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01:16
Is that a link only?
1
A: How can I simulate relatively realistic weather?

NathanIt sounds like you know how to simulate, your problem is that you don't know meteorology. There are lots of intro courses online. The NWS has some basic courses, there's more in depth stuff on Coursera and EdX. There's some really great quick explanations by topic at http://www.theweatherpredi...

01:50
@AlexandreVaillancourt Probably? Even if it's not a link only, it seems marginal / low effort. I'm surprised it has an upvote.
@Pikalek Actually, it has 2 upvotes and one downvote...
 
8 hours later…
09:58
When there is a community wiki answer, is it better to modify that answer to add something that has not yet been said, or should a new answer be added?
user92578
10:09
ugh today I'm at http chat
They keep on changing you? Or you requested something else?
user92578
I think I might have unusually actually came to the chat from the link at the bottom of the main page yesterday
user92578
But today I came from my history/suggestion/whatever
user92578
So, Greenlight's gone then huh
Ah, you'll probably have to clear your history at some point, I guess.
I don't know, I've only followed what's going on with it from what's being discussed here...
And yeah, I think 100$ is not enough.
user92578
I'd imagine they'll greenlight a bunch of okay-quality games that just didn't make it through
@AlexandreVaillancourt I kinda agree, but hey they never said it will always be 100$, if there's still abuse it can be changed
Greenlight wasn't good enough at filtering stuff through tho
@KevinvanderVelden Yeah, I though about that too; I guess they don't have a clue...
There's a lot of conflicting priorities at play, starting low and seeing if that's enough is a decent approach
10:22
It is, but if they realize it's not enough, they won't be able to remove the low quality games that went in.
True, but there's already a giant amount of crap on it anyway, a bit more won't matter =p
Yeah, probably.
 
1 hour later…
11:32
Wow.
8
Q: Has there ever been 25 or more stars on Wonder Woman's panties?

EMBLEM In Epic Rap Battles of History: Wonder Woman vs Stevie Wonder, Stevie Wonder (played by T-Pain) concludes his first verse with I'm the ceremony master blaster with the bars And I got more Grammies than your panties got stars Stevie Wonder has won 25 Gr...

I'd downvote for "Not useful".
12:04
Scifi.se specialises in trivia, alas
Heh! I guess I'm not geek enough.. :P The only question I'd ask/answer would be about Dune and Hyperion. But even then, I read the books in French so I'd have a hard time using the proper terms/names....
Hyperion!!
That series is my favourite hands-down.
(not Dune though. I didn't enjoy that one so much and didn't finish the first book; I'm not on the author's wavelength so the content was not resonating with me and I was enjoying it less and less as it went on)
Yeah, it's awesome; I read it twice. And I'll read it again ;) But I'm due for a Dune re-read first!
Ah, ok; I read the (7?) canon, nice stuff going on!
I read some other stuff from Frank Herbert, it was more, hmm... philosophical.
Lol, another one:
> Has there ever been a bald-headed Vulcan character in Star Trek?
This is the result of 2 guys having an heavy discussion in a bar.
:P
Still, it's entertaining!
12:20
For me the stuff around how mentats worked, the ideas around terrible purpose, etc, seemed to work just fine for the author and resonate just fine with many people, but I couldn't really follow along with what I was meant to get out of that stuff.
They seemed to switch up how spice & mentats worked halfway through the first book, and the author seemed to want to express some idea around terrible purpose, but never expressed what it was so I wasn't sure what it was getting at.
I'll try and see what you're talking about during my next read :)
And I don't have a clue what "terrible purpose" was translated to in French, so I don't really know what it is.
How on earth do sound
@ShaunWild earth do vibration
atom do the hokey pokey beside other atoms and then into ear
ear do electrify to brain
No stop this
12:26
You are causing me a frighten
I am on the 8th Google page for "Island Generation", I already know full well how to do it, I'm just looking at all the different approaches different people take
I believe the term is
O B S E S S I O N
or INTEREST
They go hand in hand with me
I love the islands created using voronoi
 
1 hour later…
13:34
So I'm trying to figure out what to do about the zooming in/ out, specifically with respect to the labels show in this diagram, among others. They tend to look poor when zoomed out at far levels, but too large maybe when zoomed in.
I'm thinking of setting these to be either a constant size, or at least scaled somewhat based on the zoom level. Any thoughts?
14:25
I'm also facing my age old struggle of which object should appear on top of which...
14:38
Well, I figured out at least part of the object appearing on top of each other. Now, to do the rest...
14:52
hey! Can someone help me with my problem?
https://gamedev.stackexchange.com/questions/142180/unity-touch-problem
I'm not quite sure I understand your problem.
"Facing the problem, that UI over that swiping code working with it" Did you run your entire question through google translate lol
shame on me
Can you try rephrasing?
Might be able to help
@PearsonArtPhoto i've seen constant size in other games
or at least conmstant size from a certain zoom and smaller, but then expanding as you zoom in further
15:06
@Shaun
@ShaunWild done. I hope, you could understand the problem)
Yeah, I think I'm going to have to do something like that...
I think many games have different levels of detail, where if you are zoomed at a certain point, an object is visible or not.
Hmmm... I'm also going to have to consider that I haven't decided yet if I want to do a different perspective...
Sigh. Okay, I think I know how to make this work...
0
Q: Is state change command less reliable than sending the entire state?

Martin AsenovI'm asking for a game that I develop right now. The game is using TCP communication, there's server and multiple clients. While players in a room are playing the game, I send state update commands in a custom binary protocol every 33 ms. (30 FPS) Problem is those states are huge - there are playe...

15:30
@PearsonArtPhoto Note: It works wonders when your zooming is smooth ;)
15:55
@ShaunWild props for your island generation obsession. Maybe you'll figure out a new, better way to do it
That's another way to do island like generation. You might have to watch a few of the other videos to get it, but it's interesting at least.
Landscape generation has come a long way in recent decades, but it still has a long way to go
Tell that to the Rust devs @DukeZhou
Rust has such awesome map gen
I have a few ideas to improve mine. I've become increasingly unhappy with my system...
@ShaunWild I've heard great things about Rust, but I'd have to see some geographical output to make a determination
16:02
There are just too many worlds that are way too bland that are created.
Procedural generation, imo, although the proper way to do it, still results in repetitive output
Here is a server list, if you click on a server, you can see the map created for that server: playrust.io
@ShaunWild nice
I will say that many brilliant people are working on this, and there have been major strides
I have no doubt that it will eventually be indistinguishable from actual geologically formed worlds!
DH.
DH.
Yeah, proc generated is hard stuff
I mean, to get almost always a good result
I want to move to a plate tectonics type system, but I haven't quite got there yet.
16:07
@ShaunWild Those Rust maps are pretty damn good. (Now I'm going to be clicking generate all day lol)
Clicking generate? huh?
The game we're about to Beta is, interestingly, also a mechanic for map generation for certain fundamental strategy games. We're not using it for that atm, but I can get ~7x10^21 unique maps on a 9x9 grid, with just a handful of instructions
@ShaunWild re: Generate. Yeah. I'm addicted to map generation. (in some cases, I like it more than actually playing the games lol)
Clarification: That Rust link lets you generate maps, not just look at the severs
Oh really
It's blocked in my work so I haven't actually visited it
lol
 
3 hours later…
19:27
Hello all.
hey
what brings a blue to our neck of the woods
I'm a fan of making turn-based games but there's one thing I can't seem to decide on: Mutable or immutable state?
explain what that choice means exactly
I think i can guess, but i'd rather be sure before answering
Let's take Chess for example. Do I make Board b = new Board(); b.move("B2", "C3") or is it preferable to do Board b = new Board(); Board nextState = b.move("B2", "C3")
(Please ignore the fact that B2 can't move to C3 :P)
yeah
personally I use mutable state when I make turnbased games
But I'm not really an architecture expert.
just seemed reasonable to me when I did it
19:30
In many cases I agree that it is reasonable
Why would you need immutable state?
But if you want to analyze many states, then I have a feeling it might get easier with immutable states
@dot_Sp0T I don't need per-se.
Analyze as in for AI decisions?
I having a hard time figuring out how immutable state helps my othello AI
19:36
Hmm, I guess it depends on your goals and the game. I personally create personal states per AI. For chess an immutable general state makes sense as you can always see the whole board. But in a classic turn-based game with fog-of-war and similar, an AI should probably not have access to all state-data - then again, I am pedantic with these things
@dot_Sp0T oh, so, representing the different things the AI thinks might be going on?
Immutable state makes still sense so that you not accidentally modify a past state. Though.
I'm not sure how a recursive minmax algo can accidentaly modify a past state
it's all hidden in the stack
@dot_Sp0T Just because you're using immutable state doesn't mean that your AI gets access to all state data.
@SimonForsberg true, but it's easy to overlook if you access general state. At least that's my experience.
19:41
@Almo How would you implement minmax exactly if you use mutable state? You'd either need to keep track of all the moves and be able to undo them, or make copies of the game state, right? (Or have I forgotten something?)
copies, if i recall
Yeah, copies is probably easiest choice.
@dot_Sp0T I think whether or not to use mutable state and how to restrict AIs access to hidden state are two separate issues. You could use a .hide method or something that takes your immutable state and makes a hidden version of it, with all hidden real values removed, or throws an exception if you try to access them.
board state in othello is 64 pieces of data, so it's not a problem to copy it
I think I understand the issue better now
awesome, someone called my game "The Dark Souls of Puzzle Games"
hahha
@Almo True that, and in chess it's 64 pieces of slightly more data.
yeah
19:53
@Almo Just tried your game for the first time. I'm impressed. I love to make games with interesting rules, and I love puzzle games, but I'm having a hard time making GUIs (and suck at it). Seems like you succeeded with both. App downloaded, thanks!
And for this app, using immutable game state would be crazy.
I effing hate Othello AIs!
@Almo what type of physics is your specialty?
@SimonForsberg awesome, glad to hear you like it. :)
classical physics is what I was best at
I know bits of quantum mechanics statistical mechanics electricity and magnetism, plasma physics, and a good deal more than is normal about stellar mechanics.
I love that you have that background, and work in games
:)
fuck andoird manifest merging bs
I think there's a "quantum" aspect to the [M] game we're about to Beta, but I'm a little hesitant to publicize that before I can discuss it with some physicists
20:06
right
pst me a [email protected] if you want more info or want to check out the beta (Android and iOS)
Based on the combinatorial nature of Cognizer, I think you're going to find [M] fairly interesting
20:22
There have been some interesting attempts at quantum games. (I found Quantum tic-tac-toe is highly instructive: perruchenautomne.eu/wordpress/wp-content/uploads/2015/05/…
Unlike Quantum Tic-Tac-Toe and Quantum Chess, people actually seem to enjoy playing [M]. Possibly it is because this aspect arises purely from the structure and mechanics of the game, as opposed to being externally applied...
My 6 year old niece was able to play [M] and beat "Boopsie", our dumbest AI, with only a single instruction
:D
And yet the game itself remains mathematically unsolved, and has complexity akin to chess
yup, we're more concerned with weak as opposed to strong AI (partly based on how not fun it is getting crushed repeatedly by Othello AIs;)
Lee Sedol described his experience vs. AlphaGo as "soul crushing"
Not a good sales tactic, imo
my othello AI is easy to tune. Just the depth it searches. Level 1 is not hard to beat, Level 5 is quite a bitch.
We're tying to do "adaptive" in the sense that the AI will get dumber if you lose, and smarter if you win
(half the people we're polling don't even know what AI is, so we don't want them to have to set the level.)
Our AI has to be general, b/c [M] is actually an array of games based on a set of fundamental mechanics
thus "respectably weak AI" is our current goal
Me and the developer consistently beat our strongest AI, but only by fairly narrow margins
by contrast, our marketing guy had to be coached on the flaws in its game, and still only wins some of the time ;)
@DukeZhou I made an implementation of that here: zomis.net/ttt/TTTWeb.html?mode=Quantum Code: github.com/Zomis/UltimateTTT
20:33
@SimonForsberg nice!
@DukeZhou Intriguing.
I've been wanting to try QTTT for a while, but couldn't find it
@DukeZhou Too bad we didn't meet sooner.
@SimonForsberg I assume it's ok if I post a link at: deterministicgames.com
(Been hard pressed to find free combinatorial online games from sites that don't data-rape;)
Unfortunately I haven't any multiplayer support for playing there - yet. And the AIs are pretty dumb I think. But multiplayer support is on my todo-listâ„¢
@DukeZhou Absolutely.
I do have a sort of finished puzzle game that just needs GUI fixes, would be interesting to hear your thoughts of that, I might reappear another day to share it.
20:38
And, btw, we're just getting started at MClass/Fundamental Combinatronics (www.fc123.us), so don't be a stranger
email me at [email protected] if you want to get on the Beta list for [M]
If anyone is interested, my most popular online game (and pretty much my only real one) is Minesweeper Flags
nice. We're using libGDX also
App size is just under 7mb
@DukeZhou Emailed
@DukeZhou Wow! Too good to be true.
We've actually forgone a web version to focus on the app, but the original prototype was a 32kb pure-javascript file coded on iPad
I'm very interested to see how small the kernel can be in an uncompiled language
and web and FB versions of the game are markets we want to eventually pursue
@SimonForsberg I feel lucky I popped onto chat today!
@DukeZhou Same here
I'm usually just hanging out on Code Review chat.
The 2nd Monitor (general chat), and here:

 Coding Projects and Duga Heaven :)

Minesweeper Flags, Zomis' games, PDB, MTG, Cardshifter, and al...
20:46
I notice you're something of a titan over there
A chat room originally created to create a Trading Card Game together, but now we're mostly talking about other things... and playing Factorio
I built the prototype partly with cannibal code from Stack lol
@DukeZhou Erhm... yeah. I joined back in November 2013 and became one of about 5 core users and got elected moderator after graduation in 2015.
I accidentally fell to the top of the heap on Mythology. (My only issue over there is we don't get nearly enough questions.)
but there are some fine scholars
Judging from a quick search, I see you are about as crazy about Factorio here as we are on Code Review.
20:49
It was actually my lifelong work with metaphors that led me, inadvertantly, to combinatorial game design
@DukeZhou Didn't even know about that site until now.
Factorio looks awesome. (All games are economic, imo)
My worry is if I download it and play, I lose a few months, but I suspect I'm going to do it anyway ;)
@DukeZhou A front page for an old Donald Duck magazine inspired me with a game idea (for another, potentially fun but still unfinished game)
Game design is an art!
(I find that aspect to be all too often overlooked)
@DukeZhou Months? I'd say years. 661 hours and counting.
20:53
It's mechanical and aesthetic, which is why I think it's the highest art there is
I just wish I was better at the aesthetic parts had someone that could take care of the aesthetic parts for me.
We'll talk. I grew up programming, but I'm one of those people who likes to spend 99% of the time thinking, and 1% doing. I'd be happy to lend any expertise I have regarding the aesthetics to your noble efforts.
Factorio \o/
@DukeZhou I find it quite enjoyable to implement game logic and maybe make prototypes, but when it comes to deciding exactly how I want things to look, I'm lost.
DH.
DH.
I think the same applies to everyone
Starting projects is fun, finishing them is hard
2
20:58
Graphic design wise, I'm merely a gifted amateur. Narrative, symbols and metaphors, and how the can be expressed in a logical/mathematical contexts is where my true strengths lie.
@DH. Glad to hear that I'm not alone.
@DH. yes, hence why I like gamejams
I found with the [M] prototype, by focusing on form first and plugging in the functionality second, I got something with extreme elegance and appeal. My coder approached it (probably wisely) the opposite way, so we're still struggling with the elegance of the actual product.
Minimalism is always best, imo. It seems like all of the crappy app games use the same crappy artist they found on the web somewhere lol
Damnit now I want to play more factorio
Alas, time for bed
@DukeZhou And with form do you mean general GUI layout, or the game-specific layout?
@KevinvanderVelden Haha, sorry. I shouldn't have said anything ;)
In case anyone is interested though, I recently uploaded my first official Factorio mod
21:10
if you want a tip on how I got Cognizer to look nice, just a passing look-over and comments from a real graphic designer made all the difference.
@Almo And where did you find the graphic designer?
And maybe more importantly: How much did the graphic designer cost? ;)
The GUI
I was trained as an artist before I learned to program, from a very early age, so I was obsessed with it "looking right" and having a sticky feel
Functionality-wise, it was exceptionally primitive--I wrote the code with no real structure so my loop were all f*'d, and there as a little memory leak
Almo and JG make very nice looking apps
I hope I can get out production version up to that standard
sooner rather than later
@SimonForsberg I live with one. :D But you could contract one. I would expect to pay... $75 an hour for maybe an hour of time to get the amount of feedback I needed.
depends on the size of your app though. cognizer is just one game screen and like 7 menus or so
@Almo Oh what a luxury to live with one.
haha yeah
21:17
Hmm... maybe that's something I should put up on my Tinder profile... "Programmer looking for graphic designer"
it helps that she's A) really fucking good B) specializes in bold elegant design and typesetting.
@Almo I'll have to hit you up when we have cash for a custom font
she doesn't make new fonts, but she knows how to pick them
she chose the one for the maniac games logo, then adjusted the letter-spacing subtly to make it look just right
I was going to use Futura, same one as in Cognizer, but she suggested OCR-A (I think it's called) and it just looked better.
It's the licensing agreements that really frustrate me with the fonts
So many seem to be oriented toward desktop use
I'll have to say good night for now, but it's been enjoyable to chat with you this evening, and I'll definitely be back.
21:29
bye :)
 
1 hour later…

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