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00:32
Has there been any affiliation discovered between AkiDakiObi and the websites he links to in this question?
2
Q: How to make a Unity3d program/plugin and publish it on Asset Store?

AkiDakiObiI want to make a plugin for Unity3d, like TornadoTwins's FPS Control(http://www.fpscontrol.com, http://www.gameprefabs.com). How can I do that? I already have Visual Studio 2010 installed.

He has two other questions with massive downvotes where's he's essentially spamming the site
answers* not question
 
2 hours later…
02:42
why do some game companies still make games for single core only? i don't get it
the new sim city is 1 core only which imposted limitations on game size which everyone moaned about... yet they use 1 core - is there alot of problems having a game use more than a single core or something =/
multi core must mean multithreading, which is much harder to develop and debug i guess
@Madcowe interestingly enough the issues I had were significantly less apparent on my XBox (occasional lag but nothing serious), Surface, and Laptop.
I could trace that they were happening on the laptop by observing pings to the router on it and at the same time I would have a complete outage it would have higher (non outage causing) pings.
 
4 hours later…
06:29
Ugh, I can't seem to find a easy enough way to learn how to deploy node.js on a cloud -__-
Why isnt there a Drag & Drop upload method for Node.js !
 
1 hour later…
07:44
why isn't there peer to peer in websocket. i want drag and drop file sharing without server!
08:06
@Kikaimaru then make a real app for that
@snake5 i need it accessible from anywhere, without downloading or running some java applet on pcs that dont have java, flash etc.
@Kikaimaru who says anything about Java or Flash?
I meant a real app
executable
@snake5 and i have said that i need it to work without downloading
expecting you could put forward some viable alternatives
then you can't make it work
downloading isn't hard anyway
click on link, press "run"
@snake5 obviously, thats why im saying i want sockets to support peer to peer
@snake5 thats more then not doing that
08:11
@Kikaimaru you'd have to click on a link either way
and ooh, since when is it so hard to press a button?
@snake5 i dont know ask all those who add stuff like drag and drop, or automatic google search after just typing the search phrase without click a button :)
@Kikaimaru I don't get those either
starting to search while I haven't finished writing
@snake5 obviously thats not the only issue, running an .exe on a computer can be troublesome, since there are antivirus software, firewalls, non administrator accounts, and furthermore it wont work on any system
@Kikaimaru troublesome? don't do anything suspicious and AV won't be a problem
some people have UAC so thats one more button you have to click :)
08:14
as for all of the other stuff, I partially agree
it is a problem
i think this is something that should really exist on a web, and after they finish some new version of websockets, it will be possible
another case of DRM where perfectly good apps are presented in the same level as viruses
@Kikaimaru yeah but the web doesn't like cross-domain and such requests
if they allow P2P, they will simplify file sharing
and some people see file sharing being almost the same as piracy
so I highly doubt that you're going to get that anytime soon
im starting to hate typescript
ive had to create t4 template to generate references to all my .ts files, in correct order
that consists of examining classes inside files and finding which class is parent of which
this is even worse then c++ where you can reference everything form anywhere and do that pragma once stuff (i think :) )
but sadly creators of typescript expect me to put references in files only for files that i need (which is not something that i will do since c# doesnt do that :) )
09:27
Why do people make their sprite sheets so non uniform?! D:<
10:27
Anyone got a good algorithm for going in a spiral / circle in array indices dynamically? Looking at step 3 here (funstormgames.com/blog/2012/09/…) and the best I came up with was 4 do whiles (one for each side) inside a for loop that kept track of how many times you've done the circle which helps determine how far you have to travel THIS time.
Feels messy and its getting too late for me to think
It works and if it were just me I'd leave it be. But I need to explain it to someone and I'm thinking if there is a cleaner way to implement it will be easier to explain
 
3 hours later…
13:47
@ToddersLegrande well I have no idea what mine might be... oh well
 
1 hour later…
15:15
just got it again, had to restart my computer
 
4 hours later…
18:54
@ToddersLegrande Do you need an actual spiral or could you get away with just a set of circles with the radius increasing by 1 grid node width each time? If so then you could use the integer based midpoint algorithm for drawing circles en.wikipedia.org/wiki/Midpoint_circle_algorithm. Put that puppy inside a loop that increases the radius a few times and then you are done.
Step 3 I believe it was
I don't want real circles
I just want to spiral around in my grid
its really spiraling 90 degree angles
Ok. Yeah that's why I asked. I did actually check out the article and he wasn't using circular spirals either... more of a squared spiral
What was on that last link that you posted me?
Ah ok. I was concerned since you were talking about drawing circles :)
whoops
thats the wrong link lol
Hehe
This is what I got to work last night. Need to adjust the randomness but thats how I got it to go around in a spiral anyway
19:01
Looks pretty straight forward. You cold put that in 2 loops but it would probably make it less understandable anyways. If you are having to explain it then this is probably the best you can do
Alright cool. Thanks for the sanity check.
Yeah I was helping a friend out who was struggling getting the algorithm right so I want to make sure he understands it when I give him a working copy.
If he isn't making millions of these islands then its best to keep it as straight forward as possible imo. There has been a number of times I've come back to an algorithm that I did and said wtf how does this work again?
Haha yeah. The current plan is just one island for now. Each section is going to be broken down into different screens so if you figure a 20x20 island would be 400 screens (well less since many would be water) thats a fair amount. This should take no time to run at all
Yes no time at all. Nowadays it is just mindblowing how much calculation can be done every millisecond... not like the days of 386's. Even though I do go through and optimize my code at the end, aside from my own personal OCD, there really is little justification for it in the majority of cases.
 
1 hour later…
20:14
386... I'm thinking Commodore 64. Big bad 1.65 MHz.
interesting... turns out the 6502 was a miracle chip. 1/6 the price of competing motorola and intel designs. en.wikipedia.org/wiki/MOS_Technology_6502
I learned 6502 assembly :)
20:42
assembly? you brave soul
I've written emulator for 6502!
btw have you guys ever heard of IronBabel?
it rings a bell
cool stuff, "language"written for writing emulators
i say "language" because its actually nemerle, so i dont know what to call additions to nemerle :)
@Dave when you're on a C64 and want to do anything fast, it's assembly or forget it
plus its instruction set is reasonably sized
21:11
i cant find graphic artists any where
22:10
so i need something that would drive animations of my characters, until now i've had a state machine, but since actions can come from server at any time, and server can say something go from dead action to move action (something for which there is no transition) i guess i need some other pattern
is there some pattern that is used for... i dont know something like character actions

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