
user92578
Doesn't make a difference as I'm using pointers, but I want the same template class to work on non-pointer data too
user92578
So I can do stuff like CLevelEditorGrid<int> intGrid; intGrid.GetGridItemAt(0, 0) = 1;
user92578
15:00
Bad example as I have SetGridItemAt(...) too
user92578
But imagine that instead of int I'd use a struct, and modify it's member
user92578
user92578
What the hell does that mean?
I guess I don't understand what a reference to a pointer is
user92578
The curly brace part in the last column of the highlighted item
15:01
Just helped a guy out with the location of another nearby bicycle shop because the current one couldn't help him. That resulted in me missing my bus by 30 sec. Well fuck you too, world!
user92578
:(
user92578
Hmm maybe it could be the reference to a pointer thing...
user92578
Does anyone actually know about this?
Regerences to pointers seem silly to me
references
user92578
Yeah they are, but the implementation just happens to return references to the items, and the items happen to be pointers
15:04
@Hjorthenify you know about editing your chat here?
@Hjorthenify I decided to buy a cheap motorcycle to avoid the whole bus mess :P
cause you could have fixed "Regerences" with the edit function
user92578
He's on mobile where everything is clumsly
The time I save each day more than justifies it.
oh right
:)
user92578
15:04
:)
Yeah I'm on phone. YOU GOT BUSES IN JUTLAND!?
@Hjorthenify Please jump in front of the next bus ;)
user92578
OKAY
Well i usually take my bike since it's only 8km but someone thought it would be fun to stab it yesterday
user92578
15:07
Oh right that one too
user92578
I feel for you Hjor, things are not going your way
user92578
You guys make Denmark sound like really big countryside
user92578
Denmark?
Joe
Joe
now that a sweet startup idea "Bike Dealership" well pick you up with your bike, do the repairs... get you a rental bike until your bike is fixed
@Tyyppi_77 References to pointers seems like a really bad premature optimizt
user92578
15:09
Is that the correct land?
user92578
@Hjorthenify That's not my point with them at all
user92578
Yeah I now know what corrupts the entity data, kinda
Alright. Also its only the part where @William is from which is countryside
user92578
smashes keyboard in rage
You seem like it's time for a sauna break Typp :P
user4704
15:13
A reference to a pointer is like a reference to anything else.
user4704
However since pointers already provide "referential" semantics, they are not very common, since the main reason to use them would be to be in contexts where you want the pointer to be reseatable via the reference.
user92578
That function turns all CEntity*s in m_RemovedEntities to IQuadTreeItem*s
user4704
That code is possibly bad.
user4704
What is the type of m_RemovedEntities and what does DeleteEntity do?
user92578
15:15
std::vector<CEntity*>, and it removes the entity from rendering quadtrees, collision quadtrees if necessary, from the camera if it's a player etc, and then calls delete entity; at the end.
user4704
so it doesn't touch m_RemovedEntities?
user92578
No
user4704
k
user4704
Then what is the issue?
user92578
There's a IQuadTreeItem* where a CEntity* should be, which seems really odd to me
user92578
15:17
16 mins ago, by Tyyppi_77
user image
user92578
The entity data ends up corrupted, and I get a crash because the entity doesn't have a bounding box
user92578
I've located the general area of what feeds in the CEntity* that appears to be a IQuadTreeItem*, but I have no idea what is going on with it
user92578
Could the reference to a pointer be a problem?
user4704
No.
user4704
(I don't see where there is a reference to a pointer here, but it's not going to cause that sort of issue.)
user92578
15:20
It's in the higher level of code
user4704
How does IQuadTreeItem related to CEntity inheritance-wise?
user4704
The debugger seems to think they are related.
user92578
void CLevelEditorEntityLayer::EraseEntity(const unsigned int entityX, const unsigned int entityY)
{
	LEVELEDITOR_COORD_RANGE_CHECK_VAL(entityX, entityY);

	// If there is an entity there.
	if (CLevelEditorEntity*& entity = GetGridItemAt(entityX, entityY))
	{
		GDeleteVectorItem(m_Entities, entity);
		delete entity;
		SetEntityAt(nullptr, entityX, entityY);
	}
}
user92578
@JoshPetrie CEntity inherits from IQuadTreeItem, and implements one abstract method from it
user92578
However I don't see how an IQuadTreeItem could be a CEntity which the debugger seems to show me
user4704
15:21
The debugger is just telling you you have a CEntity* there.
user92578
41 mins ago, by Tyyppi_77
user image
user4704
That looks correct.
user4704
An entity is a quad tree item, according to what you just described.
user92578
I can't think so, it shows no relation to an entity (expect the members)
user92578
Yeah but no IQuadTreeItem*s are passed around outside of the QuadTree, and we're not in the QuadTree code
user4704
15:23
Doesn't matter.
user4704
CEntity's are QuadTreeItems.
user4704
So all CEntity objects will have the quad tree item fields and look like that in the debugger (have the quad tree base class display)
user92578
Wait really this is how it works...
user92578
I have been confused by my other entity classes
user4704
Now, as for this code: if (CLevelEditorEntity*& entity = GetGridItemAt(entityX, entityY))
user4704
15:24
it's not clear that you need that to be a reference to a pointer at all.
user92578
Because most of the times there is a [CEntityEnemy] or something at the top row
user92578
GetGridItemAt is a method of a templated class, and it returns a reference to it's templated type, which in this case is CLevelEditorEntity*
user4704
The only reason you'd need it is if GDeleteVectorItem also takes the pointer by reference and nulls it out
user4704
(which would be evil)
user92578
GDeleteVectorItem calls erase on the given vector. I decided to follow the vague and blurry std:: naming conventions on that
user4704
15:26
@Tyyppi_77 Ah, that is less bad. But still suggests an oddness in the storage for the templated class.
user4704
That said, you can allow the pointer to copy.
user4704
it won't be able slower than letting the reference copy.
user4704
so you should be able to do CLevelEditorEntity * entity = ... there
user92578
Ah, okay
user4704
But it's not really going to matter much unless you are mutating the pointer through the reference someplace, which would probably be bad anyway.
user92578
15:27
Right
user92578
Okay so that narrows the problem down a lot I guess
user92578
There's a missing CBoundingBox in a CHitBounding
user92578
Which is weird because I reconstruct all entities at the mode switch (from testing to editing)
user92578
It worked once now
user92578
And at the second try it failed
user92578
That just shows me my own feed in a weird mobile view
user4704
@Hjorthenify It isn't.
user4704
It's a real thing, although not having audio here I can't tell if the video points out that you need a third-party device to make it work.
Try that Typp
15:34
I just get my feed when following the first link
user92578
@JoshPetrie Why doesn't this tell me that I'm dealing with an object that is actually a CEntityEnemy*?
user92578
54 mins ago, by Tyyppi_77
user image
second link, page not available
There is only music in the background
user92578
Nope
user4704
15:35
@Almo It's a video about one of the iOS accessibility features that lets you basically control the "highlight" for activation with a device that monitors your head motion.
@Almo I'll post it from my laptop gimme a sec :)
user4704
The mockery in the facebook comments is mostly from people who missed the fact that it's an accessibility feature.
user4704
Things like "This has got to be lamest attempt at innovation by Apple ever. Not only do you look ridiculously stupid, this has got to be the most inneffecient way to do anything on a phone ever."
user92578
Because that definitely is either corrupted data or a CEntityEnemy
user4704
I'm glad you have the use of all your facilities, perhaps if you lost both your arms in an IED explosion while on deployment in Iraq you'd think differently.
15:37
@JoshPetrie sounds like a pretty good idea, actually.
user4704
It's a great idea.
user4704
Apple's device have a ton of stuff in them to support improved accessibility and is a great thing.
user4704
(Sadly, not as many apps support them well enough as they could.)
moar accessibility is always good
2
tricky problem, too
user4704
This is why I don't have Facebook any more. :D
15:40
Woooh yet another win10 bug !
That's our cat, ThEO (The Evil One)
I wanted to call him Doppler because of a particular sound he makes, but my wife didn't like it.
user92578
All other data looks good (except for the fact that it's missing all the CEntityEnemy data), but the CHitBounding is deleted data, it has invalid floating point vector data and a delete CBounding pointer
about a year later, she said "we should have called him Doppler." One of the few times I said "I told you so!" :)
user92578
lol
user4704
@Tyyppi_77 It may not actually be pointing at what you thought it was pointing at.
user92578
15:43
THAT'S IT
user92578
It's saying that CAIBase* is actually a CBoundingBox
user92578
And that's not true
user92578
So somewhere I go wrong
user92578
Okay there's invalid data on one layer
user92578
15:53
FUCK THIS
user92578
I'm out, thanks to anyone who did or did not help me today :D
Joe
Joe
haha later dude
user92578
and thanks for those who upvoted me some rep
16:48
I dont understand why Java doesn't have bool as bool, but rather as boolean
Java's language design is annoying in general
It's java, needless verbosity is a feature.
@Lolums I agree.
Yeah.. I hated Java from day 1
Only "cool" thing about it is the scanner class
Which took me 10 min to implement in C# :P
String doesn't have a constructor for doubles(any at all, really)
				AddLine(i + "km", cost/100+"");
Seems so silly
@Hjorthenify in Java isn't it also Integer, not int?
17:03
No int works as long as you dont have to add them to a container
In that case you have to use Integer
hahah
The difference actually means something in Java though.
In C# int is just an alias for System.Int32
oops
int in Java is a value type, where Integer is a reference type.
read the 2 as a ?
17:08
@William'MindWorX'Mariager Integer is an object wrapper for int(primitive) in Java
Beat me to it :P
i sense a will
hey will!
Also, I finally found out how your name is pronounced. Man you have a weird name. :P
17:09
how goes your project?
yeah its welsh :/
My university mail was accidentally made using the Welsh language setting. I was very confused.
i didn't even know the welsh had a written language, i thought it was just whatever was left over in the bag after a game of scrabble
It really seems so. :P Barely any vowels :P
got much further with your 2d game or taken a different project? I remmeber you saying you were only devoting time to it mostly when you were in the holidays?
Depends on how much was there last time. :P Haven't done any other projects, but the other has been on hold for a while now. Haven't had the time or energy.
17:13
@William'MindWorX'Mariager i thought the issue was that some letters that are vowels in Welsh aren't in English.
That might be true. :P
We drove to and visited Wales while we were living in the UK
@William'MindWorX'Mariager i remember running around smashing some blocks!
man those roadsigns...
inbox = Blwch Derbyn
17:14
why are you in italics almo?
He's our lord and master
i mean other than that
@RhysW Been working on the interface for selecting skills.
17:15
Supposedly for clearing off-topic stars =p
ahh thats it, forgot
@William'MindWorX'Mariager ooh there are skills now?
not exactly off-topic stars, but stars we don't want like a single line that says "FUCK" or something
4
i still feel a little guilty for never having finished that inventory stuff
@RhysW Don't worry about it <3
It's part of the reason I still come back here, to see how yours is going :P
17:17
but you're BLUE
He has a legendary orange on my end :P
Is he a link? :o
@Almo ah that reminds me i should go check on my site
:)
its very well behaved, only need to pop in every so often to make sure its not all on fire
are you working on a project at the moment almo?
17:23
my puzzle game
going slow though
finally got the interface aspect fit the fucking shit in the goddamned box on the screen part working in Unity
I think I'm clear to start implementing stuff now
oop meeting
talk later :)
Well, @Hjorthenify, I dislike the definition of static and not being able to store functions as objects, like you can do in other langs
Anybody know why Linux's JRE has no javax package?
@Lolums Agreed. I also dislike that "const" is called "final"
Well, "final" is different from your typical "const" though
Yeah its used for much more which can become confusing
17:39
@Almo thats a pretty good project summary i guess? :P ok speak to you later
02:00 - 18:0018:00 - 00:00

« first day (1866 days earlier)      last day (3451 days later) »