« first day (2690 days earlier)      last day (2624 days later) » 

00:50
We just blew by 50 downloads on iOS! (pathetic and trivial I know, but slow and steady wins the race.)
Android users--help a brother out!
Let's see. Step 1: Make a unit testable cargo system.
From what I hear, doing frequent updates is one of the best ways to get up in the stats, but not too frequent. Once every week or so.
@QPaysTaxes No reason to bugfix/deploy from my current version. I don't really have a released version out there, so...
The reverting might help, but I could do that fairly easily anyways.
This might well be one of those cases. Hmmm...
@QPaysTaxes knowing when not writing code is a great skill for a developer :p
not to write*
Wow, this is a bit of a mess... Sigh.
LOL
No I mean that if you think a bit more before you start coding, you can save a lot of time! That's a differnece between coders and mor senior developers...
Like "that feature would be very fun to code, but we don't need it so skip it"
Oh, no, don't worry, I have lots of experience with school teamwork, and I've been a TA too. Some people are lazy.
01:07
Okay, so far I've managed to probably introduce about 50 compile time code issues.
01:28
Any takers?
You could offer to let them counter.
Wow, I'm really doing this new code quite differently...
I'm working by first defining the data that I actually need to make this work. It isn't much.
02:02
The question is, would you do it for $20?
Or counter at $25 and be happy?
02:24
trying to come up to speed on the current conversation, so this might be off point, but it might also be worth noting that there's often a big difference between academics (i.e. proffs) & production programmers
in some cases, you may in fact be smarter w/ respect to programming
mileage varies wildly
You say you could use the side income, but you don't want to do it.
So pick the value where your side income is worth it. Ask for a bit more than that, and settle for where you value your time.
02:45
Most people are.
03:24
@QPaysTaxes Hehe some students know more than the professor. When your job is to do research on topic A and you're asked to teach topic B which you absolutely not care about, it sometimes shows :P
 
2 hours later…
05:43
1
Q: Blender Animations glitchy in Unity

ShashimeeI have created a gorilla and its animations in Blender, exported the file as an FBX file and then imported it in Unity. The animations works fine in Blender, the loop is perfect for the walking animation. When I play the animations in Unity (in the animation preview and in game) it glitches at th...

 
4 hours later…
user92578
09:29
What do we think about this stuff? gamedev.stackexchange.com/a/152217/35344
user92578
Okay because they say that it's their product?
09:43
It's still spam though.. he is not answering the question, rather inviting buying his product
user92578
> Post good, relevant answers, and if some (but not all) happen to be about your product or website, that’s okay. However, you must disclose your affiliation in your answers.
user92578
Ah looks like it's okay
Okay then
 
2 hours later…
11:42
@Tyyppi_77 @GabrieleVierti Looks ok to me. The answer answers the question (although they asked "how do I do it by myself") (maybe worth a downvote for that), and it clearly states the link with the author.. One could argue that it's a link only answerlll
 
3 hours later…
14:52
@DMGregory How much of this post ought to be converted to MathJax? In my reading of it, the only part of it that doesn't exactly look like it wants to be mathematical notation is the launchVelocity.x = deltaX/T; and launchVelocity.y = … lines halfway in.
Hmmm... good question. I'm still feeling out the right balance between paper-style notation and copy-and-pasteable code.
I might take a stab at replacing the image of the derivation with proper notation.
Actually, I've started using a slightly neater formula since then, so I might just give the post an aggressive rewrite. Thanks for flagging it. :)
\o/
I gave another post of yours a partial revision. It looked like the rest ought to remain code since the first two equations were the only parts trying to look like mathematics and not code.
15:09
Agreed. Gosh I love having access to proper subscripts now!
Learning more about table formatting, I think there are some answers that could benefit from this markup even for non-math content. :)
Oh yeah! I should mention arrays in the cookbook.
I'm now looking into whether there's a way to arrange two sequences of expressions in columns, so I don't take up so much vertical space with line after line...
@DMGregory There is! Hold for a minute. :)
Ooh, thank you! :D My searches so far were turning up a lot of columns in the sense of "this vertical range in a matrix" rather than the page layout sense.
Actually, hm, I'm not sure I have what you'd want. I was thinking of using arrays (gamedev.meta.stackexchange.com/questions/2590/…) to list your equations side by side... but you'd have to work across horizontally, rather than column by column, which would probably be pretty unpleasant.
15:27
Ehn, math formatting is rarely "pleasant" ;)
Please don't do the Wikipedia thiing
At the beginning Wikipedia had plenty of pseudo-code examples of algos, then academics went in and deleted them all to be replaced with academic formulas that only people who already understand them understands them.
Gotta protect their elitist market exclusivity. Gotta pay for the classes.
We're not replacing pseudo-code
proper formulas are fine, but they really didn't need to delete all the pseudo code.
We're replacing mathematical notation with mathematical notation
15:32
Right now I'm taking my awful handwritten scribble and reproducing it in actually legible text. XD
Note the code blocks at the bottom remain untouched
same goes for this post, where all the mathematical markup became mathjax, and the pseudocode was left intact.
So the goal is math->math, pseudocode stays in place and gets accompanied by mathematics if it helps convey what's going on.
I'll update the conversion TODO list to make this clear.
Cool.
Years ago I used to be able to give the junior programmers links to wikipedia algos and off they went on their merry way so I could get back to getting my own things done
At least once a month I hit this issue.

They find the wiki article on their own, spend 2-4 hours trying to understand the Wikipedia article by themselves, I gotta stop what I'm doing (with the huge productivity cost that comes with interruptions) and it takes me only 5-15mins to explain in plain English.

Every time: "Oh, why didn't they say so on the wikipedia page." -Jr
user4704
@Tyyppi_77 Do you know about the bug where falling into a pit kills you but doesn't bring up the restart menu? And lets you scroll around the level forever?
@doppelgreener It must be why I'm putting my efforts into GDSE and don't bother with Wikipedia anymore. I got two pseudocode edits reverted and that was enough.
user92578
@JoshPetrie I had a friend mention that, I haven't been able to reproduce though. Thanks for reminding me though!
user4704
15:44
It happens to me basically every time I feel like. It might only be when you are taking damage as you fall in. One of the later levels in the winter area was really good for it, hang on
@StephaneHockenhull How does the checklist at the top of this post look to you?: gamedev.meta.stackexchange.com/questions/2588/…
user4704
Yeah, in the "Leap of Faith" level, at the start, hop over the first set of sawblades, and then turn around and hop back into them so you're taking damage as you fall into the pit.
user92578
Aight thanks! Sounds like an easy fix once I figure out what's wrong.
15:47
@StephaneHockenhull Wikipedia does regularly deal with that kind of impenetrability on academic pages: the only people who can understand the page are the people who already know what it's talking about. To ordinary individuals or learners, the page is impenetrable. I definitely want GDSE to be understandable to learners, or there's no point to this site.
user4704
I'll end up down there, I can move the camera left and right, and constantly here the "smush" noise of the player getting killed, but his health slowly counts down from 5% to 0% and stays there
user92578
Sounds super annoying, I'll try to get it patched up asap.
user92578
yeah it's super weird, I just did like a hundred jumps there and so far no issue
@doppelgreener yeah, seriously. Academia is trying hard to protect their high-priced walled garden. *puts on tin-foil hat* I wouldn't be surprised they start going after SE like they did to Wikipedia.
I had one answer about A* (it's always about A* isn't it?) where a dude started arguing in comments my answer was too simple and using academic buzz words, without ever writing an answer himself nor brining anything of value to mine.
user92578
16:02
Aight thanks a ton @JoshPetrie, I got it. I deal the player the amount if it health in damage, but the damage function always applies the difficulty modifier on the damage dealt, which on Easy is less than 1. I was testing on Intermediate, which is why I wasn't able to reproduce this before!
user4704
Ah yeah. I switched to easy to farm achievements :P
I find it funny when the same people complain that academia is so expensive then turn around and fight to preserve the high price of their investment.
i don't think it's that. it's that teaching is not easy, or doesn't come naturally to many people. it requires us to understand a topic, then:
1. recognise another paradigm exists, wherein someone doesn't understand that topic.
2. try to insert ourselves into the perspective of that paradigm.
3. look from that paradigm into our own, where we understand the topic.
4. examine what we need to show them to help them understand the topic. since we might have to bring them across several topics to get here, this becomes a fractal exercise.
there's also 2 stances on what a Wikipedia page can be:
1. a reference document for those well-versed in the topic.
2. an introduction to the topic for those who don't know it.
IMO wikipedia pages should be both, but someone who only wants the page to fill one purpose can see filling the other purpose as a detriment to the page's quality. or they want to do both but they suck at #2 (see above).
user92578
So lesson learned here is to just do ugly hacks instead of trying to be nice and neat and removing m_Health from health.
user4704
hah
16:07
@Tyyppi_77 The entire world works on ugly hacks.
user92578
// The modifier negates the effects of the difficulty modifier.
static const float massiveModifier = 100000.0f;
DamageEntity(level, this, m_Health * massiveModifier, true);
@doppelgreener looks like putting two begin/end align blocks without an explicit newline in between formats them side-by-side, without the need to interleave like a matrix. Not sure about spacing control though.
user92578
So I enabled the intel virtualization thingy from BIOS this week and damn virtual box is so much nicer to use now
@DMGregory oh man, that makes sense!! mathjax prefers to work horizontally until it's told to do anything vertical.
HAHA yes, hardware virtualization makes thing run almost native speed.
user92578
16:09
yup!
Something that dates back to (if I remember correctly) the VAX machines, we finally get on PCs :P
Wait, no, VAX was virtual memory (protected mode)... hrm, I can't remember which old machine had hypervisor and full HW VM.
user92578
I'm running Windows 10 Home so I don't have the Hyper-V thingy but it doesn't seem like I really need it now
user92578
also damn the compilation speed is so much better now
user92578
It used to take like 30 mins for me to make a linux build
Btw folks
I made this chatroom so people below 2k rep could suggest edits for our mathjax conversion
I'll be keeping an eye on it; anyone else who wants to do so I'd appreciate the assistance.
(I don't know how much activity will be there.)
 
1 hour later…
user92578
17:25
Aight patch is live
18:34
Oof, that was a marathon. Got all the derivations of the formulas explained in MathJax. I'm going to come back to add diagrams and fix the code in the first half after a break. ;)
19:15
@DMGregory the magnitude delta p and magnitude a are different sizes for some reason
in the first big-ass square root
looks really cool though
Sie
Sie
19:28
So uh... I have been working on the vertex whisperer a little bit again. However my coding skills have hit a brick wall.
If you recall you can manipulate one vertex at a time but how would I code it so that you could manipulate two or more at once?
Like searching on a line for two vertexes.
@Almo Yeah, I think the delta bumps up the p's height. Think I should try to finesse it?
nah
it's legible
was just wondering if it was some simple mistake
Sie
Sie
Here is the old code if anyone wanted to take a peak. Truth be told I got a lot of help from a particular friend of mine and my coding skills are lacking.
@Sie find the closest edge-edge "interrsection" (closest point on two lines)
Sie
Sie
I'll have a look. Thanks.
19:38
In the section "Distance between Lines"
One is your mouse ray, the other is the polygon edge.
You'll have to clamp the line into a segment for the polygon edge. It'll give you the closest it comes to the segment or either vertex of that segment.
 
2 hours later…
21:48
@doppelgreener Done touching things up. I decided to do the derivations entirely in math formatting, but leave the formulas at the top in code style so they're more readily copy-and-pasteable for folks less familiar with vector math notation.
Also redid the diagrams so I could ditch the old messy hand scrawl and its occasional mistakes. ;)
22:08
Added a preview overlay (GUI->RenderTexture) to the docking drag-and-drop.
With GUI scaling and all that jazz :D
I still need to figure out how to do proper alpha-transparent windows in X11. I think there's a bug with Compiz. But I'll put my efforts on the Windows port first.
user92578
Cool stuff!
user92578
Now I can have the inventory window or game's mini-map detach from the game's window and be dragged to another display dynamically as the game is running.
And switch any window to full-screen/windowed independently.
Score leaderboard, chat window, you name it :D
user92578
How does that work?
I just have to put a "detach/attach" button to a GUI element and my engine takes care of it. Click on it and it creates a new OS window with a new shared OpenGL context and start to render that UI element inside it.
Drag the button back into a window with a "dock" GUI element and it automatically render that GUI to a texture, renders the overlay until you drop and then it moves the GUI element into the GUI tree and closes the other window.
I mean: MAGIC!
user92578
22:25
Oh awesome
Sie
Sie
I will literally upvote anything.
Next I have implement optional docking to the element's sides.
Now that I got the docking preview overlay working.
Sorry, wrong link
0
Q: Performance issue, How to load all sprite at Beginning

anunixercoderit seems my game face performance issue when test on Android Device, the problems like below : a) in first screen/Main Menu i have 20 buttons, when i click one of them then they need around 7-10 seconds to load 2nd screen, but this just first time only. b) after 2nd screen opened, if i back to...

He's complaining about slow loading times
His sprites are 2048x2048 each
23:08
It's kind of amazing. By re-doing my code right, it is becoming much simpler.
But it sure is a pain to do...
@DMGregory nice :)
btw, is there a reason you prefer \begin{Vmatrix}\vec v_0 \end{Vmatrix} over something like \lVert \vec v_0 \rVert?
I think I just missed the latter.
Getting this to compile, however, is going to be a pain...
23:31
I think I might get rid of stability while I'm at it. It would be interesting to do that, but I don't think I'm actually going to get it to work right, so...

« first day (2690 days earlier)      last day (2624 days later) »