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00:00
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Q: Animated Textures For Models

JacketPotatoeFanWas watching some Rocket League and notice there was animated decals and wheels. . From what I searched, it seems there are 2 common ways to do that: Using a texture sheet and moving through it via code Using a shader? Am wondering which should be used and why (does it matter?)? I don'...

00:11
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Q: Animated character bobbing around instead of joints flexing

nova naniteI have a skeleton avatar that has a simple Mocap animation applied to it but instead of the joints bending the skeleton bobs around "doing" doing the animation. The process in which I made this avatar was by adding bones to the skeleton model in blender. Which I then exported as a .FBX file. Once...

00:30
@ArthurGibraltar I've taught some workshops on Unity shaders and would be happy to help you out either in chat or on that question if you can narrow it down to a single specific effect.
@JoshPetrie Say, I saw a late answer on this Q got deleted, though it looked fairly reasonable to me. I'm curious what I might have missed - was it relying too heavily on an external link?
0
Q: Best way to add and remove quads in a VBO?

Rishub NagpalWhat's the best way to handle adding and removing 2D sprites (quads) in a VBO? I am working on a mobile board game and sometimes game pieces (represented by quads graphically) need to be added to or removed from the screen. Currently, I store all of my quad vertices in an array. When I need to a...

0
Q: How to make a script that checks if a object exist but ignoring a delete function in unity C#

Jayson MeribeI have this game that I made that when every few seconds a new cube spawns but also every 5 seconds or so a cube gets destroyed. If you get both cubes off then that cube stops instantiating there only one cube that remains instantiating. So in order for me to make a win scene, I have to make it s...

00:47
0
Q: Mix different parts of an atlas in a shader

Arthur GibraltarHelp! T-T I finally created a terrain with Marching Cubes; The terrain uses triplanar texturing; Using one texture goes ok for the terrain; Now my terrain will use an Atlas for different terrain parts; Selecting an UV inside the shader, like forcing float2 UV = float2(0.0f , 0.5f) for the Atla...

Sorry I didn't answer sooner. My internet is being a little defective now and my ISP is going to repair it this week. But, about the question, this is what I've got so far:
http://gamedev.stackexchange.com/questions/135380/mix-different-parts-of-an-atlas-in-a-shader
@AlexandreVaillancourt hmm methinks the bot posts are too frequent now. just my opinion, handle it how you like :)
Haha, two users were asking about Unity 3D shaders around the same time so I thought it was the same question. My mistake. ^_^;
and my connection is gone again... And now it's back. And before it's gone again, thanks for any help.
 
1 hour later…
02:00
@ArthurGibraltar to answer your question: no, you don't need more than 2 layers to show more than 2 textures. The layer model simply restricts you to showing at most two textures on any one triangle. The triangle beside it can use different textures, and your texture variety is limited only by the size of your atlas.
I don't want to derail the comments on your question too much with that one potential alternative. But I think you should consider some means of limiting the number of texture samples you're doing because this is often the limiting factor in a terrain shader - and terrain often covers most of the screen so this gets very expensive.
@DMGregory huh, then that's what I want to achieve!
please, could you help me? I'll try to figure it out how to do what you're saying, but I don't know if I'll be able to find out by myself without help.
first things first, I'll delete the mix function.
This talk from the developers of the Witcher series describes a model similar to what I'm talking about: gdcvault.com/play/1020394/Landscape-Creation-and-Rendering-in
ok. I'll watch! But I have some questions bubbling in my mind. May I ask to you first?
Fire away.
02:18
So, my vertex may have a connection between, for example, a triangle with dirt, another with grass, and another with snow. I can't understand how to layer them. Should I discard dirt and use grass as base and snow as overlay?
The other that comes to my mind now is: I'm sampling the texture in the surf function; If my vertex is marked for grass and dirt, what should I sample?
user4704
@DMGregory Entirely, in fact, until he edited it right around the time it got deleted. I restored it.
0
Q: How to create a transparent mask in Love2D

undefinedSince Love2D doesn't support SVG, I'm looking for other ways to create solid, compound shapes. Anything that has straight edges can be drawn using a polygon, but I haven't yet found a way to mask an circle or ellipse, or in other words, subtract a circle or ellipse from the object being drawn. ...

Ahhh, I see. Thanks for the clarification, @JoshPetrie! :)
@ArthurGibraltar In this model (which again, isn't the only one) you would mark all vertices shared by a single triangle with the same two textures - which means sometimes you'd have to discard a third texture using some rule appropriate to your context (eg. you might have priority rules like "grass beats dirt, but dirt beats rock")
If two adjacent triangles disagree on which textures to use, you'd duplicate the vertices that disagree, so each triangle can use its own copy. (eg. if I have a snow-covered peak that's marble on the north slope and sandstone on the south slope, I'd copy the vertex at the peak into a {marble + snow} vertex for the north triangles, and a {sandstone + snow} vertex for the south triangles)
got it! That's what I wanted to hear! Thanks. I couldn't just proccess the last part: if I still use marble on the north and sandstone on the south, wouldn't still be a hard edge between them?
0
Q: How to create a tile map texture in Oxygine?

TyCobbI started playing around with Oxygine and Ogmo last night when I stumbled upon this GitHub that read in the Ogmo level. I ended up fixing the doRender method as it did not work (could just be due to it being an old version of Ogmo or something): void OgmoLevel::doRender(const RenderState& rs) {...

03:23
@Almo Note; I'll wait for a few days and see how ppl react, then probably ask on meta what ppl want..!
03:36
yeah makes sense to me :)
03:48
@ArthurGibraltar Sorry for the delay, I was away from my PC. This is why I specified a "snow covered peak" - here the overlay layer of "snow" hides the edge between the abutting marble & sandstone triangles. To avoid hard edges, you'll want adjacent triangles to share one of their two layers, and set that layer to full opacity along the seam.
03:59
0
Q: gbuffer pass values for GTA5

Mona JalalHow can I find the values to assign to these variables? For now I just have assigned them arbitrarily: config['gbufferpass_colortargets'] = 4 # number of color targets that identify the G-buffer pass, most probably 4 as games want to use all available render targets config['gbufferpass_hasdepth'...

04:13
1
Q: Sprite Animation of Tank Turning - how many items in sheet

mj_I have a question about this tank you can see below. It's from a game called Command and Conquer from the 90s. My question is, how is something like this animated as the tank is turning? Did the game designers draw the tank at a basic position and then draw it again +1 degree and then draw again ...

04:24
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Q: Flipping Textures in Modern OpenGL

OmegaHow do I flip a texture in modern OpenGL (3.1+)? This is the unflipped render, keep in mind it is drawn with 8x8 tiles from a texture atlas, so I edited green squares below him into the image to represent it. Rendered without horizontal flip: I have tried doing 1-texCoord.x in my vec2 texCoor...

04:53
0
Q: gamemaker studio draw event to have collision detection/solid

tommy waltioni dont know if this was able at the first time but do any one know how to make an object draw event to be solid or have collision ? i really needed it, cause i'm too lazy to make for example a box sprite, and i have 1 more question. Do you guys know under tale? if you do how do they make the box ...

0
Q: Setting time for a particular action to be happened-LibGdx

NiranjanaIn my LibGdx game,enemies are coming in to the screen one by one. I want to make enemeies appear at a particular time after the game starts. How can I do it efficiently?

05:44
0
Q: Particle system appear inside UI?

user43474How to make the particle system appear inside the Canvas ? No need for unity store assets. I'm using Unity 5.5.0

 
4 hours later…
09:30
0
Q: landscape j2me game with WTK emulator

NiranjanaI am working on a landscape java game and using Sun Java Wireless Toolkit 2.5.2_01 as emulator. I am able to see landscape image of the game while using emulator but still the emulator is positioned in portrait mode. This makes it difficult to debug and review the project. Is there any way to g...

 
1 hour later…
10:51
@Almo I meant 'noted' sorry!
11:07
derp... my CMake generated project uses debug libs in release...
user92578
11:43
user92578
So a friend sent me a minidump but it's showing pretty much all members as <Memory Access Error>
Did you test it on your end before releasing it to him?
user92578
Yeah I did
1
Q: Creating 2D worldbuilding games like Terraria or Starbound in frameworks like PhaserJS or PixiJS?

PanicInTheMachineRoomFrameworks like Phaser or Pixi support tilemaps, but I'm curious if that is already enough to get a map where the player can change everything that he wishes. I'm also not sure if browsers would be able to handle this in terms of performance

Kk, I can't help you, unfortunately. I've never done anything like that. You could try pinging Josh later today, though. He knows more about it!
11:54
@Tyyppi_77 What kind of dump is it?
user92578
what do you mean?
It's a minidump, right?
user92578
yup
Minidumps don't contain custom data, which is why it only shows std containers
user92578
well what the fuck is the point of a minidump then?
11:56
That it's mini and hence is easy to store / send over network :P You get to know where it crashed and what the stacktrace was, but that is pretty much it
user92578
well this is pretty much useless
12:15
It isn't useless
But it is the most basic
Our dumps at work are a little much
Buy the data we dump always tells us what is wrong
user92578
this really doesn't
user92578
because I don't even get local variables
user92578
ROFL
No headphones :(
12:30
19 hats!
12:45
0
Q: Creative License 8-bit Music? (chill-dungeon like)

MattaAre there any Creative License sources of 8-bit music? I found these two guys: https://soundcloud.com/eric-skiff http://ozzed.net/ But all their tracks sound "too intense" for my 8-bit dungeon like, puzzle-solving game with with some flappy bird vibe in a sense of annoying death possibilities. ...

@Tyyppi_77 Did he try running it in administrator mode?
user92578
running what?
Your game
before the minidump
user92578
no I don't think so, why would that matter?
Elevated permissions I guess
12:47
Not sure, but I already had an error like that, and it solved it magically
Probably permission stuff, yeah
user92578
I highly highly doubt that
Was that a startup error or a crash?
user92578
crash
Does it happen everytime?
user92578
I don't think so but I'm not exactly sure about the conditions of the crash
12:53
Race condition?
user92578
I don't thread after startup
Then radiation ¯\_(ツ)_/¯
user92578
So Steam has logged some errors for me, 11 from a build with ID 2117156
user92578
All my game build IDs start with 155
13:04
A ghost in the system!
user92578
I'm not sure what time zone the dates in the system come from
user92578
A minidump suggests a crash I fixed yesterday but the date seems to conflict with that idea
0
Q: Merging moving game objects together

ska.devI have two types of game objects "redBall" and "blackBall". They are moving in z direction at random speeds. What would be a good way of writing a script so that if they collide they would move forwards as one (with black balls speed). I want it to almost look like they are one object instead o...

13:22
@Tyyppi_77 People say it occurs in payday2. Probably a win32 error
user92578
13:38
It's just a crash of some sort, there is probably some sort of access of a deleted object going on
we get OS-level crashes reported an the android version of our game.
@Tyyppi_77 What is the marked blue line=
user92578
huh?
The crash dump you linked
user92578
are you asking what the final line of the callstack is? like where the crash happens?
13:47
Yeah
Did you play the game in release yourself?
user92578
I did
Or is this still a debug build if so did you run it outside your IDE?
user92578
I ran it from Steam
Ah okay
user92578
13:50
Did you get any exception message?
Hahaha exception messages in C++
user92578
> Unhandled exception thrown: read access violation.
std::vector<CQuadTree *,std::allocator<CQuadTree *> >::operator[](...) returned nullptr.
guys need your help pastebin.com/HH8UsbPU i got error when leaving a fucntion i left note inside
Is what ever is stored in pbuffer large enough?
Also:
fuck me
it not
13:52
> unsigned int pitch; // pitch is in PIXELS, not bytes!
@Tyyppi_77 Seems fine to me
Also currently refactoring a class mates code... There's singletons EVERYWHERE
yea its not big enough cuz i am resizing from 94x23 to 188x46
so its twice small
Wait the pixels things isn't an issue given that you're indexing a Color[] thing
user92578
you might want to take a look into std::array, I think it catches these for you
user92578
(or std::vector)
13:59
i just resize pBuffer and thats helped
until the size changes..
0
Q: What can I safely copy from an existing card game?

alain_morel Overall mechanics Card stats Card names Also can I mention on my game's website that it's an improved version of another game (including the name)? And can I advertise it like that?

@StackExchange hahahaha No.
Just no, heck, by asking this question anything you might have gotten away with copying you just lost
ripoff/reported.
I think Ive managed to remove 6 singletons this far
and I've barely touched anything yet
user92578
14:10
that's nice
It's awful
The code is pretty much "oh it crashed" oh, a singleton, now where is this set? I feel like a ping pong ball in this codebase
Long live the singletons!
:P
guys why this happening
the sample in image is with GDI+ and i have coded funtion witch gives same effect
after scaling down there is border misssing
14:25
without knowing what code is involved I have no idea
user92578
just a wild guess but rounding?
Wait, are you complaining about the lack of border or the size change?
the one on the gift is with GDI+ but result with this function is the same i guess pastebin.com/Xrw9sfvY
@yahoo5000 nearest neighbour sampling?
Nearest neighbour sampling confirmed
Either don't use NN sampling or special case the x=width-1 and y=height-1 cases
Well it's not really NN anyway, it's rounded down
yea i took that sample from google but both that function and GDI+ works the same
should i do Bilinear ?
14:29
Than they probably both use nearest neighbour
That'd work better
or anything else ? what would u suggest ?
I'd suggest hand authoring a texture for the smaller version
And not letting a computer do it
You'll spend more time on telling the computer how to do it then doing it yourself
u mean scaling from small to big ?
oh u mean draw everything by my own ?
@yahoo5000 just wondering, are you on a phone?
no
why ?
14:32
@yahoo5000 yes
Just the general texting style grammar you're using made me think you might be.
i am always on pc
user92578
I would probably suggest just loading a smaller image too, like Kevin
0
Q: Can any one help out with GStreamer Plugin from Asset Store?

Faizuddin MohammedI want to play Videos on Textures on Android and I know Android and iOS don't support this. But, then, there are many plugins available online that do this exact job. I want to use GStreamer Plugin, as it is free and supports Android. But, I get this error: DllNotFoundException: gstreamer_a...

user92578
does VSYNC only work in fullscreen?
user92578
14:37
stupid question, I know
no
its works ether full or windowed
.
1/3 through level 6 getting S ranks on the sections in Thumper
only 1.2% of the userbase on PS4 got full S rank on level 5. :)
No idea what that is :P
user92578
The crash filename looks like this: gunhero_2117156_crash_2017_1_5T19_8_8C0
user92578
starts with game name, then the nonexistent build-id
user92578
14:46
then says "crash", very helpful
user92578
then I assume it's "year_month_day"
At least it tells you it crashed?
user92578
do you think T would mean "time starts here"?
That could be 19:08:08 I suppose
did you try it around 7 last night?
user92578
this is from my friend but I think so yeah
user92578
14:47
Those 0s would really help here
Then I would say yes, that's probably a DateTime
user92578
19_8_8 looks so much worse than 19_08_08
The build number is perhaps a randomly generated one? I know the ones I've seen VS make are pretty stupid
user92578
this should be a steam build ID
I don't know enough about steam builds (ie. I know absolutely nothing about them) to say anything on that part really...
user92578
14:50
me neither
Doesn't jgallant use steam a lot? He may know
jg has built one game using steamworks
so I'm not sure I would say he uses it "a lot" :)
user92578
Yeah, he can probably help me with workshop stuff but I don't really expect him to be an expert on build IDs
there is ONE thing (at least) he's an expert on...
DH.
DH.
Fart jokes?
15:00
Dad humor?
15:15
0
Q: Local Object coordinates to World Coordinates (collision detection)

FranI´m trying to implement a simple 2D collision detection system in OpenGL. To detect collision I create a boundary box of the objects in the scene. This boundary box has four variables: minX, minY, maxX and maxY that are the boundaries of the object in the XY plane. The objects are imported from a...

 
1 hour later…
16:40
Odd, the 2 questions I posted on meta yesterday got downvoted, no comments...
user4704
I guess somebody doesn't like tag classification.
Yeah, must be that. They like to have duplicate tags, and a bunch of tags that have not much of a use...
user4704
I feel like most of those shape tags come about from people not realizing tags are space-delimited when typing them out
user4704
Like maybe people typing "rectangle collision" or whatever.
user4704
But I haven't bothered to really look at any of the questions yet.
16:51
Guys how are u handling such situations ?
user92578
what situations?
keypress per frame
i mean the code i post above its handle that u wont press like 5 times per second
nots sure how to explain
user92578
do you mean like key repeats?
but if u press key any key at that time code could run for about 5 frames
user92578
I don't understand what you mean
16:56
lets say u have x = 10 and on press D u want x +=2; so if u press D code will run more then one frame until u release
so x will be not 12 it will by much more
or so
like 16
user92578
Ah I think I get it
i mean game loop goes abou 60 times per ssecond right
so when u press key it takes u second but game runs 60 times
so instead x +=2 it will by added 60 times
@yahoo5000 You need to check the change of state and act on that.
user92578
I don't have that issue because SDL sends keyboard input as events, so I only get SDL_KEYDOWN and SDL_KEYUP events, so if I place the movement code under SDL_KEYDOWN it only gets run once
user92578
You probably want to store the keyboard state and only perform an action if the state is different
16:58
similar like i did above right just with key states
user92578
So along the lines of if (previousKeyboardState[KEY] == false && currentKeyboardState[KEY] == true)
user92578
And at the end of the frame, previousKeyboardState = currentKeyboardState;
user92578
currentKeyboardState = GetNewKeyboardState();
yea i got u will need to change mouse class abit to do that
user92578
16:59
What does the mouse class have to do with this?
key states
The question remains :)
user92578
That doesn't sound like something a mouse class should do
i mean Mouse or keyboard class
:D
@JoshPetrie did you upvote? :P
user4704
17:00
Don't think so.
user92578
On Meta? I did, not only to counter the downvotes but because those were good observations
Ah, ok, thanks :P
I have a table called Score (for now) which keep the player who made it, the level it was made on, the time it took and a link to the replay. It is a platformer game about speedrun, it is easy to understand that a score is a run/play ? Should I call it Score ?
@Winter like a leaderboard?
Yes but the Table itself should be named like one of the elements of the leaderboard
What are called each elements of a leaderboard ?
user92578
17:05
Fun times ahead: std::vector<std::vector<std::vector<CEntity*>>> m_LayerEntityGrid;
If you look at osu.ppy.sh, they are inconsistent calling that Ranks on player pages and Plays on songs page
user92578
How about Speedruns?
user92578
Seems to me like a single item on that table is a speedrun
How is the score computed?
It's not a score, it's a run
17:08
Does it depend only on the time? or is it the combination of time/level?
user92578
Isn't the score just the time?
but calling it Score for now
Just time
I think I will call them Runs
Thanks Tyyppi_77
Runs sounds good!
17:45
@Tyyppi_77 That memory fragmentation though
user92578
not much I could do to avoid that
Why not?
user92578
well I need a grid of entities
user92578
and there can apparently be multiple entities in a single grid cell
Don't know how your code works, but it seems that m_LayerEntityGrid is just asking for performance problems
user92578
17:49
And how would I avoid that?
user92578
I need to put the tiles on a grid.
Do you need to or want to?
user92578
both, it makes no sense to store tiles in a quadtree
As I said I dont know how your codebase works, but just think about how you are accessing your data(especially Entities which probably are queried multiple times a frame)
user92578
Those are queried once per frame
user92578
17:53
That's part of the rendering system, tile collisions are handled with larger merged bounding boxes
What is CEntity anyways?
user92578
an entity class
user92578
tiles in this case
Gotcha
Dont you know the size of the map when you load it?
Maybe you can get rid of the two first vectors
@Hjorthenify Isn't all the memory contiguous here?
(Well, all the pointers are?)
17:56
@AlexandreVaillancourt No
This is a 4-way play fetch of the data
I thought items in a vector were contiguous... and so having vectors of vectors would also have the stuff contiguous :S
items in a vector are contigous, but a vector of vector is not
So each vector instance in the first vector is laid out contiguous, but when you index the first vector, then the 2nd vector needs to access its underlying buffer which is not contiguous with the first vector
Ah, right. Hmm. kk. We have a grid like that here, lol.
Will need to improve that chunk of code I guess :P
0
Q: C++ Assimp - Models incorretly drawn/loaded

Daan MeijerI've followed a tutorial about using Assimp to load models, but the loaded models are incorrectly drawn: These should be a spheres I've checked my code multiple times but I can't seem to find what I did wrong could someone help me with this problem? Code: https://github.com/DaanSander/Polygon...

0
Q: DistanceJoint2D and maxDistanceOnly property

ska.devI have a scene with balls flying up into positive Y direction and if a "RedBall" object hits another object with script below attached, it is joined to it. I am having an issues that if another ball hits an attached ball it will almost like push in the attached ball to the ball it is attached to...

0
Q: Why Won't Image Drawing Work In JavaScript

The Gamer KingIn my game at the beginning the first thing that you'll see is a campfire with this code: var campfire = new Image(); campfire.onload = function () { ctx.drawImage(campfire, campfireX, campfireY); }; campfire.src = "Sprites/Campfire.png"; However, it doesn't work, I put an alert("...

Might be a good idea :P
user92578
18:07
@Hjorthenify yeah but how does that help? (Also level editor does resizing)
user92578
It's still a runtime dependent size
How does it help to have it in a continouous block of memory?
user92578
Not that, the size
Oh knowing the size? That you can just request the required space up front using an std::array
(or C array, whatever you prefer)
user92578
std::array needs to know the size compile time, doesn't it?
user92578
18:11
All though, yeah, maybe I could flatten the array
uh
Yeah, sorry
std::vector then where you define the required space through the constructor
user92578
That's what I'm currently doing
Not in a continous manner
When you have the space requirement at run time, you do something like:
std::vector<CEnt*> vec; vec.resize(x * y * z);
user92578
Right, yeah, except I don't know Z
18:15
reserve might be better
Yeah; do you know the maximum?
user92578
Not really
user92578
I'm not very sure about the continuousness of the orignal CEntity*s though, does that matter?
Not really
It's a pointer
user92578
Right
18:18
Problem with polymorph is that you can't align the data
With a single contiguous vector, you have only two jumps to do in memory, where you have 4 with the nested vectors.
19:18
@AlexandreVaillancourt RE: No, I'm not trying to get a hat. Do you mean that I'm editing a lot? :)
@Anko No, just that you're editing very old posts that are not yours :P
I'd call it 'necro editing' but I don't think there is such a thing here!
there is a badge for necromancy
Ah, yeah, but that one is for answering questions!
oh right
The Archeologist badge is for edits though.
But really I'm just doing close vote reviews. :p
Lol, hehe ok nice :)
20:01
why cant i assign new surface
Why don't you post your code instead of the image?
its different classes
but i can
(Just curious)
Maybe he likes the black background ^^
there probably to much
but just in case
20:10
That's not relevant to your question but.. ChiliException??
:P
and you say "why cant i assign new surface", what's the error?
It's red hot!
i didt write that Surface class just improve it :D
Guy named Chili write it i think its for errors or something
for debug meybe
error is here
i want to laod new surface from file and then assing it to old bgSurf witch is part of GUIList class
also i made two functions one from file another one is just passing Surface
bgSurf = std::move( surf );
You can't do what you want in that image because of
20:16
Interesting, your error says it's deleted
Surface& operator=( const Surface& ) = delete;
yea but there was another operator overloaded function
i was trying to use that one
what are the overloads for it?
bgSurf = std::move( surf ); // will use the move copy assignment operator
yea i was not sure what && for
20:18
Oh, I missed the operator part when you said there was an overload lol.
user4704
20:29
You should perhaps look up the copy-swap idiom.
Like Alexandre said, I'm pretty sure your issue is line 134 in the pastebin you put up
user4704
Although I guess if that's not your code in Surface there, you probably don't want to change it.
i changing if i need
std::move helped with error
user4704
You don't need to then, unless there is a bug in it, which seems unlikely
user4704
Seems rather that there's a bug with how you were trying to use it.
20:41
yea could be
21:01
0
Q: Outlining edges

MilenI want to create outlines for the edges of objects, which should look like this: I tried using Unity's toon outline shader, however, it only displays the outer edges: Is there a way to make it display the inside edges as well?

0
Q: How to create a maze without drawing each individual line or using sprites?

N.HuggettI am currently trying to create a maze game by following some tutorials online and putting my own spin on them. I found a pretty good tutorial at https://pythonspot.com/maze-in-pygame/, but I am not sure what some of the code means, and if I HAVE to use images and sprites to create this maze. The...

 
1 hour later…
22:26
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Q: Voxel game water takes up whole chunk

Ben BeazleyI'm making a voxel game which is working fine but when I added oceans the water takes up the whole 16*16 chunk. sorry I couldn't figure out how to rotate it right, it kept reverting to this when I uploaded it it isn't a problem with the terrain generation because when I print out the block typ...

user92578
22:44
A friend from school just completed GunHero
user92578
He said it took 18-19 hours for him o_O
user4704
22:56
Is that more or less than you expected?
user92578
Way more, I do it in two
user92578
A more reasonable first playthrough is probably somewhere around 6 hours, my friend isn't exactly a gamer
Too many crashes? :D
jk
user92578
:D
Why do I still get ads when I've paid for spotify membership
Like, not sound ads anymore, but rather visual ones
23:15
Cuz they have you by the balls
23:36
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Q: Direct3D11 HLSL ConstantBuffer Driver Stopped Responding

Joey MuiserI have a HLSL constant buffer holding an array of Light structs which causes a graphics driver crash when the array size goes over 3. Does anybody have an idea what causes my graphics driver to crash when MAX_LIGHTS is higher than 3? I don't believe I am exceeding the maximum allowed number of ...

23:47
0
Q: Reliably synchronising SDL animation with VSYNC in windowed mode

Mark GreenI have an SDL/OpenGL program which creates a rendering context with PRESENTVSYNC enabled, then enters an animation loop which calls SDL_GL_SwapWindow each time around. On my own machine, the animation works fine at a sensible speed, but on my office machine it runs with no vsync delay at all resu...


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