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DH.
DH.
04:00
I didn't even knew APNG was a thing
All I know is that GIF is not even that much used, people are using GIFV and MP4 instead
gifv is the same as gif.
it's just that ppl change the extension to tell that it's not a single-frame gif.
wait, nevermind
gifv is mp4
 
8 hours later…
12:39
Hey you gamedev people, if you have a few seconds time: What OpenGL versions do you code against, and why?
user92578
12:55
weekends are quiet, you might have better luck with answers during the week
13:16
true that, but it's come up now and I thought it couldn't hurt putting out a query
user92578
yeah that's all right
I'm actually quite curious of the answer myself too as I've kinda been planning to swap my rendering to pure OpenGL
What are you using as of now?
user92578
SDL2's built-in renderer.
aaah, great (or not, never used SDL2)
user92578
It uses DX on Windows and OpenGL on other platforms but both backends use some ancient version of the APIs
13:17
I guess the biggest issue is still that MacOS is lagging behind terribly on OpenGL :/
i wonder what the state of vulkan support is in computers nowadays since AMD and NVIDIA came out with an API for it last year
user92578
My hunch is that Vulkan isn't supported as widely as one would want it to be
@doppelgreener you could do some checking with the Steam Hardware Survey; Though you'd need to do the additional work of looking up the capabilities of each graphics card
@dot_Sp0T oh yeah :O
So about 75%+ of the GPUs in the hardware survey are capable of DX12 - which means they should be able to run opengl 4.3+
But I couldn't talk about Vulkan :/
13:50
Also here's some data on macs: support.apple.com/en-us/HT202823 - TL;DR they currently go up to at-most 4.1 and most common is still somewhere around 3.3
14:21
Even though I implemented it ages ago, I still use jgallant's blog article to help me with various this in the procedural generation.
@AlexandreVaillancourt Game Development Rubber Duck?
14:36
Now adding Donkeys, Cows, Horses, and Llamas.
excellent
I think I will have the livestock more or less figured out (Except for transportation) after today.
This is starting to get ugly...
I should probably set up more of an inheritance structure for my goods.
For instance, all domesticated plants should grow a bit better if you have horses or donkeys. I don't have a good way to do that now, aside from adding in a few rows to each plant.
14:53
@dot_Sp0T I usually code against OpenGL 3.0 or 4.0, depending on what I need, but I do use OpenGL 2.0 for android and have used it for WebGL too, before WebGL 2 came around
@PearsonArtPhoto are you creating a farming sim?
Sea trading game.
But there's a fairly sophisticated algorithm to determine what goods are produced at what locations.
hi
@PearsonArtPhoto sweet
When I can get it all to work, it should be fun.
I'm hoping to have something like 100 goods available, with the ability to add more being fairly easy.
14:56
@PearsonArtPhoto you can do it
user92578
100 sounds substantial enough that you're going to need a good system for adding them anyways
I think an ECS could really shine for simulating the interdependency of goods
Right now everything I have is an XML file.
user92578
@Curio oh hey
The goods XML file is around 800 lines at the moment.
14:58
this night I forgot how sleeping
I guess you use the XML to define properties?
It was terrible :'(
What I really ought to do, and maybe that's what I'll work on next, is putting together a graphical tool to make and modify goods more easily.
Yeah.
user92578
WinForms FTW
14:59
I guess at that point i would split it up to one file per good
That's an example of what my files look like.
What might be easier is to split it up by type of good.
user92578
Oh that's neat
Eventually I want to set it up so it could be extended fairly easily.
This is very interesting
user92578
A system that goes "look for all XML files in this folder and consider them as good definition files" would also provide modding support, kinda
15:00
Yeah. I don't think I'm ever going to do full blown modding with this game, but I do want to support at least light modding.
@Tyyppi_77 XML allows you to define a namespace for each file, so you don't have to assume but can actually check the namespace to know if it's a good file or not :D
user92578
Well that can pretty much done with anything
Okay, I think I'm convinced now. I'm going to work on tools to help me make this easier. Those tools are going to be available for anyone to do stuff with.
user92578
like checking for the root element or a property in the root element
15:02
If I can figure out how to do a half-way decent GUI, I'll write it in C#, otherwise I'll do it in either Java or Python.
user92578
I did this with file extensions lol, look for all *.lvl files in this folder or whatever
Or maybe a web app. Hmmm...
user92578
WinForms is super easy
I just wanted to propose writing a simple HTML + Javascript thing
user92578
UI in Python is way more trouble than WinForms
15:02
Hmmm. I might as well do it then for the web.
I'll release the tool on my website, and let people go crazy.
user92578
I don't know about file IO in Javascript at all so I can't comment on that
I won't actually do the IO most likely.
Just let the user copy/ paste.
user92578
Oh... okay then
@Tyyppi_77 you can request the renderer/platform to load/save something which will then produce native popups/whatever the browser does
javascript file IO is done via the browser, yeah.
you ask the browser to give you a file and the browser handles getting it from the user. it won't be able to do free read/write of a folder.
15:04
Well, I'll think on it some... But in any case, I'm going to submit what I have, and then spend my time writing a tool to make stuff.
And while I'm at it, I want to add a manual map generation mode.
If you ever feel like moving away from a browser you could just use GTK in your application for rendering, or any other renderer
C# was written by Microsoft, and I'm using Visual Studios. It should be easy to make a GUI there...
Bah, I'll figure it out.
user92578
You could always just wrap the web app in Electron or something
user92578
Back in my prototype version I used XML to definite entity data, mainly for enemies
So I wrote a tool to edit the XML... ended up dropping the XML stuff for entities though, but writing the tool was fun
A part of me is worried because I've never really done web app generation.
user92578
15:07
user92578
That's basically the best I could get WinForms to look lol
Nowadays there is also WPF 🔗 as a more recent alternative to Winforms, but it also has its limitations.
user92578
Is there a designer for WPF?
Don't recall. When I was using it I wrote my applications in XAML manually.
user92578
ah
15:15
You can also write a HTML-based application. Discord is one of them.
user92578
Yeah I've actually been meaning to try that out
So many options...
user92578
Everyone's just complaining about Electron's RAM usage though
@PearsonArtPhoto What do you use to make the game BTW?
15:16
@Tyyppi_77 Well, it's basically a browser
I don't want to have this tool be Unity based, because Unity is a bit of a pig when it comes to file size and resources.
HTML-based would be my personal preference, since Winforms looks bad (unless you want your app looking exactly how Winforms is intended to look), WPF has some major weaknesses, and I know HTML/CSS/JS so well I could do some amazing UIs easy peasy in a HTML app.
And the UI isn't really great for this.
I just write my tools in JS and HTML
I think what I'm going to do for now is to design it on paper for a bit.
15:17
I don't use electron, it's just a web app
Before I figure out what technology to use, I want to understand how it should look and act.
@Tyyppi_77 This looks super nice, but is definitely pushing the limits of how nice it's possible to make WinForms look.
Then I'll figure out what technology will get me there.
I might even do a poll in my weekly blog post.
I also began using XML as data storage, but for menus
user92578
Yeah that's pretty much WinForms limit as there's already a ton of style-compromises made there, always some border or text color or something messing things up.
15:19
I guess I'm odd writing my tools in my own engine - but then I don't really have any set in time goals
I thought about using HTML, but it's not that flexible by default, it requires a lot of programming and is a bit of an overkill for what I want it for
@Bálint care to elaborate on not that flexible? I mean html is basically the lego of gui design
It doesn't have variables
Nowadays HTML+CSS has Grid layout 🔗 and Flexbox layout 🔗 so we can do amazing things with them that wouldn't have been possible or easy just a year or two ago.
without CSS
user92578
15:21
@dot_Sp0T What kind of tools? I've myself written a level editor inside the game "engine" but no other tools really.
Well clean HTML is pure presentation, so I guess you're sort-of right. You'd use ECMA6 for logic
Again, overkill
If I want variables for HTML or CSS development I'm using stuff like Handlebars or SASS in the precompilation code
@Tyyppi_77 so far mostly debug things; as I enjoy that sort of thing. I can, although still not perfectly, prototype a game all inside my engine (although it's only commandline interaction yet..)
I don't need animation, I don't need any programming functionality, I only need variable support, so I use a custom XML-based fromat
15:23
Discord users: press CTRL+SHIFT+I in your discord window :D
user92578
LOL
I guess I am not sure what you need the variables for :/
user92578
wow
width and height
default values
Etc.
width and height don't go in HTML since that's layout information
15:24
width and height in html are usually with css and in relative numbers
default values hints to using forms, forms allow default values
I mean menu width and menu height
I mean html really is only presentation, the code processing it should have the logic, not the html - but that's just me and my archaic views
Wait, I'll post an example layout
<menu>
  <variables>
    <variable name="margin" value="[width] / 20" />
  </variables>
  <content title="Test Menu" scrollable="true">
    <container x="[margin]" y="[margin]" width="[width] / 2 - 2 * [margin]" height="[height] / 2 - 2 * [margin]">
      <input label="Test label" width="max" height="[text-height] * 2" name="test-input"/>
      <checkbox label="Test label" name="test-checkbox" default="on"/>
      <group name="test-group" default="0">
        <checkbox id="0" label="0: " />
        <checkbox id="1" label="1: " />
Also, expressions
user92578
Yeah that'd be CSS' job then (or SASS)
Yeah, but a complete CSS and HTML engine is huge
user92578
15:27
Yeah absolutely, no point in using HTML if you don't have a web renderer ready in the engine
Yeah that's sort of a given
Wow, what did I start...
a marvellous conversation about GUI development
A revolution
A revoluation about GUI development?
15:29
viva la winforms
aiaiaiaiai
I'm currently trying to parse this
Specifically at storing layout information
Parsing HTML is... hard
16:00
Rubber ducking? :o
@Bálint Try using regex with jQuery. Solves all HTML problems.
@Charanor did you just propose parsing HTML with regex?
@dot_Sp0T and jQuery (required)
@Charanor my Machine- & Formal Langauge Theory prof would rip you apart for that^^
@dot_Sp0T (sarcasm ;))
@Charanor I'm sorry but he drilled it into us :D
16:06
jQuery solves everything
@Charanor please tell me that is a fake question?
Nope 100% real if I recall
how does this garner 22 upvotes?
Lots of other questions have the same answer
I've seen one with over 100
just why
16:07
Also one answer that offered 2 solutions, one of which was jQuery and it had like 400 upvotes iirc
I mean it's almost like: What direction do I have to turn a screwdriver to remove a screw? - You should use a Phillips Screwdriver
No, it's like What direction do I have to turn a screwdriver to remove a screw? - You should use jQuery, it's great and does all things
2
You win this round
4426
A: RegEx match open tags except XHTML self-contained tags

bobinceYou can't parse [X]HTML with regex. Because HTML can't be parsed by regex. Regex is not a tool that can be used to correctly parse HTML. As I have answered in HTML-and-regex questions here so many times before, the use of regex will not allow you to consume HTML. Regular expressions are a tool th...

185
A: When is "use jQuery" not a valid answer to a JavaScript question?

Jeff AtwoodPretty much never. For convenience, here's the image the above link points to: Given the URL and text in the image, I suspect this image was put together by our old regexinating pal bobince!

16:12
@Bálint You found it! :D
it's a parody image, not real :)
Crap
@Bálint I'm always happy for anybody relinking this
16:46
I think this is where the way that I developed my game might come in handy. I have an object that I can store everything in for each good prototype, I can use the exact same model to store them in my editor.
Which means I'm going to do something C# based.
So I guess that means Winforms or WPF?
 
2 hours later…
18:43
@Charanor or better needsmorejquery.com
19:01
Is it worth it to upgrade to VS 2017 from VS 2015?
I'm happy with the free community version so far
19:19
I'm speaking about the community version
19:58
Hi
Anyone here?
Í am
Charanor, I have a question
about a game
I'm development a mini-game FPS
I have a problem with move mouse
if I want move Y axe -> rigidBody->setAngularVelocity(Vector3(0, 0, mRot.y * deltaT * -3.0)); (is perfect)
for X: rigidBody->setAngularVelocity(Vector3(0,mRot.x * deltaT * -3.0,0)); (is perfect)
But I can use one at the same time, if I use those 2 lines, the movement generated is very rare.
Probably something like
Vector3 vector = Vector3();
if(moveY)
vector.z = mRot.y * deltaT * -3.0;
if(moveX)
vector.y = mRot.x * deltaT * -3.0;
rigidBody->setAngularVelocity(vector);
Then you can move in both directions at the same time.
20:14
I'll try to use your code. What I want is to move the mouse in X and Y (like all FPS games)
@Strelok Angular velocity is probably not what you want
You can't really predict where it will end and the camera will feel floaty
@Charanor moveX and moveY = mRot.x != 0 ?
@Bálint then.. What can I use?
@Strelok Oh you're trying to rotate your character in an FPS? You should probably just straight up set rotation of your character in that case otherwise the aim will feel unresponsive
Or set the camera's rotation
20:17
@Bálint beat me to it haha
I'm using Ogre3d and Bullet
Ohh, ogre
That wasn't clear
I can't use camera.. because the weapon no moving with camera
I think that .. I need to use physicals
(sory, I'm not speak good english)
sorry*
0
Q: How to set the object's world position in bullet?

MatthiasIn my Ogre3d application I am first changing the parent of a node like this: // save object "Cube" into node*; then ... Vector3 absPos(node->_getDerivedPosition()); Quaternion absOrient(node->_getDerivedOrientation()); node->getParent()->removeChild(node); m_pSceneMgr->getRootSceneNode()->getChi...

ooohh interesing
but he use the wrapper btOgre
I'm using the wrapper OgreBullet
20:26
No, he just recommends it
I will read and returned in 30 minutes.
20:41
I think I will use Windows Form. It seems to be a good enough combination of things that I can make it work for my purpose.
Will be strange, but good, to do a pure C# program.
Someone said I should look into Rust, because it's like C++ without segfaults, which sounds awesome
21:01
@Bálint I don't understand
this page
user92578
21:15
What don't you understand?
21:32
I need rotate my rigidBody in X and Y
Try it in many ways, but I can not rotate both at the same time.
//FORMA 1
    /*
    rigidBody->setAngularVelocity(Vector3(0,mRot.x * deltaT * -3.0,0));
    rigidBody->setAngularVelocity(Vector3(0, 0, mRot.y * deltaT * -3.0)); */

    // FORMA 2
    /*
    Vector3 vector = Vector3(0,0,0);
    if(mRot.y != 0)
    vector.z = mRot.y * deltaT * -3.0;
    if(mRot.x != 0)
    vector.y = mRot.x * deltaT * -3.0;

    rigidBody->setAngularVelocity(vector); */

    //FORMA 3
    /*
    btTransform btT;
    rigidBody->getBulletRigidBody()->getMotionState()->getWorldTransform(btT);
use the "fixed font" button
where?
when you're editing or writing out a multiline message, it'll show up beside send & upload
YES
yes *
//FORMA 1
    /*
    rigidBody->setAngularVelocity(Vector3(0,mRot.x * deltaT * -3.0,0));
    rigidBody->setAngularVelocity(Vector3(0, 0, mRot.y * deltaT * -3.0)); */

    // FORMA 2
    /*
    Vector3 vector = Vector3(0,0,0);
    if(mRot.y != 0)
    vector.z = mRot.y * deltaT * -3.0;
    if(mRot.x != 0)
    vector.y = mRot.x * deltaT * -3.0;

    rigidBody->setAngularVelocity(vector); */

    //FORMA 3
    /*
    btTransform btT;
    rigidBody->getBulletRigidBody()->getMotionState()->getWorldTransform(btT);
//FORMA 1
/*
rigidBody->setAngularVelocity(Vector3(0,mRot.x * deltaT * -3.0,0));
rigidBody->setAngularVelocity(Vector3(0, 0, mRot.y * deltaT * -3.0)); */

// FORMA 2
/*
Vector3 vector = Vector3(0,0,0);
if(mRot.y != 0)
vector.z = mRot.y * deltaT * -3.0;
if(mRot.x != 0)
vector.y = mRot.x * deltaT * -3.0;

rigidBody->setAngularVelocity(vector); */

//FORMA 3
/*
btTransform btT;
rigidBody->getBulletRigidBody()->getMotionState()->getWorldTransform(btT);
//------------------NEW ROTATION-------------------
is correct now?
21:59
hi
22:17
what up typhon
uuuh
working on stuff
:)
I think I might be done with updates to my game, and will send it to apple/google sometime next week after I test it a bit
make sure I didn't break anything
then i start the Steam integration for the osx/linux/windows version i'm going to make
ok
@Almo sounds complicated
22:32
@Typhon shouldn't be too bad
steam api is easy to work with
@Almo fair enough. I use Game Maker. Is very easier.
you don't make games with steam though. game maker games can use steam api as well
the game is made with Unity
I have used GameMaker, I liked it
game maker cannot run on apple
@Almo steam runs with apple. so game maker not run with steam.
game maker can totally make OSX games
22:43
and it totally runs with steam
that's not game maker
that game is made with GameMaker, is on OSX, and runs with Steam
Nidhogg is a side-scrolling two-player fighting video game developed and published by Messhof. Players duel with swords in a pixelated environment. The game was commissioned for the New York University Game Center's annual multiplayer show, and was revised and demoed at private events over the next four years before its final release. It won Indiecade 2013's Game Design award and the 2011 Independent Games Festival's Nuovo award. It was released for Microsoft Windows on January 13, 2014, and later ported to OS X, PlayStation 4, and PlayStation Vita. Critics praised the feel of the gameplay and...
The link is about game maker
yoyogames made gamemaker
Inspired by the 1984 fighting game Great Swordsman,[9] the game was made by indie developer Mark Essen over the course of four years, using GameMaker: Studio.
that isnt game maker
22:45
Which one?
that's an external library someone made
please
there's the official docs. Where is steam support built in?
that is great that someone got windows games on osx
but it isn't be default
what?
dont tell me yoyo actually made a new version...
22:46
YOYOGAMES MADE GAME MAKER
I KNOW
that's not game maker
that's "studio"
different program altogether
ugh
(piece of shit, too)
@Typhon what?
default?
game maker only makes windows games
IT DOES NOT
and apparently they run on linux as well by a complete coincedence
22:49
it makes TONS of different platforms
Windows, Mac, Ubuntu HTML5 Microsoft UWP Android, iOS PS4 Xbox One
from their docs
that's not the game maker docs
If you have the trial version, that version only makes windows.
that's "studio"
they're different programs
they rebooted their whole line a few years back and wound up with a piece of shit
I honestly forgot that thing existed
Studio is what people call GameMaker now, so if you're using an outdated version then you're going to be talking at cross-purposes with anyone about this subject.
fair enough
even their own community rejects studio
a lot of people got pissed cause their free version would act like it was a pirated copy and just erase entire perojects
and also if you used it for more than 10 or so hours straight the save system would randomly corrupt
oh and they made all of the free stuff basically worthless so unless you cough up $200 studio is useless
(slight exaggeration)
 
1 hour later…
23:59
1
Q: How can I use vibration of an iPhone for my HTML / Javascript game?

KriemI'm building a web game. I'm trying to use the iPhone's vibration functionality. How would I go about doing this seeing I want to package and deploy this game to the App Store. Is there a secured way to do this?


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