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00:59
Hello
0
Q: I'm making a simulation of X, and want to know Y about X

Trevor PowellWhat do we think of questions on non-game-making topics which are being asked in order to create a game simulating those topics? In meta we had a similar conversation about a specific question (the characteristics of real-world weapon systems) here, but the discussion on that topic was very spec...

 
1 hour later…
02:32
Whew! Take that, UI! I used the maths! Do you hear me? MAAAAAAAAAAAAAAATHS!
@VaughanHilts Good luck with that. :)
02:51
@xaxes that library file is not in the library path
make sure your library path is properly set
 
1 hour later…
04:09
closing so many old questions
but man I don't understand some of these close votes
like why are there two close votes on this one gamedev.stackexchange.com/questions/49913/…
04:33
@Tetrad I don't know. Looks like a reasonable question to me.
Unless he's asking us to guess how he does it. ;)
(Does XNA specify a model format? If it was a C++ question where there's no such "standard format" I'd probably vote to close as not-a-real-question, but I don't know whether XNA actually has such a beast)
Also, is it wrong that I want to post a comment on gamedev.stackexchange.com/questions/50032/… asking "What have you tried so far?" :)
04:56
not wrong :)
guy clearly hasn't played a flight sim
I'm an invert guy
also, many japanese games say invert y means down is down, not down is up
I dunno, to be honest.
I always found it weird, too in a FPS.
Yeah. It's now mostly at the state where "invert" means "do the opposite of the preferences of the game's producer". ;)
Although Microsoft has been really good by setting standards and setting invert preferences for different types of games at the user profile level, on the X360.
05:21
or like in Halo where the game tests you so you don't even need to set it
I use invert for everything FPS, third person, tanks, jeeps, planes, cameras, you name it
ok good night folks. gotta quit playin LoL and Awesomenauts and go sleep
05:36
Halo's setting of invert-y was the cleverest thing I've ever seen in a game.
Actually, Halo Reach's was even better. Not sure whether there was a good one in Halo 4; never played it. Got kind of tired of manshooters, mostly.
that was indeed a great user-preference-setting moment in gaming history
Unrelated: somebody from my alma mater is writing to me asking about working conditions in game programming. I know I work 10-12 hours a day, but I'm at a startup pushing out the first title. What are working hours like for you veterans? in here?
(not sure why the extra question mark....)
Game development h?
shouldn't questions like this be moved from SO to GD stackoverflow.com/questions/8901987/map-tiling-algorithm
*eh?
i reported it and they said its perfectly on topic in SO.. so whats point of GD if SO covers it =/
me personally it looks like they want ideas for logical approach for graphical output which is much better suited here
05:45
@Andrew are you asking me?
@michael.bartnett sure
@michael.bartnett what is the title called :)
@michael.bartnett I was actually just kinda curious (I'm a CS major with an option in game development) and I have an awesome (3.94) in-major GPA and a shitty (2.97) cumulative GPA and was wondering if I can round the 2.97 to a 3.0 when I apply to companies =P was hoping maybe a hiring manager from a game design company was in here
@Dave The name's a bit special, so we're keeping it under wraps until we start alpha testing (which should be in 2 months). Thank you for asking though :) It's a 3D in-browser kart racer
@michael.bartnett oh neat is it unity browser?
05:50
@Dave yup :) Seemed like the best option for putting strong 3d art on display in a browser
@Andrew I wouldn't get too liberal with rounding up. And game companies will care much more about your portfolio.
But 2.97 rounded up may be fine, I'm not the best person to ask for that. But definitely have your website ready to go
@michael.bartnett have u played this f1onlinethegame.com free to play might give u some nice final ideas before alpha
@Dave we actually took a long hard look at that one. sadly it barely ran on my laptop so we had to test it with my boss's tower. the customization aspects are cool, but the racing seemed unnecessarily hard to control. i may also just totally suck at f1 games lol
it took a while to learn but i found it neat. the graphics is very nice though
@michael.bartnett Working hours vary a lot between studios. I've worked places that mostly stayed 9-5, I've worked places that expected 9-7, I've worked places that crunched for only a week or two and only at the end of a project (where 'crunch' only meant an extra hour or so per day), and I've worked places that crunched for the last five months of the project, mandating 12-hour days 6 days a week.
@michael.bartnett is rounding by .03 liberal =P?
06:03
I've heard stories of places that mandated 7 days a week, during the final push toward release. Not worked in those places, though.
hmm
i hate companies that rush release for the money
It's not for the money, really.
Or at least, it didn't used to be.
@TrevorPowell That sounds rough, I'd need at least one day to myself to recuperate brainergy. Glad to hear that you've had mostly sane hours though.
i wouldn't work at a place asking 7 days a week anyway
06:05
(My time in the industry was back when everything was physical. You had to release at a particular time in order to synchronise with the dates that marketing was taking out ads, and which you'd hired time at the CD pressing plants and stuff)
I guess with downloadable games and stuff, dates can be a lot more fluid now.
@Andrew Probably not, hence my follow up comment :P Portfolio though man, portfolio. An engineering recruiter from Activision specifically pointed at a game project on the resume I was handing him and said, "Did you make this project in class or in your spare time?"
they still rush releases though for xmas etc some times games are just crappy ports
Yeah, absolutely. And I've worked on iOS tie-in games for big PC/Console games, which also absolutely have to hit their assigned dates.
@michael.bartnett why did he say that
Actually, I've worked on movie tie-in games which had the same thing; have to hit the stores two weeks before the movie comes out so that you get the boost from the movie's marketing budget, but not have your sales hurt if the movie bombs when it hits the theatre. For example. :)
06:07
@Dave Companies want to hire self-motivated people who take initiative and are naturally inclined to make games whether or not they are working at a game company.
ah so better to say at home in spare time then
@michael.bartnett I wish people asked me questions like that. I wish they asked me questions that were technical, too. I keep getting interviews (second or third round) where I get regurgitated behavioral questions from round 1. It's getting to be more than a little insulting.
@TrevorPowell true most movie games except batman generally suck arse
18
Q: What do potential employers look for in a good portfolio?

justnSA buddy from work and myself are wanting to get into the indie scene for game development. I've done a few tech demos demonstrating different ideas and approaches for various problems. Now, I feel it's time for us to commit to a project in order to develop a portfolio for later down the road. I'...

batman was a great quality game
most game companies want experience with previous game titles
which annoys me
06:09
@Andrew: I keep getting told few people know how to run a good interview. What sort of behavioral questions were they asking?
ive seen one epic interview where the guy asked the developer why he made bad choices rofl ! i love interviewers that speak the viewer's questions that the devs dont want to answer
That's amazing. Was it like, "Why are you just bad?" or was it about specific decisions that he had made?
One of my questions in the "Do you have any questions for us?" segment is always "What is the company's policy on work-life balance?" I'm holding out hope that someday someone will give me an answer other than "We try to minimise crunch time as much as possible, but sometimes it's unavoidable". I don't know exactly what answer I want them to give, but.. it's such a non-answer. :/
specifics. users hated the fact they made the maps small so he said "why are the maps small?" guy replied " because pc will lag" the guy said " worked fine for me..." then it was awkwardness xD
That's hilarious
06:14
Actually, now I want to start asking behavioural questions in that "Do you have any questions for us?" segment. xD
is it good to ask how much freedom u get for creativity for games
haha definitely
or is it often "do this do that"
@TrevorPowell Awesome answer btw.
id hate having no input just tasks
06:14
"Do you have any questions for us?" "Yes, can you tell me about a time when you felt that one of your employees was wrong about something -- how did you resolve the conflict?"
do you actually feel attatched to game projects working at companies like you do at home on your own projects?
Ooooohh im writing that one down
The one about an employee being wrong
I used to. Learned to detach myself from work projects after several years, though. Was necessary because I was killing myself with stress over them.
interesting
Now I only kill myself with stress over my own home projects. That's much more efficient. xD
06:16
doesnt that kind ruin the fun of it
/me is still in the "killing himself" phase of his career
how stressful is it o_0
Not too bad yet ;)
I'm still fresh
@michael.bartnett You said you're working for a startup?
@TrevorPowell Yep, just 3 of us
06:17
i guessing its the deadlines that cause the stress?
Working on a project you find interesting/exciting?
Very interesting, large challenging project, learning a lot
i tried working on an open source project but everyone kept vanishing
got on my nerves in the end
Hard to keep people accountable in that kind of environment
yeh
06:19
Seems like an open source game would need a BDFL
The deadlines were never the stress for me. The stress always came from being unable to do work, either due to lack of design, or bureaucracy within the studio. Or, I guess, once I burnt out trying to figure out how we were going to get something done for a game that was absurdly underbudgeted in terms of how much we'd promised in my absence, and how soon we had to deliver it. I guess that one was kind of deadline stress.
no one is ever guna revive rollercoaster tycoon it would seem >.> sucks arse
There was a 3DS version of RollerCoaster Tycoon only a year ago, wasn't there?
yeh for the DS
(haven't played it)
06:20
beyond stupid and kiddy
it was just a gimmick
That's sad.
yeh it killed the franchise
Tycoon games are extremely unpopular with companies at the moment. Right now, almost everything is combo manshooter-covershooter with a dash of rpg elements. And adventures are maybe having a kickstarter comeback, but don't know if that'll flow over into the AAA market.
I've been getting into the smaller adventure games lately, like stuff from Amanita Design, and just picked up a couple of Wadjet Eye's games
I've played a little of Resonance, recently. Which is kind of interesting. The simultaneous-multiple-character thing is interesting and clunky at the same time, the way that simultaneous-multiple-character always is.
06:24
what is the reason for tycoon game decline?
thought they would be the easiest to make
they are often a spreadsheet with graphics :P
@Dave Nah, they're hugely complicated because you have to balance giant mathematical systems under the GUI to produce a fun game. Plus, of course, you need huge amounts of GUI, which is the least fun thing in the history of the world to program. ;)
/me is in the process of writing a Tycoon game with huge amounts of GUI, so knows what he's talking about there. ;)
Oh god so true. GUI makes me sad.
@TrevorPowell what kind of tycoon game and how deep does its simulation go?
The problem with simultaneous-multiple-character is really that Suspended.
@Dave "MMORPG Tycoon". It's a tycoon game in which you're building an MMO. The simulation is pretty deep; down to individual players + their characters actually playing the game. I've abstracted away inventory, but everything else is there; quests, levels, character classes, gaining abilities as they level up, etc. Most complicated thing I've ever worked on.
No crafting.
interesting
is it a personal project?
06:29
And I haven't implemented parties or guilds yet, but those are on the list and I'll eventually get to them.
The demo you put out for that is really neat.
Yup, personal project. Been working on it in my spare time for about four years.
Had a major breakthrough a few weeks back, when I realised that the technical challenge which I'd been assuming was impossible and had been designing around since right at the start... actually is pretty easy. And so the game looks very, very different today than it did even two months ago. ;)
@michael.bartnett Which demo was that? The version 1, the version 1.1, or the version 2 milestone? :)
(I need to set another milestone for myself. I always work better when I have deadlines to work to)
you put out a demo :O ?
i wana try it
tycoon games are my fav
@TrevorPowell The meta for the app bundle says 1.0.16
What was the technical challenge you figured out?
1.0.16 is the final version of the game that I made for the TIGSource competition. It was highly abstracted. Players were simulated, but monsters were abstract. Players just wandered around "fighting monsters". :)
06:35
where is this demo to
Version 1.1 was the next generation of the MMO simulation engine, which simulated monsters as well, real (simplified) combat, and had procedurally generated quests in all towns. I put out a demo of 1.1 before I scuttled it to start working on version 2. But I don't know if there's still a version of 1.1 anywhere (though I could probably rescue it from version control if I went searching)
I would agree that you should give yourself a milestone and put out another build ;)
will give it a try when i awake tomorrow :D
did u compose the music
Version 2 is fully 3D. It adds real MMO-like combat rules and statistics (abilities, include toggles and DoTs, but no charges or AoE yet, with configurable sets of statistics), terrain sculpting, quest editing.. and it adds the ability to "log in" yourself and actually play.
@Dave No, the music is by Solar Cycle
06:38
That is insanely cool
i love the music
(Must remember to contact them to license that same track in MT2, which will probably be commercial. Because I totally need that track in the game.)
i cant read the font too well :P
New version uses proper bitmapped fonts. :)
excellent
when is a demo out
06:40
No more animating vectory letter writing? D:
Ooh speaking of adventure game revivals on kickstarter, Longest Journey ftw
Nope, the animating vectory effect is completely gone. I miss it. :(
will there be a tablet version
I really need to reimplement something similar. That was an important part of the aesthetic.
Tablet version? Probably not. Or at least, not initially. It requires too much memory to be practical for a tablet machine.
I guess I could do a cut down version which would require less memory.
That, and the mouse pointer were particularly awesome.
unecessary maths for the mouse :P but neat trick
06:46
The mouse pointer is even more awesome in 2.0. Very proud of it. Yay, 3D stretchy mouse!
that project must cost alot to make the graphics and music
Oh I'm excited for this new mouse.
im off to bed guys night
07:07
Same, good chats were had
07:32
@TrevorPowell Ubisoft's big titles right now are Assassin's Creed and Just Dance. So I can't say "almost everything" is covershooters. :)
Also the #1 PC game in terms of number of players is League of Legends, which isn't a covershooter either: escapistmagazine.com/news/view/…
Having said that, I don't think Call of Duty deserves to have made more money than Titanic, given the quality of its gameplay.
08:06
I wasn't talking in terms of sales, but in terms of trends. Yes, League of Legends is big, but it's only one game. And Dota2 is another. But compare the number of MOBAs being made against the number of covershooters and then let's talk. ;)
The big trends at the moment are toward manshooters (with cover), with the usual niche racing and sports titles (niche in terms of there not being many of them, not in terms of their audience base). There was a brief spurt of music games for a while, and the current crop of dance games seem to be trying to serve that same market.
It'll be interesting to see whether those dance games are still around in another year or two, or whether that market has turned into another niche that'll only support a single franchise and everybody else drops out.
(Mind you, we could have an interesting discussion about whether the manshooter market will support more than one franchise, itself. Current evidence suggests 'maybe no', but that hasn't stopped people from trying)
 
4 hours later…
12:15
@snake5 you should avoid answering component related questions :)
@Kikaimaru after you :)
@TrevorPowell I'd certainly like to see some variety there
most of the existing one suck or have a theme that I dislike
aliens, zombies, unimaginative sci-fi - I wish all of those could just drop dead
 
6 hours later…
18:39
has anyone here worked with freetype?
I need to somehow set the correct font height
@TrevorPowell what happened to the terrain generation?
user4704
19:18
Anybody recall if @Byte56 frequents this chat room?
@JoshPetrie he rarely logs into chatroom
He used to
he wasn't so active back in the old days either. he was just logged in all the time...
19:59
heh, after too many opengl app launches, the driver simply started to crash
one of the reasons I hate working with it
it's never stable
though the good thing was that it always recovers from crashes
@snake5 working with driver? or OpenGL?
20:20
OpenGL, of course
but I don't blame the driver developers
it's a horrible system they have to support
to add some perspective, the size of AMD OpenGL driver: 19 MB, D3D11: 6.5 MB
a graphics API that spans 20-something (or even more) years of 3D rendering development and has never been cleaned up properly
hi
i'm thinking about combining tcp and udp for my game
and i have a simple question
do i have to create 2 seperate sockets, or it's possible to create a single socket for both tcp and udp?
@visDEVion AFAIK, nope
@snake5 so what about all the fuse there is about opengl? like valve recently claiming it's easier to develop for opengl drivers, or linux is the next gaming environment?
@visDEVion yeah... you'll need 2
are there any strong reasons not to use both tcp and udp?
@Chunk-e-Yamani it's definitely not easier
20:33
@visDEVion Easier?
at least not on windows
for linux, since there is no alternative, the drivers could be a tiny bit better
@JohnMcDonald what easier?
but the standard is horrible either way
@visDEVion Using a single protocol is easier than using both, and using TCP is easier than using UDP
20:34
Valve "we swim in cash" Software just isn't exactly the average developer that's supposed to use that crap
@Chunk-e-Yamani I've seen it a long time ago
If you just want to connect, fire packets and forget, TCP is the way to go
@JohnMcDonald I'd say TCP is good for bigger streams
sending something of unknown size easily
Like a game?
20:37
like a file
Elaborate, and I'll retort
@JohnMcDonald ah... You see i'm developing a real time game, so i guess i must use UDP. And i guess it would be easier to use TCP for sending stuff that needs to be received 100%
if the size is known and small, UDP is more effective (though a small layer might have to be built on top of it, if it's important to know that the message has been received)
@snake5 @JohnMcDonald @visDEVion choosing TCP or UDP is heavily dependent on what you game mechanics are.
like login info, armor set and whatever
20:39
TCP actually guarantees something closer to 95%
if the connection breaks, everything stops right there
a complex reconnection process must be repeated
whether you like to send lots of packets and have them received almost simultaneously or if you don't need those high tech features!
as well as sending all the data that wasn't sent
besides, TCP doesn't guarantee any splitting
only the order of data
I mean if your game is an action/ fast paced one, you should consider using UDP and you have to bear with all it's weaknesses. otherwise TCP is the way to go.
so whatever packets might've been sent, they will probably be chopped up and the parts glued together differently
@snake5 and there is no packet loss
20:42
like when a kid is trying to fix a broken vase or something
@snake5 UDP does the same, but there's no connection, so you don't know that the "connection" is lost
@snake5 I don't remember TCP to be that unreliable.
@Chunk-e-Yamani there is packet loss, only it shows up as horrible slowdowns
@snake5 there is no packet lost they'll just arrive really late. as people say, better late than never.
@Chunk-e-Yamani the order is preserved but that's about all TCP guarantees
20:44
Well... I think of it this way. IF you're using UDP for a game, you need to write the following:
- Manual buffering and ordering of packets
- Manual delivery confirmation or some kind of reliability layer
- Heartbeats
@Chunk-e-Yamani not quite so with MP games
@JohnMcDonald ordering? not necessary
If you're using TCP, everything is already there, no more layers required
Ordering: necessary in a lot of game contexts
@JohnMcDonald everything and free circus
@snake5 again completely depends on the game, I'm pretty sure no one will even notice that latency while playing CIV
Eg of order required:
- My missile has HIT! Deal damage
- Create Missile (what missile??)
TCP works out of the box, therefore it's easier
20:46
@JohnMcDonald realtime or turn-based?
@JohnMcDonald it doesn't for realtime games
@snake5 Ask @visDEVion
@JohnMcDonald I'm asking about the example
if it's a realtime game, ordering doesn't matter: client sends keypresses, not missile creation and hit events
Well, in any scenario where you're trying to do an important action on an entity that doesn't exist. Either because it's already dead, or because it hasn't been created yet
all client has to do is to be able to rewind and fix the locally predicted events
Yeah... all they have to do
20:49
that is really the hardest part
sending keypresses isn't hard, obviously
there are bigger problems with attachments, which is why so few games do such things
players using vehicles, being attached to ladders etc
@snake5 keypresses won't be enough, simply because client might drop some packets which will change the result of rest of key presses.
@Chunk-e-Yamani fixing such problems would only create more
no one does that
Or you can just order the packets
OR just use TCP
Easier
@snake5 you can fix them by sending partial game state every tick, instead of mere change logs.
if a packet is dropped, client is forced to use server's data and re-predict from that point
@JohnMcDonald huh?
20:53
@snake5 aka. sending partial game state instead of changelog. besides why don't you think about the cases when a packet which is sent by client drops? in this case server's will be unreliable and it's server which need to be updated!
@snake5 Chunk was laying out a scenario in which earlier keypresses affected what later keypresses did. We're trying to say that ordering these makes life easier
@JohnMcDonald no, it doesn't
any packet loss happens - everything grinds to a halt
@snake5 consider W3, where right click means both move and "ignore pending order" and left click means select.
it really does make a difference if packet containing left clicks are lost.
not quite real-time, is it?
not to the level of modern shooters and such games, at least
@snake5 if you ask me, it's much more real time! in sense of APM.
20:57
does three js use vertex buffers for rendering data ? if so how can i disable / enable it ?
@Chunk-e-Yamani the APM-dependent games don't happen over unreliable networks, do they?
how many shooter games do you know which require 100+ APM to play competitive game? also consider the games created using War Engine (for example dota)
@Chunk-e-Yamani 100 isn't much, actually
in a heated fight, the number could be easily reached
@snake5 100+ is just for W3, playing starcraft you'll need 200+
cool
well, I don't know much about their technology but I seem to recall finding out that WoW actually uses multiple TCP connections
21:00
@snake5 besides when I'm talking about 100 or 200 APM, I'm talking about meaningful actions, not mere repetitive clicks on same place hoping your units move faster!
so it looks to me that they found out that pure TCP wasn't going to cut it
@snake5 TBH WoW is one of the leggiest games I've seen so far.
heh
oh, btw, found a fitting picture to the opengl problem
so this is how I feel when I use OpenGL: pbs.twimg.com/media/BEDp3kjCMAAOgIg.png
Hey there. I'm relatively new here so I just have a question about the forums. Is it standard practice to downvote an answer that was a legitimate attempt at solving a problem?
@snake5 I don't understand that image :|
21:04
@Chunk-e-Yamani haven't seen Crank?
@RobCurr Typically only if it's wrong or unhelpful
@Chunk-e-Yamani watch it when possible, it's fun :P
Any .net people in the house? Found weird behavior in SortedDictionary with a specificed IComparer that I want to make sure is a quirk and not me being silly
@Tetrad what's new with your game?
21:05
And an explanation for the downvote is courteous but not mandatory
@RobCurr let me guess, you tried to help someone and someone else downvoted your answer? :P
Alright, just had that happen to me and wasn't sure if I should be offended or if this is just something that happens all the time.
@michael.bartnett I work with .Net
@michael.bartnett both @JohnMcDonald and @ToddersLegrande are experts.
magic.
21:06
Yeah
Woohoo!
Then @JohnMcDonald | @ToddersLegrande is this expected behavior: I've got a SortedDictionary<Tuple<T1, T2>, Tuple<T1, T2>>, and I passed it an IComparer in the constructor that checks a T2.CompletionTimefield and returns -1, 0, or 1 depending on the result of that comparison.
Problem is, when the values are equal and I return 0, I get a "key already present" exception when I .Add() an entry
@snake5 real time
@michael.bartnett hah
Hmm
This is technically Unity, and thus really old Mono instead of .net, which is what prompted me to question that behavior. Figured I could check with some of you in here before I boot over to windows to try it out on .net proper.
21:13
If you can check to see whats in the dictionary at the point of failure to confirm if its a duplicate key or not... that should answer the question. If you know its a unique key that hasn't been added to the dictionary then you've got something weird going on.
yeah, the keys do need to be unique
I'm curious if there is more to it though because I don't see the relevance of the comparer bit
Oh
yeah, it would be kinda funny if it used the IComparer to check for key uniqueness, but should it?
Thats what I was just thinking
It probably does
I tried removing the 0 case on a whim and it stopped getting angry. Printing out the keys list....
21:15
I always pass my IComparers when I call CompareTo
I can't say I've ever passed it to the constructor of a dictionary
Or I'll even make a wrapper class around it to make it more straight forward
Really? I've only ever passed it to the constructor. I'm not a .net guru by any means of course.
Me neither
I do it for a living but I'm also only 24 years old so I'm not as wise as most devevlopers :P
Oh i feel like a baby now, 23 here
21:19
Well... first see if that's what the issue is
:( I'm geetin' up there. Today is the last day I'll be 28
Yeah, that's it
Totally missed that he was using a SortedDictionary. Whoops!
Kind of an important detail, :p
@michael.bartnett what am I with my 20, then? :D
21:23
Kind of... but not entirely lol
Coincidentally it worked out
@snake5 Super Bebbeh
Yeah, it is Sorted, but I figured the key comparison would be via a typical Dictionary method, with the Sorted part just keeping a linked list in order or somethign
And Happy Pre-Birthday @JohnMcDonald !
It is (still using typical dictionary stuff - can't speak on the linked list part) - that's why your keys still have to be unique
@michael.bartnett Thanks. And yeah, just remove the comparer in the constructor (used for key uniqueness) and instead use it when you sort
Alrighty, I'll give that a shot then. Reproducing this problem has proven difficult (it happens when half a dozen collision events trigger at once)
ic, well, it'll happen when your comparer returns 0
21:29
d'oh. good point
Alrighty, confirmed. Pulling that comparer out of the ctor. Very strange choice for implementing that, time to pour over the MSDN docs.
Thanks a bunch both of you. If chat had upvotes, you'd have mine.
Well it makes sense - its going to use it as the comparer by default for sorting. So its convenient! But because it sorts by keys, and keys have to be unique, you still can't have duplicate keys
If you want duplicate keys a dictionary is not for you
i have a problem
i'm using twl as a gui library
Found the key line in the MSDN docs!
"The SortedDictionary<TKey, TValue> generic class is a binary search tree"
hmm, but the SortedDictionary sorts on insert, and will use the Tuples to order
it's class EditField (a class for text fields) doesn't have a method to get the the text of the text field as a char array
is that very bad?
as i know i shouldn't store a password to a string, because it's unsafe
21:39
@visDEVion: Is this in memory, or to a datastore?
Doesn't seem to matter much then. If a bad person has access to the computer at which somebody else is logged into your service, there's not a lot you can do to protect it beyond not displaying the password in cleartext. You can calculate a hash and use that so you don't have their actual password lying around in memory if you're bothered by that.
there's nothing to do, actually
if the data is in memory in a format that can be passed to functions requiring authorization, that's it
storing and using passwords beyond the login screen is unsafe and can easily be avoided though
session codes?
that expire?
yeah, something like that
 
1 hour later…
23:03
0
Q: Curious for a second-opinion: Would this answer pass review?

Cameron FredmanGot this in the review stack and though it was pretty borderline. The question asks about a basic implementation of applying an acceleration based on a key press. Here's the answer: you need to make the acceleration happens over time (per game tick) gradually. you need to time the ac...

23:27
Actually
There is something you can do.
It's not going to help AS much but
@visDEVion Check out the SecureString class msdn.microsoft.com/en-us/library/… :)
23:50
what about java?

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