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00:00
should I maybe write my own function?
Could it be that it's your test sphere that is too large?
I think I get how your function works and it seem to be fine
Like, what if your rendered sphere is actually larger the actual radius?
I will sit down and start to cry in both the joy of solving this issue and sorrow for suffering from such a silly cause.
00:17
@BlueBug Yeah, I don't see what's wrong with that function, it looks fine to me. But I had fun changing it while leaving it the same (I think) pastebin.com/pDMmMxiU
it's A LOT shorter!!
magic
BTW I am checking every vertices to see if that's the case
Tip: in C++ if you use `std::vector<Plane> planes` it will create a new std::vector and "copy" (on write) the content. It may not copy the whole array but it's still a bit more work than passing a reference.
It can be faster to use `const std::vector<Plane> &planes` to pass a const reference to the original.
Sometimes it can be slower, depend on the compiler and circumstances...
When inlining functions the const & trick is practically always faster as it disappears completely in the generated code. The compiler may have a harder time optimizing the copy-on-write version.
Of course that depends on the compiler too.
good news : the model is fine each vertex is 4.9999999 or 5.0 from the center.
bad news : :( ...
and it's model matrix is 1:1 ?
yes
oh wait
is it?
better double-check that just in case.
the model matrix is light_radius *2, so no problem. (for point light of radius 0.5, I use scale matrix of size 1.0, thus the model matches the light radius)
okay
so we eliminated that possibility
I think I need to scream goes in bathroom ARHGHGHGHGH
00:27
Is this sphere at the very far end of your frustum?
no, it's kinda located in the middle
yeah, but I mean, as far as your test goes it's at the back end..
I'm wondering if it's not a rounding error.
@StephaneHockenhull you mean you think it might be the rounding error?
How far from the camera is that sphere? What's the value of (sphere_center-camera.position) or however XNA does it.
just for the sake of test, I assume that camera is always at 0,0,0. The camera has near range of 1.0 and far range of 10
and I divided each axis 10 times.
sphere is located at around (0,0,5)
00:36
And has a radius of 5?
so like the middle of near-far distance
radius of 1.0, thus I use scaling matrix of 2.0 which doubles original 0.5 radius of the model
okay, no, I don't think it'd be a rounding error
I could try to always count one more planes backward u know, so that it is always large enough than the sphere, because this "bug" doesn't happen if the sphere is crossing the planes enough
generally you need to hit a ratio of about 1 : 65536 before that's a serious possibility.
hrm well, now that you say that. I'm thinking it could indeed be a rounding error...
since you suggested this might be rounding error, I am going to run only one sphere and debug frame by frame and check the numbers
and probably cry, 50/50 chance, at the end of the day, just like the rest of other days OTL
00:43
Thing is, your camera is at 0,0,0 so that reduces the chances of rounding errors. The way this function is written it'll get much worse as your camera moves around.
If your sphere and camera are at around 100,000 in any axis direction, shit will hit the fan. because then you're effectively left with just about 8 bits of precision for the dot product.
32bit floating points have only 24bits of precision so if your numbers go beyond a ratio of about 1:16,777,216 or 16,777,216:1 the difference gets completely lost.
(2 to the power of 24)
if your numbers have a ratio of 1:256 then you're already left with just 16bits of precision
@StephaneHockenhull Ok I think I am onto something... the "plane" that is not detecting the intersection looks like absolutely horizontal with "axis"
its normal is perfectly (0, 1, 0) ?
@StephaneHockenhull yes I think let me check to make sure
if it's not quite perfectly (0, 1, 0) or (1, 0, 0) or (0, 0, 1) then it's possible it could be a rounding error rendering the plane
Oh. Is your vertex buffer for rendering the plane using floating points or 16bit fixed point?
it could be the plane rendering itself that's being rounded oddly
0
Q: Libgdx: Few problems with dialog

LynobsetBtn.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { final Dialog dialog = new Dialog("Settings", skin, "dialog") { public void result(Object obj) { Preferences prefs = Gdx.app.getPreferences("My ...

Sie
Sie
00:56
Why do spiders love building their webs right in front of my security camera?
Everybody knows spidurs are cam whores.
01:18
@StephaneHockenhull ok so I were looking at the EACH AND EVERY calculation very thoroughly and realized there was nothing wrong. So I concluded it could be the visual so I looked at the play over and over again then I found THIS!!#@!#@!#@!#@!#@
MY DEBUG BOXS ARE SLIGHTLY OFFCENTERED(I think).
actually no... that's not the case... I have no idea why it is happening but I think my culling is good enough... so I am giving up solving this mystery and moving on...
 
1 hour later…
02:48
0
Q: What FOV does Unity show in a 16:9 aspect ratio, when set to FOV 60?

XonatronPreamble: I noticed the FOV in Unity is only correct when the screen resolution is square, in other words when the width of the screen is the same as the height. When you add more width to the screen, the camera shows a greater FOV sideways. (The FOV remains the same up and down.) To see this ...

 
1 hour later…
03:54
0
Q: Retrieving text from a text file and inputting it to a Text component

SoraI had a suspicion I would come across this problem. I know how to write to the file and read from it, but the following snippet isn't allowing me to input it into a text component. public string Read(string path) { StreamReader reader = new StreamReader(path); while (!re...

 
1 hour later…
04:58
0
Q: Throw Ball straight forward in Z Axes

Piina KansaraI am developing a simple Ball Throwing game in Unity3D. But as I throw ball in Z axes it visualizes that Ball is moving in slight cross direction. I am uploading a screenshot to describe my query perfectly. I have researched for it. and I found following solution. LeanTween.move (CurrentPla...

 
2 hours later…
07:25
0
Q: LibGDX Crash when destroying a body?

Seth PainterSo I'm working on a LibGDX game, and when a bullet body collides with a block, I want to destroy the bullet. I'm calling: Globals.gameMan.world.destroyBody(bullet.body); and for whatever reason, the entire game crashes after this. I'm given a message with the option to debug twice, and when I ...

08:11
0
Q: Trying to subdivide an ISO tile

user2292539I have code that calculates where the user clicked inside an iso tile in an isometric map. The tile has a width of 1 unit and a height of 0.5 units. My code calculates where they touched inside the tile in these same units. The goal is to then decide where that click falls if you sub-divided the ...

08:36
0
Q: How to create a walkable crate box?

YusufmmI have a 2D platformer with each platform having Platform Effector 2D component. I want to create a crate that can be pushed. When i jump at the edge of the crate my player get stuck, so i added Platform Effector 2D to the crate. But when the crate have Platform Effector 2D component it fall belo...

09:27
0
Q: Monogame shader distorts rendering

ImpworksI'm trying to apply a shader postprocessing effect to my rendered game. Here is the game code: namespace ShaderTestDesktop { public class Game1 : Game { private GraphicsDeviceManager graphics; private SpriteBatch _spriteBatch; private Texture2D _alien; pr...

10:01
0
Q: Is it possible to write a game with a HTML5+REST service architecture?

tonicebrianAs a side project I'd like to program a board game similar to Twilight Struggle. For this pet project I'd like to satisfy several non functional requirements: The core logic must be written in Haskell If I succeed, I'd like to sell it in platforms like Steam, Google Play and Apple Store. The...

10:40
isnt he cute
user92578
yes
user92578
fucking hell, just as I get home from school I notice that my school account password is expired and I really don't feel like walking back to school to change it
contact a admin ?
user92578
no way to contact anyone when I'm logged out of the system :)
11:00
@StephaneHockenhull Yep. Brain fart.
11:49
Hack the school
11:59
0
Q: I am having error with FB.LogInWithPublishPermissions

TanedaI don't know what's wrong. I know that FB.Login is already deprecated. I don't know what Syntax to use. using System.Collections; using System.Collections.Generic; using UnityEngine; using Facebook.Unity; public class FBholder : MonoBehaviour { void Awake(){ FB.Init (SetInit, OnHideUnity);...

user92578
12:15
@jgallant Did you include an EULA with PT?
12:31
Wtf is a beula
user92578
k
It's free.
-1
Q: Generate a random tunnel over an existing layer

Vincent Van DenbergheA project I'm working on requires me to randomly generate a set of tunnels, of variable length over a layer which has a texture printed on it on a separately generated window. How can I best handle this?

0
Q: GLSL quaternion and translate vertes

MohamedI am using OpenGL Es2 for Android, I load a collada model which has very simple armature and animation, the armature has 30 joints so to solve the openGL ES2 uniforms limitation I send quaternions and translations instead of full 4*4 matrices, I use joml library for some Math so I use the followi...

Afaik you don't have an agreement with free shit
user92578
pretty sure someone could still sue you if Unity bugs out and destroys their C drive
12:34
If someone damages their pc playing my game. And want to sue me fucken bring it on
Like I'm gonna a fucken lose that shit.
user92578
all right
First of all they would have to prove it was my negligence that fucked their computer
user92578
With closed source everything that'll be difficult
Didn't you see what happened to Linus and occulus
user92578
no
12:37
A so called expert stated that they copied code indirectly from vive
Hold on
Well I posted in here and I can't find it now so whatever
user92578
I did glance over some facebook post about something
user92578
yup that one
He makes an incredibly good argument on how so called experts are paid large sums of money, to provide a statement
It encourages them to provide a biased statement for more jobs in the future
user92578
I think that's something where the jury-system fails; When they don't know anything about the topic
12:51
They shouldn't be paid
It creates a huge conflict of interest
And if they are paid it should be done by multiple third parties that have no affiliation with either side.
This encourages people that have a lot of money to just buy expert statements and win a case.
13:06
Justice, only affordable by the wealthy.
What a time to be alive.
Glad this isn't the Dark Ages I tell you what
Nothing like a good ol Christian book burning to teach those scientific assholes a thing or two about reality
user92578
lol
14:19
well putting whiskey in my 4 pm coffee was both a good idea and a bad idea
@UriPopov Haha
Don't do that when you want to have anything done :P
yep 2 sips and now I have not motivation what so ever to continue coding
on the other hand I dont care
user92578
god dammit, I think I could use someone else's view on a small mess I've made for myself
user92578
So I have a InterpolationHelper class that calculates a finish time for an interpolation and calculates me a value I can use as the last parameter to a Lerp
@UriPopov that's how it goes hehe :)
user92578
14:23
Now, I use that interpolation helper for an example for moving characters in cutscenes
on the Oculus vs Zenimax thing. If its non-literal copying is that two different code bases that just do the same thing? If both are tied to VR how can one expect them to do different things
user92578
Which breaks if the level is paused, since the timer in the background just keeps ticking forward
user92578
Now what I tried is to manually adjust the ticking, which works fine, but prevents all interpolation helpers from working
@Tyyppi_77 Can you use different timers?
user92578
so for an example the pause menu never displays since the interpolation that is moving it never ticks forward
user92578
14:25
So I guess that would be the solution yeah but that'd require me to basically to check all interpolation helper uses and decide which timer it should use
user92578
But I guess there's really no way around it
user92578
All though I feel like disallowing pause during cutscenes isn't a horrible idea either
Yup; I think that the game architecture book said that you had to have many timers.
We don't have many timers here and it's causing us some issues because of that.
user92578
Yeah this is absolutely something I've overlooked
user92578
I just use a global frame counter for my wave animations and a global timer for actual precise stuff
user92578
14:27
But in addition to those there should probably be a level-scoped frame counter and a level-scoped timer atleast
user92578
So I think I'll keep those in mind and just fix this with disabling the pause menu as I feel like pausing in the middle of a cutscene might be slightly weird, IDK
@Tyyppi_77 Some games behave like that. I personally find it annoying as I often finish games only because I want to get to the end of the story. Now that I have to take care of a baby who can start crying anytime when I play games, I'd be a bit irritated to miss a cutscene because I have to run and help the baby sleep again.. :P
user92578
Well yeah; If you'd be playing GunHero to find out how the story ends you'll be in for a huge disappointment
But that's just me hehe ;)
Haha, it does not really matter; I've played through Mass Effect 3 knowing I'd be disappointed at the end...
Hmmmm mass effect...
14:58
0
Q: Joint acting weird when anchored to another Rigid Body

Richard HansenSo I am playing around with VR development. I am trying to make a big "vault" like door with a handle you need to turn before you can open the door. I set the handle up as a configurable joint that could only rotate around one axis. It worked great (I went with configurable joint over hinge beca...

15:10
I think I broke this guys head with this answer stackoverflow.com/questions/42084053/…
Feels bad man
I have issues with this yield thingy, it messes up with my mind.. :P
So I started writing picross touch 3d
15:34
@jgallant RIP everyone's heads
I got cubes rendering in grid formation. Got the UVs calculated so I can set textures for each face separately. Got the camera rotation/zoom/target lock done.
And the raycasting to cube with mouse.
And removing cubes when clicked.
Should have a prototype sooner than later.
Are you going to add per layer views? That'd probably make it easier to use and significantly less head-explodey
Dunno yet that is why it is being prototyped hehe
0
Q: Why do we have to resize the screen in LibGDX

Chan Woo KimIn a lot of the libgdx tutorials that I have took until now, I am told to resize the screen of the game using the SetToOrtho() of the orthographic camera. However, I don't get this part. Why do I have to resize the screen and make the sprites look bigger when I can just make the sprites themselve...

15:54
The nintendo version allows you to remove layers. Not quite sure how the functionality works based off videos
 
1 hour later…
16:54
0
Q: What are world coordinates and pixel coordinates in LibGDX

user97478I searched the Internet for these two terms, but there is no reference to them. I just started learning LibGDX, so please explain in the simplest way possible

Hmm, I'm looking for an example in a game where there are 'hud' elements attached to things in the 3d world..
Titanfall
I'll check that out!
I also shall check it out as it has tit in it
I meant the first one
@AlexandreVaillancourt Though, if you count that, most racing games have dynamic meters in the car
17:06
Think about names above players head in MMOs, I'm looking for examples where they use graphics in a similar fashion.
Why?
EVE Online has very small icons, that could work as an example.
@Bálint To show examples of what could be done here. We have issues with UX, and I need arguments to convince people that we could do much better...
17:40
0
Q: Where is the center of the mesh when dealing with imported assimp animations?

user3834459I imported a scene from a FBX into Unity with assimp but the animations are completely wrong: Unity uses a left-handed coordinate system and I managed to solve this problem by adding the following flag m_scene = importer.ReadFile(fbx_file, aiProcess_GenSmoothNormals | aiProcess_Trian...

0
Q: base.Update() makes coroutine stop

Unresolved ExternalI have a base class for my physical objects. It has an update method like in the code below. public class PhysicsObjectBase : MonoBehaviour { public virtual void Update() { if (transform.position.y < GameManager.Instance.DestroyObjectsThreshold) { Destroy(game...

17:52
Sean Murray is speaking at GDC
Go to GDC to listen to his talk. Ends up being a Sean Murray Asian lookalike that doesn't speak English.
@jgallant Did you really expect Jon Murray would hold an actual speech about game developement and there would be someone to put it on the internet?
He actually is going to be at the next GDC
Or the Asian lookalike again...
I don't understand how he is not ashamed of himself enough to be willing to speak to developers on a stage.
0
Q: Unity - Exposing a function to the inspector

agiroI wish to expose a script's function to the inspector, but I have no clue how to. I found something about Invoke() which was a start, but it isn't clear how to finish. My code for the class: [System.Serializable] class MoveAction : UnityEvent<MonoBehaviour>, IUIAnimationEvent { ...

0
Q: Unity - Multiple Outputs for Shader

jjxtraHow do I assign multiple fragment outputs in a Unity shader? I'd like to avoid command buffers and simply assign the appropriate targets to the material/shader if possible. Haven't seen anything in the documentation...

0
Q: Facing problem in the code for panning and zooming camera smoothly through touch inputs [c#][3D][Unity 5.5 Engine]?

Joy KumarI am trying to move my camera smoothly over the terrain with touch inputs but not getting pure smoothness like any other high quality games And after zooming motion starts becoming slower and slower. Please help me out. Here is my code: public float speed = 0.1f; public float MIN_X = 7f; public...

18:00
Oh, BTW, does anyone know if there's a book about game networking?
If I was in attendance I would ask him how it feels to lower the bar for all of us.
Sie
Sie
Fuck that. Chargeback time.
@Bálint gaffer on games
@jgallant As I said before, he's one of the best game developers, though, not the most liable person
He should be somewhere in the marketing department
You are smoking dope again
18:03
Though, the developers would most probably kill him after few of his feature "sneak-peeks"
He is also a great architect. No one else can make something and only later lay down the foundations
18:25
Lol
He promoted a game. Then made a different one.
Or sorry, he made a game then promoted a better one
While grinning like a puppet on ecstasy
BTW, did you guys hear about the Steam Profile exploit?
XSS attack that can take over your account / money
so apparently it has been known about for 2 years now, but someone released the exploit recently and now everyone is doing it
Steam is unable to ban users there are so many now
:(
so I guess I won't look at anyone's profile if I don't know them personally
From my understanding it will actually display a login screen to you
but it will send the credentials to the user that you are on
ah ok I get it
so it opens the fake login from another site, hence it being XSS.
I just glanced at the explanation, if i was still in highschool I would have 100 accounts by now
hahaha
18:50
wow insane game 5 - 4
no OT
i got this wicked aerial around 0:30 left then he got one more to finish them off before the end of the game
hahah awesome
I played again today
Somehow I manage to forget how much fun that game is
it's just amazing
One close one I yelled "NOOOOO" and all the people within about 100 feet of me at the office looked over
sean is in gorb!
0
Q: Problem with scaling GLCanvas

Patrick JeevesI'm trying to change the scaling of my game so that it renders at the same size on all displays, but it's not producing the expected results on the Y axis. In MainWindow(): glCanvas->Bind(wxEVT_PAINT, &MainWindow::onPaint, this); glCanvas->Bind(wxEVT_SIZE, &MainWindow::onResize, this); Then ...

0
Q: How to make an GPS-Based game like "Parallel Kingdom"

genarayGood evening ! Pokemon Go, Ingress, Zombies Run and Parallel Kingdom. Those games are all using Google Maps at some point. But how do they implemented it ? Why dont i find anywhere good tutorials or informations about it ? Let me show my "favourite" mobile game of all time : This game is c...

19:13
can you please not post large repeating gifs here?
they're really annoying
i don't know man
0
Q: im currently making a indie game using unity but what models am i allowed use?? and also?

LRgameri have brought models over the internet and downloaded alot free models i brought from daz 3d models i downloaded for free MMD/FBX but can i use any of these models in my game? or edit them so i can use them? can someone please clear this for me also... iv not finished my game but when i do...

Sie
Sie
I think I've made the cheapest lock I could possibly make...
Old dog leash (too short and I don't like it), and a $1 lock from dollar tree. Just to weard off the hobos mostly when at the gym.
19:50
0
Q: Libgdx: How to implement play music/mute option and save it in preference?

Lynobskin.addRegions(buttonsAtlas); TextButton.TextButtonStyle textButtonStyle = new TextButton.TextButtonStyle(); textButtonStyle.font = font; textButtonStyle.up = skin.getDrawable("muteMusic.up"); textButtonStyle.checked = skin.getDrawable("music.down"); TextButton button = new TextButton("", textBu...

20:05
@Sie Err, there's a release on the clasp though isn't there?
-1
Q: Django vs Node.js when developing web game using canvas

Filip BartošI want to know which language is better for web games developing. I need it to be realtime so fast. Can u give me some pros and cons ?

Sie
Sie
20:22
@KevinvanderVelden The lock goes through the part before the clasp.
Ah
Hmmm, creating a wrapper for SDL events in 5 minutes
user4704
#define MyEvent SDL_Event
Well, wrapper to push the C++ types to python
user4704
Oh.
(libclang is a pretty cool thing)
20:33
@JoshPetrie true or false should use constexpr instead of define ?
user4704
You should rarely use #define.
user4704
const or constexpr or inline template functions are almost always better for whatever your purpose is
tnx that what i was wanted to hear
I read the question as "should I use constexpr or define for true and false"
user4704
Oh, well, that seems weird.
20:35
Yes, I was confused
user4704
I suppose I might in cases where I have a badly designed API that looks like this: foo->Frobnosticate(true, false, 1.5f, false, false, false)
Your reading makes more sense
user4704
In which case I'd constexpr some boolean literals like constexpr bool UpdateAllInstances = true; etc
user4704
so you get foo->Frobnosticate(UpdateAllInstances, SuppressNotifications, 1.5f, ...) whatever
20:46
@JoshPetrie What about macromagic?
user4704
@Hjorthenify If you mean things that cannot be done with const, constexpr, templates, or other language features, sure.
user4704
Those are the rare cases you should use #define.
user4704
e.g., anythign dealing with using __FILE__ or __LINE__ usefully.
What about other stuff that defines are usually used for? Such as in unreal engine?
Oh
Looked it up.. Apparrently they are special macroes
5
A: Unreal Engine calls these macros...is this normal in C++ now?

MykolaAs the Unreal Engine documentation says: The class declaration defines the name of the class, what class it inherits from and, thus, any functions and variables it inherits, and other engine and editor specific behavior that may be desired via class specifiers and metadata. The syntax for declar...

0
Q: QueryAABB and PPM calculate in Libgdx

Adam DelarosaHow does the calculation works for the QueryAABB in the world class? In the game PacMac here that part confuse me: for (int y = 0; y < mapHeight; y++) { for (int x = 0; x < mapWidth; x++) { wall = false; world.QueryAABB(queryCallback, x + 0.2f, y + 0.2f, x + ...

user4704
20:57
Unreal uses macros so an external parser can find the text in the source file.
user4704
And for various other reasons. Some of which are horrible and wrong.
Can you come with an example?
user4704
Things like the log category and stat category macros.
user4704
All the GENERATED_BODY clunkiness
user4704
21:03
Lots of it is legacy crap from when C++ didn't support the things they were trying to do well.
Can it be done any other way tho?
user4704
Some of it, yes.
user4704
The log category stuff is just sugar for a struct with a magic static.
user4704
that's easy enough to do as a template
21:04
So the macro fetches the static and does something with it?
Does anyone know how so many shadow maps are stored for a shader in Forward+(or deferred +)
Big giant texture?
user92578
I use macros for including additional data with enums
user92578
I think those are called X macros
0
Q: Has anyone developed an Xbox One or PS4 game using Unity and how long did it take?

Andy LinkI'm a C# software developer and I'm looking to start game development using Unity. I'm trying to get my feet wet with the Unity game engine before I decide what type of game I want to develop. I'll probably start small and build from there. Just curious if anyone has created a game for either Xbo...

user4704
@Hjorthenify No, it writes the whole class definition.
21:20
Ah
user4704
And like, I can kind of understand the desire, sometimes, to have a bunch of boilerplate-y kind of code and not want to have to type that or to use the existing language mechanisms for that. Maybe there's a perf or other cost. Unlikely, but sure, maybe.
user4704
But log categories and the like? Not a perf concern. But they are a complexity concern and when you use a macro you have undebuggable code
user4704
Debuggers cannot 'step into' a macro evaluation since it's not there
user4704
So the more macros you have scattered around, the more bits of code are complete black boxes that are very difficult to debug around
macros are pretty dangerous
21:23
How would you implement a logging system, Josh?
I'm corious, because I've wanted to add one to my project
(which I havent worked on for weeks btw.. Dammit life)
0
Q: Translating frustum points for cascading shadow maps

Jay BairdI'm working on implementing CSM and I've got the frustum splitting all implemented, but my question comes from something curious I'm seeing and looking for an explanation. I've got two frustums made from the following points, in view space: Frustum 1: corner[0]: { 0.06, -0.11, 0.10} corner[1]:...

Or at least point me to a good reference
user4704
I generally don't log things.
user4704
When I do I just wrap whatever the OS or API default system is (NSLog on Cocoa, OutputDebugString or trace loggers for Win32)
user4704
21:34
Mostly I find logging a bad value proposition, except in isolated, scoped cases (most of which are transient; that is, the logs get removed once the issue is resolved).
True. I guess most of my logging have been when debugging and where I haven't been bothered using the debugger(mostly if I'm tracking a value over time)
user4704
For logging to be an effective way to diagnose problems in the field, you need to have known what to log beforehand, and often you don't or you guess wrong, and then you find yourself with a log wishing you had put a message somewhere else since you can't reason about what happened between two successive messages.
user4704
I find that often leads to logging of everything and overly-complex, overengineered logging libraries that let you filter and query and blah blah blah
user4704
most of which is junk for most applications
user4704
A minidump is better than almost any log.
21:38
Still pointers to where it went wrong is nice. I watched this video about "debugging in space" recently. They have those radio tone frequencies that the spacecraft emits on the radio channel back to earth which informs then whenever it changes state. Pretty cool stuff.
user92578
...and minidumps suck.
Agreed Josh.. Just look at the logging a MC server does when it boots up... "Oh I loaded this thing!" .. yep that's useful
user4704
Yeah. One time it might be useful to know what you did (or didn't load).
user4704
But most of the time that's noise.
And outputting logs of that size takes up resources.
22:19
0
Q: Checkers Move structure

CheckersGuyI have programmed a Checkers-Engine using alphabeta and (almost) all other enhancements used along alpha-beta Tree-Search (transposition table, principal variation search, iterative deepening, killers-,history,counter- heurstic and so on...) My programm works very well but I am unsatisfied with ...

0
Q: have there been any major unity releases on a well known console?

The Mattbat999As I stated, I haven't seen an unity games on consoles like xbox and playstation. I would simply like some examples

Clicking that link destroyed my phone
Haha
Does it run though?
Each frame took toughly 1~3 seconds So I had to give up trying to find out what it was
22:53
Could anyone point me in the right direction of making a camera rotation respond to the xbox360 controller? (Right joystick, for a third person character)
one way is to have a point the camera looks at, and move that point with the stick
multiple ways to do that
euler angles works, but is prone to gimbal lock if someone looks straight up.
for third person walking person control, that's seldom an issue
you'd be doing this with 3d vector math
Unity has a function that generates a vector to point the camera to for "looking at" another point in space.
whatever engine you're using will probably have a similar thing in the math library.
oh yeah i forgot to tell, I am using unity 5
the camera follows the player now, (I just made the camera a child of the player)
so now I just want to be able to rotate the camera a bit with the right joystick
i will have a look at that, thanks
sure
that's just one way to do it (my point to look at, move the point)
there are other ways
this might have some useful info
23:05
0
Q: SharpDX Constant buffer not passing values

CIAScorpionI'm trying to pass values to a Pixel Shader. I've added the following to the HLSL files. cbuffer QuadShaderValues : register(b0) { float3 PixelDropThresholds; float4 OverlayColor; uint PixelDropEnabled; } I've added the follow structure to the C# code; [StructLayout(LayoutKind.Sequ...

23:20
so how would I use the LookAt function to rotate my camera?
because I don't need the camera to look at a certain object, I just want to be able to rotate it while still following the players position all the time
Heh I have been replaying GORB. Some levels make me go oh yeah. Man that game is underrated
23:36
0
Q: How to create game rooms using kryonet?

RufrageI'm currently about to create my first networking game and it' supposed to be two player and turn-based. I write the client using the libgdx library and the server with kryonet. As it should be possible to play the game for more than just two players at once, I feel the need to create something l...

@AlexandreVaillancourt What brain fart?
23:53
The answer I posted yesterday :P
DEFECATE

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