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19:00
@snake5 just toying, but there are people using Artemis C# in commercial games and contests.
I'd like to see how those games compare to others
why does it matter? what best for them isn't necessarily the best for others
Well, most of them like workflow. As for performance, I don't have a benchmark but I can say we do a lot of work on speed
Also providing builtin pools and multithreaded systems
@Jimmy lol, this is ridiculous that I even have to explain it - it matters because it determines whether these "systems" are useful
obviously they are useful to some people
I don't see why it's worth your effort to be trying to convince them otherwise
19:03
@Jimmy yeah, expired food is useful to some people true, by your logic it's just fine then, right?
@Jimmy I just want to see some changes
lol, snake5 is trolling :P
game quality, direction of posts around here
I think perhaps chat might not be the place to be arguing then
all this "searching for a better (more overdesigned) system" is bullshit which effectively stops people from making games, not engines
since it's not us that are asking the same questions over and over
19:05
there is nothing wrong with making engines :)
@Jimmy I asked anyone to show me some games made with these systems
no one has done it so far
@Kikaimaru yeah, if they're used for games
google artemis entity system and you will find people using it
I believe they mentioned Thief and dungeon siege.
what exactly are you looking for?
@Jimmy I asked specifically about this "Artemis" system
@snake5 why? its new
19:06
there are many things we do because the community asks
btw there are no commercial products done in typescript and yet its awesome and useful :)
and there are not so many games in java or c#so artemis cant be used that much
and most of game developer are cpp guys like you that hate anything that looks designed and just use arrays for everything... :)
I think that's a sweeping and unfair generalization
@Kikaimaru so? if there is not one game that is built using the system (could be in-house), there's no point in even considering the usage of such a system
@snake5 i use typescript because javascript is terrible alternative, and with that approach no one would ever use new technology
@snake5 now I'm depressed :~
19:11
how would there be a first game in cpp if everyone would use c because there are no cpp games?
but i think similar conversations may have been there when someone started to use objects in games... :)
@Kikaimaru someone evaluates new technology
that's exactly what I expect
these systems aren't around just lately
@snake5 yes, community is doing it right now
I've seen people talking about them for at least half a year
so far, I haven't seen one good game example built from them
all I see are problems
@snake5 dungeon siege, thief
"how to do this in a component system, halp"
@Kikaimaru not that kind
besides, people who use such systems are much more skilled in general programming than the average Joe around here
19:13
i know, you want the nonexistent kind, because you are already convinced that they dont exist :)
@snake5 how many times have you seen game related question about how to do something, that didnt contain "component system"?
people asks these kind of questions because they think the paradigm limits them, which should be quite the opposite :)
@Kikaimaru if anyone proves me wrong, I'll live
its just that your lack of design doesnt have name
don't worry about it
@snake5 dungeon siege, thief :)
19:14
@Kikaimaru not that kind, again
@snake5 whats wrong with it?
this "velocity component" kind, component and system separation etc
@snake5 but that was just example of how to understand components
@Kikaimaru 1) skilled people worked on it, possibly as an upgrade to their old system; 2) it works
and its not like that without velocity component its not component system
19:15
yes, please, focus on the system flaws, not on abstractions
"abstractions"?
what exactly does it abstract?
there should be dozens of ways to put velocity into ECS
so?
I'd bet there's even more without it
of course
anyway, you didn't answer the question
19:18
yes I did
the implementation on the example is just a way of many of doing things
"what exactly does it abstract?"
you didn't answer that
the velocity feature
sorry if I'm not expressing it very clear, english isn't my native language
that's not what I meant
can we change the subject
yeah, sure
19:22
sure, do you hate dynamic type languages as much as i do?
:) ok i have to go eat :)
this is why we can't have subjective questions on stackexchange.
Anyways, are there good algorithms for automagically building collision structures for complex terrain?
I've been modelling a particular scene and it's got plenty of overhangs and outcroppings and bridges; can't really autogen a heightmap off of it. Was looking for a BSP or octree type algorithm perhaps
@Jimmy this question may be of interest to you
-7
Q: Heightmap VS actual model of environment

ChocoManI've been looking at 3D environments for games and I would like to know (case by case) which would be the best fit for development. The types in question are between heightmaps or a model of an environment (created in Maya, Max, etc). And when I say "environment," I mean "the ground the player wa...

(I kid. I kid. :P)
har. har.
but seriously... and off topic... put an end to this one before it gets out of control!
1
Q: UI of a city-building game

DmitriI'm completely new to gamedev and want to learn how to design good UI for a city-building game (like SimCity). What books and other materials can I read in order to learn it?

19:27
@Jimmy don't we already?
@snake5 we do, and that's why there's a lot of argument over what belongs and doesn't.
I love how the answer posted doesn't even answer the real question and actually does a good job of answering a question that might actually fit on the site. Maybe @Byte56 should edit the question to read as the real question he answered.
I was actually surprised Byte bothered to answer that
you know what is awesome, ui in wow
that the whole game is under the UI, they have WorldFrame that has on background what renderer draws
 
1 hour later…
21:02
@Kikaimaru What do you mean by 'the whole game is under the UI'?
21:12
I'd guess when you're layout out the UI, you can specify where the "game" viewport goes? that way you can add chrome along the side without obscuring anything.
21:31
Quick! Somebody say something! (testing pinned tab)
something
@axrwkr Had nothing to do with specific JS language, I was reading a Quote on CodingHorror that talked about what most programmers actually cant do, although they should be able! And that even a lot self declared "senior" developers struggled with the FizzBuzz. So I just did I didnt mean fast as in the Code is Fast, but in typed it down as it came to my mind. Still don't see what I did wrong on the number 100.
I was hoping for the messages number to appear in the pin.
Maybe thats for the best though
@OliverSchöning I told you
you are missing 'else's
21:35
But who cares about else if you got everything defined in IF .. I don't see how the 100 was missed out by the if
@Jimmy ^
._. not getting it
100 % 5 should have given me Buzz.
Let me find it
see this:
your version did give you Buzz, it just also printed "100" afterwards
because of the missing "else"
Ah. But why would Else trigger when If triggered? :s
21:40
:( because it wasn't paired with that if
this is yours
But I though you only need one Else for all the if's
..
no
that's not how if/else works
@OliverSchöning one else for if and else/ifs
else matches the last if
1 if;
Any number of else ifs;
1 else;
21:41
but you can think of an "else if" as an extension
if (a) { }
else if (b) { }
else if (c) { }
else { }
could also be spaced as
if (a) { }
else if (b) { }
     else if (c) { }
          else { }
++! Well put
actually
but no one does that, since it's hard to read. but if you think of it that way, it's easy to see "each else binds to the previous if"
Where is the difference between IF and Else If ?
if (a) { }
if (b) { // a and b}
else if (c) { a and not b and c }
else { // a and not c and not b }
else { // not a}
if (a){}
else
{
    if (b){}
    else
    {
         if(c) {}
         {
             else{}
         }
    }
}
^^ this is an else if
without Else If you just have a bunch of Ifs that aren't related to eachother
21:46
@OliverSchöning "else if" means if not the previous if and also if
else if isn't special syntax. It's a normal else, followed by a normal if.
This is very usefull knowledge.. But I could use several IF statements to have a type of "Switch Cases without BREAK;" ?
@OliverSchöning Sure.
So far I have only used IF.. Else IF should make code quite a bit smaller I suppose, less &&'s in some cases I guess
yes, else is special in that it kind of "attaches" to the previous if statement block.
21:50
THANKS ^^ Now I actually understand the error of my fiddle
high fives all around!
Because the last ones are NOT "FizzBuzz" they also type out the numbers!
because of the else of Fizzbuzz
Cheers
I can't believe I never realized it was standard syntax before. It's so obvious now! Thank god I understood it well enough before now to use it properly.
I mean really... take what I wrote, remove half the brackets (which really are optional) and there you have it!
Just thought I'd take a moment to admit ignorance and that I learned something. Huzzah!
Just for fun, another fizz buzz: jsfiddle.net/xpbWp
@CiscoIPPhone With Booleans :p
@ToddersLegrande And everyone is learning something today!
22:03
for(var i = 1; i<101;i++)document.write((!(i%15)?"FizzBuzz":!(i%3)?"Fizz":!(i%5)?"Buzz":i) + "<br>")
I see what you did there. Very nice, although I wouldn't dare to do that until I have gotten anywhere near novice programer
alternatively,
document.write("1\n2\nFizz\n4\nBuzz\nFizz\n7\n8\nFizz\nBuzz\n11\nFizz\n13\n14\nFizzBuzz\n16\n17\nFizz\n19\nBuzz\nFizz\n22\n23\nFizz\nBuzz\n26\nFizz\n28\n29\nFizzBuzz\n31\n32\nFizz\n34\nBuzz\nFizz\n37\n38\nFizz\nBuzz\n41\nFizz\n43\n44\nFizzBuzz\n46\n47\nFizz\n49\nBuzz\nFizz\n52\n...
the fastest way!
Rofl :p
I could see some potential problems with that last one
not mine, but still awesome:
Interesting...
I guess they printed out the output from rand with different seeds and found the sequence that produced fizzbuzz
It's like a form of compression
23:02
@cisco do you haskell much?
@Jimmy No. I've made a simple web app using happstack and that's about as far as I've got. It's an interesting language though.
Oh, I also made a few small command-line programs using haskell at my last job.
It's slightly relevant to my interests since I use F# for a lot of my day-to-day utility programs
coworkers are unenthusiatic about seeing any actual F# production code though
@Jimmy I'd probably say stick with F#, especially if you're on windows. I found using a lot of Haskell modules a pain to use on Windows due to dependancies on C libs.
23:31
Can we ask general questions about Game Development that don't have anything to do with the programming aspect ?
Like your Opinion on Perma-death in Multiplayer Rpg's
not if it is "what is your opinion on permadeath"
perhaps if it was more of an answerable question
If we can hold an hour-long discussion of it in chat, it is probably too broad of a question to ask
Yeah its more a opinion debate thing, I guess a forum is better suited :)
@Jimmy
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