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00:00 - 14:0014:00 - 00:00

14:00
also has a great joke on google.com if you search for "recursion"
Heh :)
That will confuse somebody :P
:D
I once marked an SO (or gdse) question about recursion as a duplicate of itself
it took a while before someone noticed that. :)
Funny thing about recursion is when you are writing a recursive function, you hit the part where it calls itself, and you say in your head "ok this function returns... I'M NOT DONE WRITING IT YET"
7 secs ago, by Hjorthenify
5 secs ago, by Hjorthenify
Test
5 secs ago, by Hjorthenify
Test
Aww :(
So true :P
Recursive functions are hard to debug though
user92578
14:05
@Almo I love this moment :D
:D
Did I break something? It doesn't say "@Almo"
:D
user92578
:)
14:06
Also I was kinda scared that my recursive experiment would break the chat xD
:)
haha yeah I think you might get into trouble if you managed to recursively quote yourself
Haha yeah :P
user92578
14:22
look what I found xD
user92578
Looked so much cooler then
user92578
ha!
80% of my time coding challenges are finding the correct terms for the code -.-
user92578
Grass is the only thing left unchanged
user92578
14:25
Well, kinda
user92578
Current grass has another layer underneath
What about the ladder?
user92578
Colouring has changed
user92578
But otherwise it's the same
14:26
Man I need to get back to my game
Haven't touched it for 2 weeks
user92578
oh that's a long time
My programming has become far more serious since Uni
user92578
Well I guess I had like a month break in GunHero before starting the current iteration
The time I would normally code for fun has become time where I practice my coding skill
That's some sexy window movement right there.
14:28
51
A: Swap two variables without using a temp variable

CommuSoftFirst of all, swapping without a temp variable in a language as C# a very bad idea. But for the sake of answer, you can use this code: startAngle = startAngle+stopAngle; stopAngle = startAngle-stopAngle; startAngle = startAngle-stopAngle; Problems can however occur with rounding off if the tw...

user92578
Thanks!
Interesting method
Not very useful though :P
user92578
yeah :D
user92578
I wonder if one could do that in C++ with pointer arithmetic
user92578
One probably shouldn't, but...
14:30
Its not going to be faster regardless..
Also you got std::swap
user92578
yeah
pointer arithmetic always strikes me as asking for trouble
Pointer arithmetic is what makes C++ fun! :D
I have a feeling my ImpProg teacher loves pointer arithmetic.
Everyone loves pointer arithmetic.
14:31
@Tyyppi_77 Yes. Don't
(Yes for certain values of yes, including but not limited to: Same size datatypes, not running into undefined behaviour for your specific compiler (null pointers, out of memory pointers, pointers outside of allocated space) (some undefined behaviour can not be avoided in doing this, beware raptors) )
doing sequence reverser without using the stack memory nodes is hard
(acheivement)
First iteration of in-place quicksort complete :) Now I just need to make it extendable
Pip
Pip
14:46
eyo
Pip
Pip
Particles!
@Almo That sounds.. very challenging, yes. Very challenging.
15:01
ugh power out
@Lokkij it is, man. it is. still stumped on it (remember if you figure it out don't tell me)
... I'm getting the correct end result, but I don't have the exact same steps as the validator, hence it's not correct
Fixed it. Had to move the print statement.
Lol.. Testcase 1 complete.. 2 error, 3 error, 4 error.. Wtf :(
Aaah
I'm an idiot
   static void Main(string[] args)
    {
        //1 3 9 8 2 7 5
        //int[] arr = { 5, 2, 1, 0, 8, 4, 3 };
        int[] arr = { 1, 3, 9, 8, 2, 7, 5 };
        QuickSort(arr);
        Console.ReadLine();
    }
Whoops :P
15:23
Yay
Nailed it
:D
user92578
Aight I've got geography stuff in control
user92578
I'll call it a day now
I have math due and not under control.. Too many coding challenges
how can be a similar image rendered soooo differently?
15:35
Ouch, that blur.
with different game engine
yeah idk why
anyone ever went through this in unity?
frustrating rly. been tweaking without any good result :(
Probably some AA gone wrong
AA? Ancient Apparatition?
haha jk
idk what AA is tbh
Anti aliasing
doesn't see any in unity though
where is it located?
there are a bunch of texture import settings in unity. there's also a "pixel perfect" button somewhere that might be invovled
@Almo I think I see pixel perfect option only from text
It might be on sprites as well somewhere. I can't remember
yeah cant find any
:( sorry I don't remember where I saw that
and I'm just heading out
15:49
yeah np
@MosesAprico just found this: 1) May be "format" parameter of texture is "Compressed". Try "truecolor" or other. 2) May be "texure type" parameter is "Texture". Try "GUI".
and this:
change the sprite Filter mode settings from Billenear to Point.
and this:I had the same problem. Try changing the 'Pixels Per Unit' property on the sprite. Changing mine from 100 to 96 made a huge difference in the sharpness of the sprite.

The number you change it to really depends on the distance of the camera from the sprite so it varies by situation.
are they any help?
not sure how outdated they are mind :S
Jon
Jon
@MosesAprico you fix that issue lol
pretty easy to fix something like that, just have to check your settings
@JackFrost 1) It is already TrueColor. 2) It's Sprite, since I got to slice it. 3)Did the Point also. Tried from 50-300 PPU. But still no good. Idk why..
@Jon Yeah, I thought so. But apparently not :(
Jon
Jon
Pretty sure it is either your gameobject size / your imported texture size / anti-aliasing
Tell me what your pixel to unit ratio is for that sprite
Also tell me what your scale x/y values are for that sprite's gameobject
@Jon PPU = 50, Scale 0.75 0.75 1
Jon
Jon
16:03
can you post a screenshot of the properties window of that texture?
another place to check for AA, is in your project quality settings
Unity defaults anti-aliasing to 2 times
you can either turn it off completely, or play with the settings
You also need to set your Texture to Point clamp
@Jon there u go
Jon
Jon
:D
pretty solid settings
does this happen in the editor? or just on android?
editor, game window, unity remote 4, installed apk
all 4 of them!!
Jon
Jon
very strange.
wanna post the actual image in here? I can try it
btw, what's the green check boxes in the quality setting?
sure a moment
Jon
Jon
16:11
never noticed the green check.. so not sure what that is.. now I want to know what that is
Jon
Jon
a green checkbox in a column denotes the level currently chosen for that platform
@Jon can't change the selection tho
Jon
Jon
yeah i noticed that oo
try deleting the asset, and re-importing
almost llooks like yours is using a mipmap
Jon
Jon
16:15
hmm, also, your green checks are indicating that you are set to the lowest possible quality setting
Mipmaps might blur it
Jon
Jon
Yeah, you could disable mipmaps to see if it helps
but i just started a new project
mipmaps on
your graphic, and that is what it looks like -- just changed it to Point Clamp
Asset > Reimport All is the same right?
Rather than deleting it?
Unchecked the mip maps, more blurred. ugh
Jon
Jon
no, its not the same actually
your sprite is a blend between the white and black kids from McKids on NES
Falls off chair laughing
Jon
Jon
16:21
haha, i'm right, right?
jajajaja
hmm tried to reimport
unchecked the mipmap
but still the same
BUT!
Jon
Jon
that is messed up man...
is this a brand new project?
when I zoomed in in the scene view, the sprite actually not blurred
is it happen because I put it too small?
Jon
Jon
ahhh, yeah
because the "BIG version" is not blurred
Jon
Jon
16:22
adjust your camera
you can't expect unity to do much when your gameobject is the size of a booger
Jon
Jon
did you upsample that image in your original preview?
like, the one you posted in here
so it's too small i see
Jon
Jon
Yeah, lol more than likely :P
idk what u meant by upsample
Jon
Jon
16:24
the picture, did you resize it?
to make it look bigger
@Jon yeah it is literally their lovechild
@JackFrost getting back to your chair i see
Jon
Jon
oh shit Pip is here, act normal
What is this normal you speak of?
Jon
Jon
i don't know anymore...
16:26
@Jon yea. scaled 0.75 each x/y
btw
bigger PPU means better quality right?
Jon
Jon
no
bigger texture size is better quality
PPU is just for calculations -- and affects physics engine as well
Pip
Pip
@Jon :D
Jon
Jon
adjusting your PPU can't magically make your texture any clearer -- you can simply adjust your camera size
it will do the same thing
You just want to ensure that your objects are not too small in terms of unit sizes -- if you are going to use colliders
colliders gets really bonky when they are small
yeah. tried about 1/2 smaller cam size
and it looks good
Jon
Jon
16:30
cool
originally we were troubleshooting thinking that was the original image size
that is why everyone was assuming AA
But, the character is covering up the screen!
Jon
Jon
perfect, he's the star role
Jon
Jon
lol, you should be able to adjust it to fit your needs
not sure why it is still sampling it though
since you turned off all anti aliasing
do you want the apk file? it's literally already playable as alpha version
Jon
Jon
16:33
not really
you got screenshots?
Jon
Jon
endless runner type game?
yeah
that's why i need it small
cutting the camera size down won't help (gameplaywise)
Jon
Jon
right
when you render it on android, it is blurry too though?
android typically renders a lot cleaner
what do you mean by render it on android? it's the screenshot from my android device tho
Jon
Jon
16:42
yeah, that is what i meant
btw fun fact, the image I use on libgdx is 32x32 (so it's half smaller, but produce better image)
idk if you wanna try it
Jon
Jon
i dunno man, the one I am trying looks fine
huh? is it about 1/5 of the screen on 9:16 android platform build mode?
wow
i think i'm going to try it in a new project instead
Jon
Jon
16:50
lol might be worth it
not sure what is wrong with yours
this is so messed up man
lol
Jon
Jon
17:01
yeah, if it is your first Unity Project, don't worry about it
it gets better, then it gets a lot worse
Then you make comprimises
yeah. this is my first unity project
btw
Jon
Jon
it is a good first project
are the levels completely procedural?
i don't know what you mean by procedural level
but it's an endless runner style
actually, I'm thinking to move away from pixel art to vector one
idk if that can eliminate irrelevant problem like this
Jon
Jon
how do you define the walls is what I am asking
2^5 possibilities
difficulty based on the distance of the transition
it's completely random. 1 Row is 1 Prefab, and I use InvokeRepeating to call it
with object pooling
each time an object is going to be activated, I randomize which stone to be set inactive (to create gap)
Jon
Jon
17:15
start immediately with 4 blocks / 1 door?
yeah
the range of doors is 3
My 10 year old cousin think's I'm really cool. He realized last weekend that I make games and I invited him (and his slightly older sister) to come and make a game some time
the current door and the next door
(max range i meant)
Might make a endless runner in unity, sounds reasonably easy
Jon
Jon
should be, just know how to do a repeating background
17:18
@Jon InvokeRepeating too with object pooling?
Jon
Jon
I use quads
translate it on the shader
i see. Btw, in below video, it seems using pixel art graphic too
but
why doesn't it blurred like I do? He seems doesn't do many configuration either
Jon
Jon
you tried starting a new project?
nope
just thinking, he use pixel art as well (or 2d generally)
but didn't do much configuration on the sprite
(well I learned unity 2d with this tutorial series as well)
Jon
Jon
17:40
BTW, you guys hear that Valve is ditching DX12
Everyone is going Vulkan
(which has full linux support)
the much popular slide :
when was that announcened?
Jon
Jon
today
it just makes sense, steambox runs on linux
their vive is coming out, they want to have a unified platform
Oh, and the new Unreal Tournament is out, and its free
And it looks amazing
18:03
btw
this bean man from unity tutorial is also blurred
problem is similar. the good thing is, good to know that the problem is not on the sprite (slicing some anxiety area lol)
Well, this is something I just wrote:
    typedef Class<SDL_Rect, ClassMethodWrapper<SDL_Rect, ClassWrapper<SDL_Rect> >, ClassWrapper<SDL_Rect> > Py_SDL_Rect;
    template < > template < > void Python::RegisterClass< SDL_Rect >::Finalize< Py_SDL_Rect >( PyObject* module, Py_SDL_Rect * rect )
That is a declaration for a single method
18:25
@Jon I can't believe I'm thinking about switching the concept of this game into 3d. I think it's much simpler graphical-wise after extensive reading about correcting 2d art in unity. Thoughts (for this noob haha)?
The problem is, ofc, the 3d artist required (duh)
Jon
Jon
that, and that you can't even get a 2d game to render properly :P
that hurt my pride. srsly
@KevinvanderVelden Throw it into a define
gotta try to make this work first then!! ugh
@MosesAprico How far have you come?
18:35
@Hjorthenify well, the calling bit is easy, that's a) auto generated, and b) RegisterClass< {{ class.name }} >::Finalize( module, &classDef )
It's just that classDef is... uhm, big
And they Finalize thing is only called from one spot so no one else needs to be bothered with it
Why are you complaining then? :P
@Hjorthenify tried configuring the camera orto size, make filter mode to point, uncheck all non-fantastic quality setting, turning AA off, unchecking mipmap, changing sprite format to truecolor, trying non-pixel art version of image, trying various Pixel Per Unit, idk what else to list
AND THE OUTCOME IS STILL BLURRED VISUAL ON UNITY REMOTE!!
Well.. How big is your project?
Is it only the sprite right now?
the backbone actually done. It's now visual problem, and after that, I'll implement unity ads, after that I can publish it to google play
@Hjorthenify because it's still horrid =p
18:38
The major problem is the sprite
Oh you're that far
Didn't realize :P
HOLY CRAP
BUILD TO APK VERSION, INSTALLED IT, AND IT DOESN'T BLURRED ANYMORE (WITH ANOTHER NON-PIXEL ART IMAGE)
What's the resolution on the non-pixel one?
It might be the much higher resolution
18:44
yes i know
but in unity remote, it's blurred still
What about in the editor?
@Hjorthenify not as crisp as the apk version
top : apk, bot : unity remote
But what about in-editor?
As inside of Unity. How does it look there?
not as crisp as the apk version
Got a screenshot?
18:52
if i can order it based on quality, from worst to best : unity remote - editor - apk
apk might be because of the smaller screen
Unity remove is actually only sending pictures from unity to the phone.
@Hjorthenify well, the device I use for unity remote 4 is the same device I installed the apk in
Yes. But its only sending pictures. I'm getting far worse quality using the remote as well.
Also I see your quality settings says half res at texture quality
18:55
well, it's cumbersome actually, to build to apk each time I wanna test it
No, it isn't
Full res at texture quality
Earlier picture said it wasn't
hmm
maybe i've changed it
(unconsiously?)
btw, it's already 2am here in Indonesia. Cya guys. See you around soon!
Jon
Jon
sleep is for babies
19:08
Sleep? Isn't that the luxury that non-programmers get?
Man I don't know what I want to do..
@MickLH are you sure? this is my first link: adb.org
Jon
Jon
have you talked to your doctor about suicide?
Work on my game? It's been a while..
Do more challenges? Can't be arsed..
19:46
Aside from that:
:)
 
1 hour later…
21:09
You really start to wonder how MTGO works internally when you read something like this. http://t.co/4hKEbW8YWA
Ah, good ol' Magic Online.
 
2 hours later…
22:57
@Hjorthenify WHOA IT LOOKS COOL ALREADY
I'll try to reexport them when i get access to my desktop :P
Hey guys I just noticed, the Unreal engine makes you pay 5% profit of your game but if the game is completely free then you don't have to pay anything! :D
00:00 - 14:0014:00 - 00:00

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