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00:00 - 22:0022:00 - 00:00

Jon
Jon
00:01
You do your adventure ckd
Advent code
Pip
Pip
not yet, haven't had time
trying to get some kind of code working tonight
it's crunch time!
00:22
lol one liners are fun (advent of code spoiler) bitbucket.org/IcyDefiance/adventofcode/src/…
00:52
had to do it
Pip
Pip
lol
looking very nice Icy
Jon
Jon
Ballsy
01:16
:( I always log on with everyone is away
01:28
when* :3
I actually am lurking, if you're wondering, I just have nothing to say
Pip
Pip
02:11
@IcyDefiance you lurking?
eww no. wtf do you think I am.
Pip
Pip
alright, cool
Any idea why your spritebatch wouldn't work?
'cuz it sucks probably
Pip
Pip
lol
nah today I just pasted it into my new framework as-is and it worked fine
Pip
Pip
02:14
now it errors on the shader?
wtf?
oh that one might be because of version differences
you'll want to remove the layout things and change the version line to 130
Pip
Pip
I did
no crashes then
but now it's doing this
Shader:
        static string vshader = @"#version 130
            in vec2 vertPos;
            in vec2 vertTexcoord;
            out vec2 texcoord;

            uniform vec2 pos, scale, texSize, tarSize;

            void main() {
                vec2 realPos = vec2(2 * pos.x / tarSize.x - 1, -2 * pos.y / tarSize.y + 1);
                vec2 realScale = vec2(texSize.x / tarSize.x, texSize.y / tarSize.y) * scale;

                texcoord = vertTexcoord;
                gl_Position = vec4(scale * vertPos, 0.0, 1.0);
okay when you get that error, it usually means the shader didn't compile properly. if you look in that output window again you should find the real error.
Pip
Pip
hm okay
tbh I should have thrown an exception when compiling instead of printing the error to console, but meh whatever
Pip
Pip
02:21
uuuh
no console output
Ctrl+Alt+O
if there's not an actual console then Console.WriteLine() prints there instead
Pip
Pip
ooh
nope, both shaders compile correctly
printed the compile status, but are 1
then...that is weird
the other reason you might get that exception is if the uniform really doesn't exist. either it isn't in the shader, or the gpu driver optimized it out.
Pip
Pip
hmm
but neither of those should be possible with that shader
Pip
Pip
02:26
yeah :/
I got nothing. Good luck! :D
Pip
Pip
thanks
only been working on this for like 3 hours :P
it's definitely something to do with the shader but I can't figure out what
oh, are you activating the shader before trying to set the uniform?
call shader.Use()
that's actually horrible design on my part
Pip
Pip
shader.Use();
GL.BindVertexArray(vao);
GL.ActiveTexture(TextureUnit.Texture0);
shader.SetUniform("pos", lastPos);
shader.SetUniform("texSize", lastTexSize);
shader.SetUniform("tarSize", lastTarSize);
shader.SetUniform("scale", lastScale);
shader.SetUniform("tint", lastTint);
Definitely calling it before then
jerk. you ruined my awesome theory.
Pip
Pip
02:31
lol
code is pretty identical to yours now
looking through for differences
there's one difference
List<TexturePositionMap> toDraw = new List<TexturePositionMap>();
that's in yours. Mine is:
List<Sprite> toDraw = new List<Sprite>();
    struct TexturePositionMap
    {
        public Texture Texture;
        public Vector2 Position;
        public Vector2 Scale;
        public Vector4 Tint;
    }
oh yeah why does that Sprite class even exist in my code...
weird
Pip
Pip
class Sprite
{
    public Texture Texture;
    public Vector2 Position;
    public Vector2 Scale = Vector2.One;
    public Vector4 Tint = Vector4.One;
}
the Sprite class is mine
yeah but I had one too
I might have made it for my UI stuff and forgot the TexturePositionMap existed
Pip
Pip
sooooo... no difference between the TexturePositionMap and my Sprite
yeah that wouldn't cause the exception anyway
Pip
Pip
02:35
except... struct vs class? meh, yeah
I also removed all of those Draw overloads
and made it Add(Sprite)
and changed Flush to Draw
but none of that should make a difference
spritebatch and shader classes
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);

            spriteBatch = new SpriteBatch();
            sprite = new Sprite() { Texture = new Texture(new Bitmap(@"test.png")), Position = Vector2.Zero };

            GL.ClearColor(Color.CornflowerBlue);
            GL.PointSize(5f);
            GL.Enable(EnableCap.DepthTest);
        }

        protected override void OnRenderFrame(FrameEventArgs e)
        {
            base.OnRenderFrame(e);
            GL.Viewport(0, 0, Width, Height);
part of GameWindow
Any ideas, @IcyDefiance?
I can send the whole project if you want :P
(Not that you want to, ofc. Being a little lot frustrated atm :P)
go ahead. I'm gonna bet it just works on my computer. :P
Pip
Pip
alright
be warned: super messy file system right now because I'm refactoring and actually getting things to work
which would actually be awesome for me, because when you find a solution to the problem, you can tell me and I can increase compatibility
Pip
Pip
awesome
@IcyDefiance here you go
everything should be in the Liyr project
02:55
oh, yeah, the gpu did optimize out that variable, because you changed the output line
gl_Position = vec4(realScale * vertPos + realPos, 0.0, 1.0);
vs
gl_Position = vec4(scale * vertPos, 0.0, 1.0);
Pip
Pip
oh fuck really
god damnit :P
So it was totally my fault
awesome :P
also you can change the first part of the shader to this, just because it looks nicer
vec2 realPos = vec2(2, -2) * pos / tarSize + vec2(-1, 1);
vec2 realScale = texSize / tarSize * scale;
I can't let my ugly code just run wild like that
Pip
Pip
same error!
        static string vshader = @"#version 130
            in vec2 vertPos;
            in vec2 vertTexcoord;
            out vec2 texcoord;

            uniform vec2 pos, scale, texSize, tarSize;

            void main() {
                vec2 realPos = vec2(2, -2) * pos / tarSize + vec2(-1, 1);
                vec2 realScale = texSize / tarSize * scale;

                texcoord = vertTexcoord;
                gl_Position = vec4(scale * vertPos, 0.0, 1.0);
            }";
dude, you didn't change that last line
Pip
Pip
oh fuck
thanks
03:02
@IcyDefiance you should also use parentheses to be more explicit, if you are going for cleanliness :)
unnecessary parentheses annoy me. just learn the order of operations instead. :P
Pip
Pip
alright, running now
not my fault people don't know that shit
Pip
Pip
no sprite still though
I came from C, so I learned not to trust operator precedence
03:03
oh? is it not reliable there?
mostly, but it's not part of the language spec so compilers are free to do it however they want.. don't think it's ever an issue for */ or +- though
Pip
Pip
@IcyDefiance any guess why there's no sprite
"The C language standard doesn't specify operator precedence. It specifies the language grammar, and the precedence table is derived from it to simplify understanding."
wow
it can be an issue when dealing with */ and &|
sometimes bitwise is handled first, sometimes later
@Pip Game.TargetSize isn't being set anywhere. you want to just make that equal to the window size.
03:11
regardless, as a matter of habit, I learned to be explicit just to clarify intent
Pip
Pip
oh damn
you could just use the window size directly, but once you start using framebuffers that will change
#FuzzyLogic yeah operator precedence is defined in the C# standard, and as far as math goes it just makes sense. redundant parenthesis might be nice for clarity with unusual stuff, like bitwise operations, but for the most part it's just clutter.
lol actually that particular code is glsl, not C#. I wonder how it's defined there...
Pip
Pip
boom!
It works, thank you so much Icy
ah yep, it's defined in the glsl spec too, page 7. opengl.org/registry/doc/GLSLangSpec.Full.1.20.8.pdf
Pip
Pip
legit!
03:16
btw if you're tempted to start on text support next, my SpriteFont class on bitbucket is totally broken. don't use it. :P
Pip
Pip
I have a text renderer using System.Drawing for right now
works okay
Will need replaced later
there's some code sitting around in those projects somewhere if you want to see
nah I think I'm done with code for tonight
Pip
Pip
I think I am as well as soon as I verify that the orientation of the image is correct
thanks for the help! You saved me a lot of frustration :P
 
4 hours later…
06:54
This is annoying. The Ukrainian И makes a I sound as in "bit". But for whatever reason, it is transliterated to a Y.
It does have slight resemblance to E and Y, but not as much as a plain old Й.
07:42
Imagine if Wikipedia met their goal in an hour.
That could be a movie.
"The time when Wikipedia met their fund raising goal in an hour".
08:21
i give them $5 a year, about
09:17
@AidanMueller Transliteration is not transcription. The focus is on being able to tell what the original spelling looked like, not how it sounded.
(See for example "你好" as spoken in Mandarin being transliterated with pinyin to ni3hao3).
 
1 hour later…
Jon
Jon
10:36
YAAAAAAAAAAAAAAAAAAAAAAAAAAWN
my power supply died
rip
dunno how long this RMA is gonna take lol
Jon
Jon
what brand?
Corsair, HX650W
Almost 6 years old now, has a 7-year warranty heh
Jon
Jon
lol funny
Corsair is actually amazing when it comes to customer support
they sent me a ram chip replacement like 5 years later, didn't have to send them the broken one
nice
I'm going through the retailer I bought it from, but they're the best computer shop in the country. Hopefully they'll just gimme a new one if I return the old, not sure what their RMA process is
Jon
Jon
10:58
after 6 years.. you usually have to go through manufacturer
Day 3 advent -- puzzle 1 easy peasy.
I used a dictionary :)
shit, part 2 was easy if you used dicts
now I gotta wait en entire day for more
 
1 hour later…
Jon
Jon
12:21
Anyone here ever develop a point and clicker?
12:54
like every web app ever you mean?
Jon
Jon
13:11
game.
 
1 hour later…
14:41
@Jon not me
i made a verb/noun text adventure once
Jon
Jon
cool
I'm currently talking with a guy about making a point and click puzzle style game
Jon
Jon
15:13
Man.
I think I found an artist.
try working at a game company and not caring about the new star wars movie
Jon
Jon
hehe
after attak of the clones, i only saw III because I wanted to see what Lucas would do with his power. but now I just don't give a shit
Disney
Jon
Jon
15:31
i hope the reveal is jar jar as the sith lord
just a big dollar sign would be sufficient
My roommates are so pissed that I'm back on my medication lol
Jon
Jon
you have roomates?
those poor bastards.
lol
Especially when you consider I sleep almost exactly 6 hours and listen to music and dance when I'm feeling OK about life
1am - 2am => subwoofer calms down
7am - 8am => subwoofer back on
and it's not "brrrrrrr" either... it's "WOOOOOOOM WUWUWUWUWUW"
They should be awake and ready for work anyways at this hour
I'm joking, just in case anyone is angrily fuming like: "What a dick."
I remembered it's 7am, and used headphones instead today
But seriously, who wouldn't want to wake up to this: soundcloud.com/destroid/…
Jon
Jon
15:48
lol
@MickLH if you woke me up with that I would beat your door down and smash your sound system
I used to live next to someone like that, they soon learned that it's not wise to do such things when i'm trying to think too
it doesn't bode well for them
That's why we're not neighbors, people always ask what happens when an unstoppable force meets an immovable object
The answer is: They don't.
completely agree (scary thought, we actually agree on something)
15:51
Lol actually thinking about it for a bit, I am coming to the idea that we'd have some kind of physical fight and eventually end up at the bar
God I have to listen to this song again, I love the fucking duck sound drop so much
quack- quack- quack- quack.
16:49
Ok, the Marshal badge encourages behavior you don't want. I'm going to quit answering questions on GDSE until I get it, because if I hit 3k rep, it's suddenly really hard to get helpful flags.
user4704
@Almo How much is it worth it to you for me to NOT give you a 500 point bounty then? :)
hahah :D
user4704
I need 113 more spammers before I can get marshal.
that's quite a few
user4704
Yeah.
16:51
i think it's another 2-3 weeks of bad questions to get me marshal
well maybe 2 months still it's not long
user4704
We used to use flags for mod communication on "should we do X with this?" ages ago, but then we found a better way
I was thinking that maybe successful close votes counting toward it would help, but then that would encourage excessive closing.
user4704
So I'm sitting at 387 flags and the only way that number goes up is if I use a spam flag.
I haven't found a workable solution to this, beyond maybe reducing the req for the badge
user4704
OTOH I have ten gold badges now, and that's a nice round number
16:52
heheh cool :)
i have 6 on SO, including Unsung Hero :D
that one took years to get
user4704
Yeah I'll probably never get that one either.
It's hard to get UH on GDSE because it's a smaller community, and good answers (like yours) just attract upvotes
on SO there's so much traffic it's easy for your answer to go unnoticed if it's instantly accepted and not upvoted.
Swift is open source : github.com/apple/swift
user4704
That's true.
user4704
@Noctrine Ah, that finally happened?
user4704
16:58
Cool
the badges don't all scale for the various-sized communities
Just a little while ago, also swift.org
user4704
@Almo Yeah. I try not to think about them too much.
:)
user4704
I don't like "achievements" and similar mechanics.
17:02
I only worry about the ones that are attainable
Shit like Wipeout HD "Place 1st vs expert AI on all tracks forward and backward"... fuck that
i can't even place top 3 vs normal AI.
user4704
26
Q: Should I tell the player he has no chance to complete the level?

EminemSuppose that a player has reached a point where he has absolutely no chance to complete the current level, and he must restart it and try again. Should I notify him that he will gain nothing by continuing the level and he needs to restart? If so, how should I tell him that? Would a message box ...

user4704
I wish I could add custom post notices :|
what you mean?
user4704
Hang on
user4704
Also, in addition to the "explanation and context" post notice, please try to post answers that take a position and offer a defense of that position. It's what makes "good subjective" questions like this useful; don't just post a wishy-washy "I think it could go either way" answer without explaining why. — Josh Petrie ♦ 17 secs ago
user4704
17:09
That's why.
We can't add custom notices anymore?
Or was that just in bounties?
I suppose it could be edited in.
user4704
Just bounties I think.
user4704
We can't modify the notices at all, as far as I know.
17:58
oh right
I kinda hate Swift completely, it feels half-assed to me.
The only way I've found it better than any language I like, is the nested comments
But I'm probably biased, because my parser does nested comments. I hate trying to comment out a block for a quick test, only to find that there's a comment in your comment, ending the comment early and ruining the "quick" part of the quick test
Jon
Jon
What do you guys think about an interactive story "game"
user4704
What about it?
this one was a good game
at least it was back then
@Jon What do you mean by interactive story?
Jon
Jon
18:06
I am currently discussing ideas with someone.
The concept is that you are inside a characters dream
and you can interact with the scene, instaed of the character
to mess with him
The character would act upon the change in scene.. or whatever.
user4704
Okay.
We need spoiler tags : The end of that one movie about relativity from the protags perspective?
I think it could be interesting, but it sounds more like a desktop toy at this point.
Or like, the sims with max autonomy?
Jon
Jon
It would be more of an interactive film
Than a game.
So the character that you are watching already has a purpose -and you have to choose to help them to it?
Jon
Jon
exactly.
18:16
I'd play it. - If only for the novelty
user4704
There's a lot of room for how you build the "gameplay" in those sorts of games. I think they can be interesting if done well.
user4704
You can go too far though and then it becomes more of an interactive film rather than a "game" (largely distinguished, in my mind, by the inability to make meaningful choices)
I'm not sure being an interactive film is bad. I avoid most point and click games for that reason, but limbo was completely linear and that was still pretty cool.
not sure where I'd draw the line
@Jon This is the game that really pushed me towards wanting an xbox.
Jon
Jon
18:30
it is very pretty looking.. not sure if it will be fun, but it sure looks good
user4704
I woudln't say it's bad to be an interactive film. Just not my thing.
@Jon personally they don't tend to interest me, unless it's really involving like Heavy Rain. I liked that for some reason.
@IcyDefiance limbo had physics puzzles. not interactive film.
Some of the choices in that game were seriously agonizing.
yeah it had puzzles, but those puzzles only had one solution
18:37
that's doesn't make it an interactive film in my opinion
user4704
@Jon This was all I thought of every time my character was whiny about his kid in FO4.
Jon
Jon
haha me too
there is a mod that replaces mini-nukes with babies
And there is actually a heavy rain mod for fo4
user4704
I need a "turn off clipping dammit" mod for building.
user4704
(and a related, "turn off snapping dammit" option)
user4704
I spent too long carefully trying to place junk fence and half-width walls to make a reasonable looking perimeter fence around part of my fortess of solitude
user4704
18:47
without leaving derpy holes
Jon
Jon
19:00
yeah, the build mode is really bad.
in a year or so, the really good mods will be coming out
This baby mod for the mini-nuke is hilarious ... the baby just flies towards the enemy and explodes. hahahaha
exploding baby.. classic.
 
1 hour later…
20:31
0
Q: Nested Ternary Implicit type Conversion issue: Type of conditional expression cannot be determined because there is no implicit conversion between

user3174123I have used nested ternaries in the past quite frequently with c#. After I introduced An event handler, as the assignment operation, I was presented with the error: "Type of conditional expression cannot be determined because there is no implicit conversion between 'void' and 'void'" Here are tw...

user4704
My eyes!
hahah :)
Pip
Pip
Ey
I have used nested ternaries before
not often because they get messy
but a couple of times
@MickLH this. so frustrating sometimes
@IcyDefiance finally got textures to draw correctly
I have no idea what I changed but now they are no longer flipping over the y=x diagonal
20:46
heh, I've written a ternary chain worse than the one in that question
only once though, and it evolved over a month of new requirements. it was pretty simple at first.
the good thing is those are pretty easy to refactor into if statements. took under 30 minutes for mine.
Pip
Pip
yeah, since they're just if/else statements with a "return"
the one in that question would take like 5 minutes of typing, not much thinking
21:06
hey all, can anyone give feedback on the physics of my new prototype? its the first time I've tried doing something like this: pixelpocalypse.com/wormy2d
no, connection timed out
its working for others so it should be a good link
yeah worked for me. physics seem normal. you probably used box2d for it?
yeah its box2d
21:36
gah! want to tell that ternary guy to just stop programming.
haha, embedded assignments no less
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