« first day (2112 days earlier)      last day (3205 days later) » 

Sie
Sie
00:04
Alright just did some testing and made the cube a child of the player. It seems to be an issue with the pickup script. Derp.
00:59
android studio doesn't update itself? :(
01:39
Android studio? U mean Eclipse?
Eclipse is awful slow horrible monsterous thinging, from my experience.
I genuinely hate the "do exactly what I do here" youtube tutorial that used Eclipse.
must burn everything related to Eclipse. Erase it from existence so no more poor souls fall into the trap.
Anyone do Code Fights here?
That sounds like something out of movie.
first thing came up to my mind : throw ur buggy code to friends to challenge them.
"You must figure out why I am getting access violation error, hint I massed up with pointer somewhere!"
if( (( win == +1 point )|| (!win == error resolved )) ==profit);//always true
See how you compare against your friends and other CodeFighters. Or see if you can code better than engineers at top companies like Uber, Dropbox and Two Sigma
don't think the second part of the statement is realistic to most majority
Sie
Sie
02:02
Insane.
Frontier (our shitty new ISP that bought Verizon down here) just gave us a bill for $469 for cable, phone, and internet. We normally pay $140-ish.
think the personification of popular programmer medium on the front page is cool though.
perhaps they switched your home internet to "Pay as you use"
Sie
Sie
02:21
No. Looks like a service call for when our TV box wasn't working. Apparently they charged us (and didn't say they were going to).
 
2 hours later…
03:52
@BlueBug Android Studio is a different program, based on IntelliJ iirc. Google abandoned Eclipse a couple years ago in favor of that.
it's technically an improvement, but the emulator is no different and the weird xml shit is still there, so it doesn't feel like one, lol
Sie
Sie
04:08
Can someone help me understand this. What exactly is a MeshFilter? I'm trying to copy the mesh of one object and apply it to another.
04:23
it purifies your mesh and makes it safe to drink, obviously
Sie
Sie
"The Mesh Filter takes a mesh from your assets and passes it to the Mesh Renderer for rendering on the screen."
So basically it helps to render it?
That's what I'm gathering from the API anyway.
looks like Mesh is the handle for vertex/index buffers
then MeshFilter contains a Mesh, Transform, and a couple other things
Sie
Sie
Also. I suspect the spirit of @Jon has possessed @Icy.
@IcyDefiance So kind of like a container for things related to the mesh.
it inherits from Component, so I think it's just a class that lets you attach the Mesh to a GameObject
based on IntelliJ? an instant approval
04:29
oh I see, the Transform I mentioned is also inherited from Component, and it's just referencing whatever Transform is attached to the GameObject, if there is one
basically a shortcut property, not a real member
so yeah, MeshFilter is a class that attaches a Mesh to a GameObject
Icy were u the one who was working on XNA(or directX) based engine.
not within the last 5 years, no. I do opengl and a little vulkan.
VULKAN!
does it require context handler lib and function loader lib like opengl?
needing to use third party libs just to start up the window and call the functions were, for me, tiny bit of downside of opengl, I wonder if that is still persistent in vulkan.
you technically don't need to use 3rd party libs with opengl. it's just a lot easier that way.
in vulkan...it's different. function loading is simpler, window management is basically the same (because it's outside the scope of both libraries), and "context" is split into "instance", "device", and "surface"
actually it's more than that. you have to set up the whole swap chain and it's annoying.
I think vulkan is designed better than opengl, but it's much lower level, so getting anything done is painful. I think I have about 5k loc right now and I don't even have textures working yet.
I got sick of it and started on a different project, lol
no texture after 5k line sounds very sad
04:47
80% of it is probably wrapper functions, because vulkan has a C interface and I'm trying to make it more "friendly", but yeah.
on the other hand, there are a lot of limitations to opengl that vulkan doesn't have. like the options opengl provides for texture storage were pissing me off, but vulkan seems more sensible. and vulkan plays nicer with multithreading.
I guess folks who delve into Vulkan are likely to make stuff that will make life easier for the folks who will come second.
right. I think the big engines will likely start using vulkan as soon as they can, but the difficulty will put off most of the "I want to make a game with my own engine" types that play with opengl right now.
on the other hand, considering the rate Unity is adopting new versions of C#, it might be another decade before it gets Vulkan support :P
Sie
Sie
05:05
Can I just add a MeshCollider directly to a gameobject? I think I can.
Well in editor I can. I think I have to use AddComponent to do it in C#.
<- "me wants a game on my own engine type of kid"
 
4 hours later…
09:20
@Jon sorry, beaten to it by a few centuries:
The Turk, also known as the Mechanical Turk or Automaton Chess Player (German: Schachtürke, "chess Turk"; Hungarian: A Török), was a fake chess-playing machine constructed in the late 18th century. From 1770 until its destruction by fire in 1854 it was exhibited by various owners as an automaton, though it was eventually revealed to be an elaborate hoax. Constructed and unveiled in 1770 by Wolfgang von Kempelen (Hungarian: Kempelen Farkas; 1734–1804) to impress the Empress Maria Theresa of Austria, the mechanism appeared to be able to play a strong game of chess against a human opponent, as well...
Jon
Jon
Ah yeah
 
1 hour later…
Jon
Jon
10:25
C64 lot for sale here in town
No price guy wants me to come over first ugh
He has like 10 commodores
Jon
Jon
10:36
Actually 4
1 original
3 shitter revs
DH.
DH.
10:51
@IcyDefiance It will depend on Mono, right? Because they are built on top of it IIRC
@DH. I think they switched away from mono
11:38
@Jon I'd buy C4, if available...
it's just a '6' difference
Jon
Jon
TERRORIST!
Jon
Jon
They fucken blocked imgur.com at work
DH.
DH.
12:03
There are tons of blocked sites in our company
But reddit and imgur aren't
I don't even
12:15
God dammit. A method with 83 parameters ...
DH.
DH.
Didn't know that was even possible
What is the name of the method? DoEverything?
CreateNewProduct :P
Contains every field the product needs.
It's pretty crazy.
I should probably refactor to use structs at some point.
There is also not the slightest use of enums. Every value is either string/int/double.
DH.
DH.
That's really bad
Your eyes are probably burning while reading the code
It's pretty bad yeah.
During the interview it was like "The code is made to be easily maintainable, we expect you to keep it that way."
But yeah, it was an interview with HR, not really their area of expertise.
I'll just have to do my best to improve it.
DH.
DH.
Oh they always say that, but it's not like you won't write some shit code if someone is asking to the code being sent yesterday
12:22
Yeah, that's true :P
@WilliamMariager just wrap it into a DTO, it will be 1 parameter
Yeah, like I said, I'll throw it in a struct at some point. Not my main focus atm though. Got a deadline. :P
tho I wouldn't use enum one bit
DH.
DH.
But would be good to raise a flag so people understand that this could help in the future if this function is being called again
1 possible exception. Bitmap
I would change enums to inheritance
12:24
Holy nested ifs Batman :P
DH.
DH.
Jesus Christ
Throw some holy water in this, it may help
I know now what 'burns eyes' mean
howly cow
tho I doubt it's human written. I think it's generated
DH.
DH.
Oh there's no limit for humanity, specially those who are under the effect of coffee
Coffee and deadlines :P
The perfect recipe for spaghetti code :P
This is just insane
12:29
There are also a few logical errors.
Like a nested if that results in nothing happening.
if (Request.QueryString["id"] != null)
{
    if (int.TryParse(Request.QueryString["id"], out id))
    {

    }
}
else
guys I'm dying of laughter
So if there is an id parameter but it isn't an int it results in nothing happening, not even the default action.
DH.
DH.
lol
Looks like the code needs some revision before every commit
Not to mention, the null check is redundant, since TryParse returns false for null.
DH.
DH.
Game assets with PowerPoint?... Just... wtf
I don't even
12:32
It's a legitimate tutorial too! It's like 2 hours long
I could sort of see the point if PP at least supported a proper image export feature, but AFAIK it doesn't.
I would rather use Paint than powerpoint lmao
DH.
DH.
What it would teach? Using glow? (Bad)Shadows? Transitions?
What the heck ... GetUserIdByUsernameAndPassword();
It doesn't take any parameters ...
I'm going to assume it's a session thing.
DH.
DH.
Better check what's it's doing
12:38
Oh god no ... this is bad.
AddAllergenSpecificationOnTradeItem(GetNewestTradeItemsId(), GetNewestAllergenSpecificationId());
The code is basically relying on order of execution to work ...
Why not just pass a reference... They're called in succession.
12:53
What the heck .Select(i => i)
13:25
@WilliamMariager that's only bad if you're writing C++ code
(Or C)
Because those are (as far as I know) the only languages weird enough to not define evaluation order in that context
This is web though. The database could easily change between calls.
@KevinvanderVelden well to be fair, compilers can do weird optimizations by changing execution order
I mean, the calls will still be evaluated in the same order
@Ali.S true, but I doubt there's a (measurable) performance increase except in edge cases where you do weird things
@KevinvanderVelden well c/c++ are all about performance. even if it's not really measurable :D
If it's not measurable than it's probably not needed =p
14:00
Isn't that a lambda which simply returns what it gets?
Yes, and another loop
14:12
> No overload for method 'UpdateItem' takes 84 arguments.
sigh
Pip
Pip
:/
That sounds like some fun code
DH.
DH.
Good luck finding the once incorrect lol
No, set that code on fire
Right now
I think I'll request time to refactor it, once the deadline features are in :P If they are not interested in giving me that, I think I'll just quit. :P
14:17
@WilliamMariager hell I would request abandon the project, giff me other task, with the same result, if request is denied
DH.
DH.
Just refactor it and say that there's no other way
No refactoring, burn it before it infects other code
DH.
DH.
It's an old function, it already caused chaos in the project
No turning back
Set fire to everything
@DH. the good approach is to give a shit on deadlines. Wait for fireing, while You do the right thing, and rewrite most of the code
DH.
DH.
14:19
This code was probably written thanks to the perfect process of eXtreme Go Horse: gist.github.com/banaslee/4147370
eXtreme Go Horse is a brazilian joke to all the bad code and shit that doesn't make sense in the projects
My only comfort is that I get paid by the hour.
var basePriceDeclaration = new bool();
DH.
DH.
Wait, what? price equals a new bool object?
There are just a ton of weird things going on.
DH.
DH.
Wait a minute, you said that there's no version control right?
DH.
DH.
14:30
This is so XGH, whoever makes some shit code will never be blamed about it
It's awesome ...
I would write kittens in so much place
throw a lot of easter egg inside
I guess I'll call it a day. I got partial editing going at least.
I'll see how I'm doing in a few days. Might have to tell them it's not possible to get the feature in in time.
DH.
DH.
My mind would just collapse if they said that I can't refactor such shit code
As far as I can tell, the thing isn't built to allow editing. I basically need to write a large chunk of the back-end over to get this working.
14:32
HolyGrail function with admin password in it
On a more on-topic subject. I had an idea yesterday. Could a game without randomness be fun?
Every action would be predictable for the most part.
The only "randomness" would come from how the player and the AI acted.
Yes
So like, if you were to shoot a gun or a spell, it'd deal a fixed amount of damage, with a guaranteed effect.
like an FPS with exact hit pattern?
See also puzzle games
14:39
Trivial Example: Tic-Tac-Toe, Real Example: The Impossible Game
sure it does
Well, I was thinking more in the genre of strategy games.
go, chess
@MickLH no he was talking about games that are fun, not tic-tac-toe
Like, RimWorld or Dwarf Fortress.
But yeah, I see, plenty of examples.
I'll ponder on ...
14:40
@WilliamMariager DF has tons of randomness though
Yeah, I know
@KevinvanderVelden Tic-Tac-Toe is fun, just not exciting
But I was thinking, games like that, but without randomness.
@MickLH a game that, with 2 remotely competent players, can't be won or lost? Nah that's not fun
So the "randomness" would come from being unable to predict 100% of what happens.
14:41
Here I'll go with a cliche example I guess, Chess
DH.
DH.
I already played RPGs with fixed damage
Like, you accidentally set a tree on fire, and the fire spreads.
@KevinvanderVelden Let's not engage in masturbatory bickering about what is or is not fun.
Predictable that it would happen, but you just didn't see it at the time you threw the fireball.
@MickLH aight =p
14:42
I always thought Checkers was more fun than Chess, so I think nobody agrees with my view of "fun" lol
I also think checkers is more fun actually, it's simpler so you don't have to worry about as much options
(I mean, if I were better at chess it'd probably be more fun)
That's exactly why I like it, I don't have to stress out infinitely about what move to make and still only end up with a shit approximation of optimal
Yes, because there's less options you can plan further ahead
So in a non-random game, how would resource gathering go. Like, if I were to forage. Rather than have a chance of finding some items, I'd pick the different items I want to find and they'll come back in a certain amount.
There'd have to be another factor to limit. Like, stamina. Perhaps it takes more energy to collect rocks than branches.
What genre are we talking about? RTS games generally have fixed resource gathering values
14:46
It would be a survival thing, again similar to RimWorld or DF.
Oh, I guess resources are kinda fixed in those.
The terrain is generated, and that's how it is.
So moving from random to fixed will basically mean that everything needs to cost something.
Taming an animal, instead of having a 10% chance, it'd just take x time or y resources.
I feel like we assume magical infinite intelligence in humans at some unconscious level, but I think we should look at it more like computers and complexity theory... If you think about Chess, sure it's non-random, but the game tree explodes so quickly that the state of the game right now, is something like a hash function of the next optimal move.
Finding that next move mentally is similar to breaking a hash and has to be approached approximately, so it's basically a game-driven source of randomness implemented by the player's mental search through a random sample of the game tree possibilities.
@MickLH That's the thought I had as well. Removing randomness doesn't necessarily make the game easy to predict.
It gives you control of the situation here and now, but you can't see ten moves ahead easily.
14:50
I know some board game expert, who thinks one of the biggest factor if a board game is good or bad, if it have luck in it.
It's pretty important yeah.
If a game is too much about luck, it's easy to feel bored or frustrated.
Jon
Jon
Luck based games are stupid
I usually use Binding of Isaac as a good "luck" measurement.
Jon
Jon
They entertain idiots that have no skills
well. Bore/frustration is solved if You are not out of the game from the beginning, if You had a bad start in a multiplayer game
Jon
Jon
14:51
I WIN!
worst example is Risk. You loose, and can't play for another half hour at least
@ntohl most board game people I know if find the biggest factor to be how much of an influence it has. I.e. in monopoly you can't do shit because 99% off everything is random
in Risk You may have 3 territory, and be bored as hell for the rest of the game
I like Citadel, because the strategy is mostly mind game, and luck factor is very small.
or Hive, no luck involved.
both of them fun.
I've not played either of those
Or linkage. No luck there. :)
I really don't like Citadels. When you decide who to assassinate, you're pretty much randomly killing someone for the round
one game, I had to sit out about 80% of the rounds because I kept getting killed.
14:58
@Almo You are not liking the game, because You choose always the caracter that must be assasinated
I did not
I tried different characters each round, and got killed over and over
it was just bad luck
I'll take the Bishop this time. Nobody kills him. Bam. dead.
in my oppinion it's not luck. You have to guess who choose which caracter
you can't
other people are involved, and may not make optimal choices
in my oppinion cluedo is a mind game too, it's not luck
@ntohl Stop and think about what you just said...
"It's not luck, you just have to guess something unpredictable, and hope you're right."
15:00
it's totally luck; there are dice invovled. You roll all ones, you're basically fucked.
@MickLH I'd like to emphasize on 'choose' and not on 'guess'. The caracters are not dealt to You. They are choosen
Uh... Did you... Guessing something unpredictable strongly relies on luck. Are you awake?
But you cannot predict who the assassin will kill.
2 mins ago, by ntohl
in my oppinion it's not luck. You have to guess who choose which caracter
No f**king word games please, you said choose... sure, you also said "You have to guess"
it's a person making the choice. Even if killing the bishop is the worst possible choice for them, they might still make that choice.
So if you pick the bishop cause you see it's the worst choice to kill and they kill you, that was bad luck
here's what matters: a game mechanic involving luck or guessing is OK with me... if you still get to play.
I've been not in Catan games because bad rolls meant I had nothing to trade. I was effectively not playing.
15:04
I'm awake. For example I give You two cards, and You have to choose. One of them will get You 5 points, and other will get You 1 point. I have a chance to guess which You choose, and if I hit, I will get the point, not You. It's a mind game
not a luck game
I've been in Power Grid games where a power plant draw from the deck determined who won... but I still got to play. I was still part of auctions, I was still building houses, etc.
@Almo I have a stricter requirement: Random choices shouldn't significantly change my chances of winning
Citadels fails this condition. If you get unlucky and killed most rounds, you don't get to play.
@ntohl I far more than understand your point. Do you want to understand mine?
Long story short: No.
The game you described, where everything is unknown and there is a random 50/50 chance of each outcome... that's luck based.
Trying to read someone's emotional state and infer their choice is a different game completely
I want to understand Your point, tho I'd still like to debate on the definition of "luck", "random choice"
15:09
It's subject to the same construction I did earlier for Chess, even if you say it's deterministic... (It really can't be because of physics, but lets assume it is just for logic...) even then, the amount of possibilities is so extreme that searching them all is not doable
So to obtain any answer, it has to be an approximation based on a random sample
chess is about luck?
that's not really what he's saying
it's subtler than that
Not exactly, Chess came up earlier because it's not random but it's so complicated that luck is still involved
Saying "is about luck?" as if it's ridiculous is a fucking word game fallacy, clean up your act man
I was wrong. I would really not like to listen to Your point. Sorry
@ntohl Well you can leave then :) We talk about game dev here
15:12
LowDown has no random element, but it's easy to say someone "got lucky" when playing 1 and winning in a round with 10 people.
Jon
Jon
Lol the mickster strikes again
Reminds me of the Google AlphaGo AI.
If I recall correct it was actually lucky in one match, mostly because the other guy made a bad mistake early on.
Sometimes the randomness comes from the solution to a very difficult problem. Even if the game is deterministic.
Jon
Jon
My game has a little luck involved
Since the physics engine iterations are very low
lol
@WilliamMariager This is a perfect example, It shows exactly how well structured luck can be extremely sensitive to skill
Jon
Jon
15:14
Very low amount of luck involved the levels are tuned like a moped
hahaha
I forgot mopeds are a thing
Jon
Jon
It was not the best vehicle to pick up chicks with back in the day
I tried to solve Ethernity II board game in my thesis at University. My approach was to swith between to solving strategies at some point, which would "speed up" filling of the board contra to back jumping algorithms. I tried to involve more luck with that step.
after 2 years nobody solved the table, so I guessed something must be done to involve more luck in it. Brute force won't work
ok...
cool?
Jon
Jon
Incorporated a dice rolling system into the mix
Now we have 3 hardware techs that take care of the dice machines
Jon
Jon
15:45
Why would anyone use a double underline prefix on vars
user4704
In C++?
because you need to distinguish it from single underline prefix names?
:D
user4704
Either they're the vendor implementor or they like to break the rules.
user4704
__ in any position in C++ identifiers is reserved for the implementation
oooh didn't know that
user4704
15:46
namespace posix {} is also undefined behavior
Jon
Jon
C#
I've seen it a lot in c++ but didn't know the reason
user4704
I think double underscore in front in C# is reserved, but I'm not sure offhand.
Jon
Jon
I just saw a guy do it in unity and wondered why anyone would do this
user4704
It's dumb, imo, even if it isn't wrong.
hjahah :D
Jon
Jon
15:48
Right. Why not go for triple
________someVar
HOW MANY
Jon
Jon
I can't think of any good reason for it
Ill let the guy know his code is dumb. Thx
16:23
@Jon super private!
I thought the point of the underscore was that it was faster to write than this..
So adding more underscores seems a bit fucky :P
I love the word "fucky"
Jon
Jon
Me too
In LINQ, the .Single() method is O(n) right? I mean it has to be, to ensure uniqueness?
user4704
No.
user4704
16:37
It doesn't ensure uniqueness, it ensures there is exactly one thing.
user4704
You can test for that by trying to step the enumerator before returning the first item
Oh right, so it basically checks if there is only one element.
user4704
if you can step, throw.
user4704
if you can't, return successfully
user4704
So it should be constant time.
user4704
16:39
(especially anywhere Count is constant time)
Yeah, makes sense.
Josh Petrie: can you tell me why I can't have 2 different buffers with 2 different data on at the same time when drawing is this because their will be conflict between them or is that because their is only one vertex buffer object on the GPU ?
Jon
Jon
Interesting
user4704
Jon
Jon
Unity splash for mobile now says "made with unity" again
user4704
16:40
(search for Single)
Jon
Jon
Instead of personal edition. Windows builds still say personal edition
Sie
Sie
I love Unity being free and all but frankly that splash screen sucks. Thanks to shitty green light spam (among other things) that splash screen spells death for some.
user4704
@DominicHughes You can bind multiple buffers per draw call in a non-interleaved vertex attribute scenario.
Sie
Sie
@Mick I finally started working on that ghost collider.
user4704
A draw operation reads from one set of vertex buffer data, and optionally from one index buffer.
user4704
16:42
You cannot bind two vertex buffers containing data for the same attribute, though (e.g., you cannot bind two buffers and use them for positions)
Oh I see hmm hold on let me rethink this.
user4704
What are you trying to do?
I'm just trying too put on the parralpiped some gui elements
was having issues with drawing 2 different shapes but managed to do it
by using the same vertex buffer object as an array rather then 2 seperate vertex buffer objects for each gui element.
as in 1 for one shape and another for another shape rather not 2 vertex buffers per shape that would be silly.
user4704
Generally you need one draw call per collection of vertices. Ideally you want as few draw calls as possible. So it's usually a good idea to stuff all the static vertex data that has the same set of attributes into one vertex buffer and do it in one draw call.
user4704
So one buffer for N shapes.
16:50
Yes it does make more sense doesn't it , if you had 100 gui elements and 100 seperate vbo's for each one that would be dumb.
@JoshPetrie Does that mean the entire engine has to be inside that one buffer? :P
if I'm doing everything in opengl.
where possible.
Sie
Sie
So I got my MeshCollider copied to ghost collider (MeshCollider gCollider = currMesh.GetComponent<MeshCollider>();). How do I actually get it onto the game object?
@DominicHughes No. Don't pack the entire engine into one buffer with OpenGL, see "opengl stream usage hints" for more details on when to split them apart
DH.
DH.
You want to add a component into the object in runtime?
@Sie that's a very good question Id assume you'd just drop that into the constructor gameobject::gameobject(); or can you do that in the body of the class definition before the public. private,etc member functions?
@MickLH Thanks I shall!.
Sie
Sie
@DH. Well this mesh will be updated in real time (when active). This ghost collider's job is to check for collisions before updating the real mesh.
user4704
16:55
@DominicHughes No, but for example, you might stuff a few hundred static rocks into one buffer.
@JoshPetrie Then how do I draw 2 buffers at the same time without one being turned off ?
user4704
You don't.
user4704
You draw one (set of) buffers at a time.
(Which is why you want less draw calls and state changes... you have to spend time turning buffers on and off)
user4704
A draw call draws one set of attributes.
user4704
16:57
Those attributes can come from multiple buffers (commonly they don't), but each attribute can be present in only one buffer.
user4704
So you can draw a buffer with positions and a buffer with normals.
user4704
Or you can draw a buffer with positions and normals.
yes I know this , it's really confusing trying to get my point across , I've got thanks.
user4704
But you cannot draw two buffers with positions.
DH.
DH.
16:58
@Sie I still don't get it what you're trying to achieve with your gCollider. Check the collision, if collided, come to the old state?
Brillant so aslong as I use vbo arrays I should be good to go just don't draw everything into one vbo without an vbo array being involved for each element.
Makes sense.
Sie
Sie
@DH. More or less. Essentially: Player Input -> Ghost Collider -> Collision/Threshold Check -> Real Mesh/Collider.

« first day (2112 days earlier)      last day (3205 days later) »