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1:46 AM
Started work on a forest.
 
2:27 AM
:D
 
2:40 AM
(I am basically making a Elder Scrolls Arena clone :P)
 
 
9 hours later…
11:38 AM
@TheMattbat999 Mithril doesn't exist, and I've seen it represented as pale green, blue, or silver. Do what you'd like! Make it red even!
 
11:57 AM
@doppelgreener Yes, but he maybe wants to stay true to the original source
But yes, terraria made it green, cobalt blue and adamantite red for readability's sake
 
@Bálint fair call, and suddenly i realise mithril might actually be an invention of Tolkien
as opposed to a prior thing in folklore that he adopted
It is usually silvery though yeah
silver or blue is the most common depiction i've seen
 
12:53 PM
@Bálint though I am not using Adamantite, I do have Cobalt as blue! You are correct about staying true to the original source. All what I knew about Mithril was "stronger than steel and light as a feather". I will probably make it a silverish color.
But with a little tint of green to it.
 
user92578
1:27 PM
 
user92578
god damnit I wished that looped better
 
2:00 PM
@Tyyppi_77 that looks great!!
 
user92578
somehow the motion feels a little unnatural to me, I feel like it should be slower at the maximum positions
 
user92578
however I'm not really sure how to accomplish that
 
Yes it feels lighter than it looks like it is. It's heavy so it has more inertia to turn around.
 
nwp
Did you try stealing the formula?
 
OTOH it has more weight to help it turn that around.
 
nwp
2:03 PM
It should swing with the same period independently of weight.
 
Oh nice
 
user92578
yeah that's how it should swing, but it's not necessarily what feels best
 
user92578
Currently it's indeed a rotation controlled by a sine-wave
 
user92578
Or do you mean the stuff under "Compound pendulum"
 
nwp
No, looks like a regular pendulum to me.
 
user92578
2:07 PM
 
user92578
I might just steal some code from this
 
user92578
2:27 PM
 
user92578
I really thought this was going to work
 
user92578
Smoothstepping a sine wave and inverting every other cycle to mirror it
 
2:43 PM
@Tyyppi_77 That does not look right IMHO, the fact that it's hanging from the ceiling would have us think that it would be smoother. It would work if the thing was protruding from the wall following some kind of hidden rail behind it.
Also, hello :)
I'm busy lately :/
 
user92578
yeah that was a failed attempt
 
@Tyyppi_77 I think the motion per se is salvageable :)
 
3:14 PM
@Tyyppi_77 your problem above there is that you have some kind of tween slowing it down at the end
the velocity needs to remain constant across that seam
the one further up that looks better at the bottom has a problem with the seam like
1 0.5 0 -0.5 -1 -1 -0.5 0 0.5 1 0.5 0 if you know what I mean
I'd probably just write a 1-dimensional harmonic oscillator simulator object. Set the period and amplitude, and let it do its thing
 
user92578
Not sure what you mean with the issues with the one futher up
 
user92578
That's just a pure sine wave
 
user92578
Won't I end up with just a sine wave with a harmonic oscillator?
 
yes, but if you implement it there will be no bullshit. It should just look awesome.
easy to adjust speed by changing the period
it's a simple object to write, and you can reuse it for other stuff
add a damping parameter and it becomes even more useful
the one above doesn't seam properly. or is that just the gif loop?
 
user92578
yeah just the gif loop, a frame or two too long
 
3:29 PM
ok
the harmonic oscillator object can also be made framerate independent
I tend to overengineer physics stuff like this, but I get really good results
 
user92578
so can physics ;)
 
user92578
(way too late for me to start caring about framerate independency)
 
For a 3d anti-grav bike sim, I used 3 speerate physics objects to model its rotation. Controller applied torques to them, then composited all three together for the final orientation of the object.
the problem with using one object was gyroscopic precession.
fucked everything up
It had a great feel
such a shame we never signed a publisher for that
 
4:18 PM
Am I the only one, who's experiencing issues with MathJax on the site?
 
4:29 PM
@Bálint link?
 
11
Q: MathJax (\$\LaTeX\$ in posts) has been added! Let's make some math!

doppelgreener MathJax has been enabled on our site! That means we can have actual fancy mathematical equations expressed as such without resorting to pseudocode, uneditable \$\LaTeX\$ screenshots, etc. MathJax is derived from LaTeX, but not exactly equal to it. (It's generally off topic on TeX Stack Exchang...

@AlexandreVaillancourt
 
The question looks fine to me
 
It does show errors though
 
Hmm, weird, tested on Explorer, Chrome and PaleMoon on windows and they all look as expected.
 
nwp
Looks right for me.
 
4:34 PM
Not sure what's happening
Failed to load resource: net::ERR_CONTENT_DECODING_FAILED
mathjax-editing.en.js?v=eff2c09e3b48:1 Uncaught TypeError: Cannot read property 'config' of undefined
    at mathjax-editing.en.js?v=eff2c09e3b48:1
    at Function.execute (MathJax.js?config=TeX-AMS_HTML-full:19)
    at cb (MathJax.js?config=TeX-AMS_HTML-full:19)
    at Object.Process (MathJax.js?config=TeX-AMS_HTML-full:19)
    at Object.call (MathJax.js?config=TeX-AMS_HTML-full:19)
    at Function.WAITEXECUTE (MathJax.js?config=TeX-AMS_HTML-full:19)
 
Not sure what I'm supposed to
 
Well if you click the link, you see the file?
 
Nope
 
Ok, that's odd.
maybe a DNS mess up? I dunno
 
5:21 PM
maybe a plugin is blocking it? can you curl the URL?
 
 
1 hour later…
6:47 PM
Okay, I think it's time to actually figure out what I'm going to do with the economic system of my game...
I think I'm going to distinguish between "Goods" and "Ship Supplies", probably even having a different store for each.
 
nwp
Build a wall to keep out foreigners. That's a proven way to become insanely rich!
 
Actual economic theory is somewhat mixed on that view.
There is some optimal version of free trade/ restricted trade that seems to be the best.
But that's a bit beside the point.
 
nwp
It was meant as a joke -.-
 
LOL, I know.
Sorry, I'm in a funky mood as of recently...
Well, for one, I think I'm going to simply have each city have the ability to grow stuff, as opposed to having seeds.
There will be a way to transfer seeds, but it will be done via some kind of a mission.
 
nwp
Making the harvest depend on the seed's climate, space and fertilizer requirements might make it too complicated.
 
6:56 PM
Yeah, so there's a few ways that I'm going to work around that.
The first is that some seeds will be limited to a single place, and can't be traded.
The second is that the seeds will only be dependent on the climate, nothing more.
Well, maybe space, but...
 
nwp
Oh, and worker requirements.
 
I'm also going to want some kind of a skill system.
The skills might be the same thing as seeds actually.
 
nwp
For the cities?
 
Yeah.
There might be a skill in something like clothing making.
There will also be some kind of a preference, where different places prefer different goods.
The preferences is the most complex of any of the systems, I think.
 
nwp
"This city has the skill 'potato': +5 to food and +3 to winter reserves."
Odd, but could work out fine.
 
6:59 PM
Preferences will include stuff like "novelty", where they just want stuff.
Yeah, maybe.
The most common trades in the era I'm looking at were clothing, spices, and metals.
Food was sometimes used as "ballast", basically tucked on the ship to fill up the ship.
But it wasn't the primary thing.
Oh, and slaves...
Tobacco/ opium were also common trade items.
Sugar was actually considered a spice, which is odd to me.
 
nwp
"This city has the skill 'Slaves': +10 to workers, -15 to public order"
 
Yeah, maybe something like that.
I'm not sure that slaves would be a skill, but...
 
nwp
Right, they would be considered trade goods.
 
I'm thinking of having the city have some kind of a value that is a percent of labor force, that might be dependent on the climate somewhat, or the foods grown there.
Hmmm... I think I need to start with a paper design of things, and play with it.
 
nwp
Are you making something like The Patrician?
 
7:09 PM
Might well be, never heard of it.
Sounds like a really interesting approach, yeah, I'd say the economy at least of that game seems like something I'd want.
 
nwp
I like the part where you can choose between buying low and selling high to make money vs providing what the town needs in order to grow it.
 
Yeah, that is something interesting.
 
nwp
Although in my barely existing economic understanding those should basically be the same thing.
 
Yeah, it's not quite economical, but there were historical analogs.
If you tend to buy tons of, say, sugar, then it can wreck the economy, encouraging them to not make enough food to feed themselves.
I think I need to start by figuring out how a single city in isolation should work, including a few typical stereotypes.
The stereotypes would be the Spice islands, Netherlands, other European cities, Carribean Islands, US colonies, South American colonies, and Africa.
And something in the Middle East.
Oh, and China, and India.
Those are the different types of cities, in essense.
 
nwp
@PearsonArtPhoto That might not necessarily be bad. Buying food from money made by selling sugar might be more efficient than growing food. That way you can actually increase the wealth by not making the sugar city waste production on growing inefficient food.
 
7:19 PM
It can be, but it can still be problematic to some extent.
And it can tend to enrichen a few people, and make the rest of the people poor.
 
nwp
If the ship suddenly stops coming that would indeed be problematic. Maybe the amount of sugar overproduction and food underproduction can depend on the number of times you visited, contracts and trust/time.
 
nwp
It might also lead to you taking over the city. "Either you elect me as major indefinitely or the food ship stops coming".
 
Well, I think I'm going to start by writing the characteristics of each of the colony types I included above, and seek feedback to see how well I'm understanding it.
 
nwp
If that leads to "play and counter-play" you may be on your way to an interesting game.
 
7:24 PM
Yeah, there's some potential here.
I'm realizing more and more that I really didn't do enough work in this aspect of my game earlier on.
And while there are parts that I like, the core gameplay just isn't there...
Well, I think I'm going to write up a bio of each of these economies, and use that for my next blog entry.
Push it far and wide, and see what kinds of interest I get.
Meanwhile, I'll have to figure out a way to make it all work.
 
 
1 hour later…
8:40 PM
0
Q: Creating a pure blueprint-based text adventure in Unreal Engine 4

DucktorI would like to start with that even if I wanted to use code, I can't. For some reason the college computers don't have Visual Studio or any kind of compiler/debugger for programming. I can literally ONLY use blueprints. So, in my course we're doing a large game project that spans a few months. ...

 
 
3 hours later…
11:58 PM
0
Q: What is the best practice for creating a system of platforms that does not use Unity's tag system?

DalsiaRight now I'm finalizing my character raycast controller, but have come to the realization that Unity's tag system, which I'm using as a way for my raycasts to detect different types of platforms, is limited and may cause issues further into development when I start adding more platform types, or...

This seems like he didn't want to use unity's physics system, so he created his own solution, but then got into problems, because he didn't use unity's physics system
 

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