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00:00 - 19:0019:00 - 00:00

12:54 AM
I have found I like working with women
they seem to be easier to get along with
 
Jon
1:05 AM
I like working with certain people
I have worked with a girl once
Really closely
Careful when you work
 
I chose the hermit life
 
 
4 hours later…
5:29 AM
good choice
 
5:41 AM
Any one here use unity much ?
Need some advice
 
I use Unity a lot
What's troubling you
 
well i have an array of game objects which are 2d sprites
and i now want to fade them all out
the problem currently is in Update i have to get the component of the game object as i loop this array to then lerp the alpha channel
but it seems a bit.. inefficient to keep getting component every update whilst i iterate through this array
The code looks like this:
for(int i = 0; i < myArray.Length; i++){
    spriteRenderer = myArray[i].GetComponent<SpriteRenderer>(); //inefficient

    if(spriteRenderer.color.a == 0){
       // delete gameobject from world
       // to do
    } else {
     spriteRenderer.color.a = Mathf.Lerp(spriteRenderer.color.a,0,Time.deltaTime * fadeSpeed);
    }
}
thats my Update()
so i wondered how could i make this more efficient so i don't have to keep getting the component every Update call
 
Is myArray like GameObject[] ?
 
yeah
 
Would you be better off creating a SpriteRenderer[] array
(or a List anyway)
 
5:56 AM
well i need the game object aswell because i need to call Destroy(go);
 
You can access .gameObject from a SpriteRenderer fine
 
the problem is i might need to do other stuff to future components
so the problem will still arise when i add more features
 
Create a class then and create vars for each component you want to access, and drag them in using the Inspector tab
 
huh
but how would that work if they are in an array
i have to get them on fly ?
 
Prefabs
 
6:00 AM
yeah the game object is a prefab
i instantiate it and place it in an array
 
with a custom class you've created? or just a gameobject with a spriterenderer?
 
custom class which is assigned to an empty game object
it creates 100 randomly placed GO of the same prefab
and i put the 100 GOs in an array so i can do stuff with it later
in this case fade them all out in one go
 
public class MyCustomObject : MonoBehaviour {
	public SpriteRenderer spriteRenderer;
	public SomeOtherComponent someOtherComponent;

	public void FadeOut () {
		spriteRenderer.color = ...
	}
}

...

MyCustomObject[] myCustomObjects = new MyCustomObject[100];

...
indeed, best to not use GetComponent if you can help it, but
so the alternative is, if you potentially have a lot of components that these gameobjects are gonna have that you want to manipulate, create a class and define the vars for whatever you need, all in an effort to not use GetComponent
 
so then i do myCustomObjects[i].FadeOut(); ?
in some kind of loop
 
6:11 AM
and that script i would attach to my preFab ?
or to an empty GO
 
6:22 AM
attach it to the prefab so that you'll be creating 100 different MyCustomObjects, yeah
 
6:45 AM
so with me working with this networking stuff
the typical Unity way is that the server's network manager keeps a list of all network objects in a buffer, and sends them to clients that connect and stuff
but I get the feeling that with the way I'm modularising my creatures, there'd be a lot of vars to sync, might need serialisation/deserialisation
but uh
 
for my own sanity, I'm leaning towards creating a best-effort system with my own ID codes and just have large set-number arrays
@Tyyppi_77 haha
and yeah, message passing with a command, an ID code, and whatever other vars are required
think just I want a centralised messaging system that I can control myself, rather than having each network view on every object doing its own thing
just makes more sense for my little brain to handle lol
 
user92578
Yeah I wish there was something I could say but I have never networked
 
9:08 AM
from all the things I'm reading, this basically is how the sync stuff works. the network manager keeps a list of all IDs and stuff. I guess I just want to do it myself.
The other elephant in the room for me is relying on Unity for their matchmaking / lobby service. Potentially paying a lot for bandwidth, plus relying on Unity to have their server stuff up and running..... yeah right
I'm strongly considering buying TNet, http://www.tasharen.com/?page_id=4518
can run my own little server that handles networking requests, basically acts as lobby/relay server
and the less you rely on Unity, the better
set up the server on DigitalOcean for $5/month, 1TB transfer lol
TNet has built-in UPnP support which is excellent, something Unity doesn't do itself
TNet uses TCP mostly instead of UDP, which is kind of bad for ping, but shouldn't really matter, packets still get delivered quickly in the end
this way too, if say player A hosts (hosting being they have the final say in the physics calculations), player B and player C joins.... this relay server is just a message passer really. I think in theory then, if player A leaves, either B or C will then be assigned the "host" and tasked with finalising the physics calcs
whereas Unity networking is very much, player A is the host and if A leaves, good luck trying to migrate everything... TNet, the middle server is just a dumb message passer
and everyone's a client I believe
 
9:25 AM
@ChrisMcFarland eeh TCP doesn't handle packet loss well for games
Because it has to detect the dropped packet and resend it, and all other packets are "stopped" during that time from the receiving end
 
the thing with Unity's default networking config, is set to "Reliable UDP"
which I assume means it just tries to mimic a reliable TCP connection, if it doesn't get an ACK it just tries again
so I think it would have the same result?
I know what you mean though, is potentially a blocker
the TNet author made Windward on Steam, and that seems to work without a hitch eh
 
You can have reliability in UDP and not work the same as TCP
The thing is, certain messages (chat, etc) need to be reliable, so they need to be resend
 
In TCP this causes everything else to stall, in a custom reliability implementation on UDP this doesn't need to happen
You can resend the chat message and ignore the lost physics update
Cause who cares about the physics state 3 seconds ago? We want the latest one, just keep updating that
 
9:30 AM
That's kinda the problem with TCP, TCP is low level and treats every bit of data the same. Games have reliable/ordered data and data where only the most recent sample is required
 
9:48 AM
Essentially, use the right tool for the job. And sometimes, use more than one tool.
 
Combining UDP and TCP used to cause some issues, I don't think that's a big deal anymore with today's bandwith
 
TCP or UDP aside, my biggest concern is being shoe-horned into using Unity's relay server for easy-to-use matchmaking, and paying their bandwidth @ $0.49 USD per GB
and that's my driving force to seek something else at the moment
lots of factors :)
unity had 2 weeks of silence with an issue that's still ongoing, lots of devs unable to connect and use it cuz they concurrent player count wasn't decreasing, so you couldn't connect anymore
and like, are they gonna screw up the billing? am I gonna be dead in the water if I launch or something and Unity's side decides to die? It's a big red flag for me
Photon's networking stuff sounds nice, but it costs a lot, too much for my tastes
and there's a couple of other Unity plugins available, but one costs hundreds of dollars, and the other doesn't offer a middle relay/lobby server
whereas TNet is like $95 USD, full source code, plus a tiny middle server that can run on win/linux/mac... Looks like the latest versions actually support UDP if I choose to use it actually
so eh, I'll sleep on it
 
hmm I once tried a thing from fml cant remember name
wait
from muchdifferent
ulink is the thing
 
10:06 AM
thanks, lemme look
€550.00 :(
 
they have a policy for indie game developers
 
So, why not roll your own? You sure as hell will learn a lot from it, and getting some basic networking isn't that hard or scary.
 
like no pay and then you will have to pay just when the game is released
 
@MartinSojka while I agree with rolling your own, netcode is tricky =p
 
@MartinSojka I like to learn as little as possible lol
@Leggy7 oh real? Hmm
 
10:12 AM
well I didnt pay a cent for using it on development
you pick a free license
with an evaluation period which is extendable (hearing from them) till the game is released @ChrisMcFarland
 
kk
thx all for your input. ima head to bed
Networking is hard :D
 
is something thick in the ass
:)
 
bye dude
 
Jon
10:34 AM
hmmm
is doom open beta open ?
 
Jon
10:55 AM
seems it is just the pre-load
unlocks tomorrow
 
DH.
But didn't they said it was 15?
 
Jon
tomorrow
is 15
 
DH.
That will probably not run on my laptop, so the best I can do is watch some videos
 
Jon
11:10 AM
I've had two hard boiled eggs for breakfast for like a month straight now
my life is stale
 
DH.
Well, I can't judge, here we don't have that culture to eat eggs for breakfast lol
 
Jon
what do you eat for breakfast?
 
DH.
Normally a sandwich, with mortadella, cheese, butter or margarine, or just some cookies
And we don't have peanut butter, I mean, there is but it is expensive as fuck
 
Jon
sounds really fatty
where the hell do you live?
 
DH.
Brazil
It's more common for us to be more healthy in the lunch
 
Jon
12:11 PM
interesting
 
user92578
good day
 
DH.
Hello tyyppi!
 
12:31 PM
Morning!
 
12:49 PM
@Tyyppi_77 no new changelog this week?
 
user92578
there's one I wrote on sunday
 
user92578
so yes there is
 
aw they deleted my comment that had 90 votes
20
Q: Was the Earth one big ocean once?

user32154Many people believe that Earth was one big ocean at some point in its past. During Noah’s time the earth was completely covered with water. There are many other examples, not all related to Noah. See here, here, here, here and so on. Is that true? I'd also be interested to know when this...

 
user92578
:(
 
12:55 PM
What was your comment? :(
 
"Religion is not a good place to look for physical information about the Earth" or very similar. No direct insult, just pointing out that it doesn't matter what a pastor says about it.
The origianl question was "my pastor says the earth was once covered with water. is this true"
which you can see got edited for being not a very clear claim to discuss
 
@Almo aah yes I saw that one
I don't see why that was deleted =[
 
user92578
 
user92578
Morale bar is in place
 
user92578
Might need a help label or something but it will do for testing
 
1:56 PM
What do you drink at a morale bar?
 
Nothing, alcohol is a depressant
 
user92578
lol
 
user92578
damnit the ebook provider has not responded to my angry email
 
user92578
i would need the book tomorrow
 
@KevinvanderVelden hehe :P
What book?
 
user92578
2:02 PM
a course book for my religion course
 
user92578
bought a 4 year license in 2014
 
user92578
they don't allow me to see the book anymore
 
DH.
That doesn't make sense
4 years + 2014 = 2018, 2016 < 2018
What I'm missing?
 
user92578
Yup
 
user92578
2:05 PM
Hence the angy email
 
DH.
Oh right
 
Was it an angry email, or you were just angry when you wrote it?
 
user92578
the latter
 
user92578
I'm not good at writing angry emails, I'm a nice person
 
Good; writing angry stuff in an email does not help having the reader comply with the request, specifically when they are in control...
 
user92578
2:12 PM
Yeah
 
user92578
However this is really bad from them
 
user92578
First already the fact that there is an issue
 
user92578
Then that they don't respond to me within a work day
 
Yeah; unless they have a monopoly over the product...
 
Jon
3:01 PM
168 levels
 
DH.
wow, nice
Going for 200?
 
OVER NINE THOUSAND!!!!
No?
 
Jon
dunno
I might be done
 
@Jon no hurry to release it, I'm not done with the Picross yet.. :P And I still have Almo's game to go through :P
 
Jon
i just have no ideas anymore at this point.
i had originally set the bar at 140
some levels are ridiculously hard
 
3:15 PM
You could go big and find a way to allow the users to make and distribute levels; but I guess you already thought about it :P
 
Jon
yeah that would be amazing for the social aspect of it
but would require more resources to get done
the level editor is unity
having to build a level editor for all of the components that are just unity assets right now.. would be cumbersome
 
yeah
 
As long as you can decouple the level editing from the rest of the game, I guess it would be doable. Or you just re-implement it directly in the game..!?
 
Jon
eh? i just turn the physics on basically
i wrote editor scripts for unity, for live editing
 
Jon
3:24 PM
its been a long journey
This is one of the hardest levels
looks easy, but it is hard and I am sure will make people ragequit hehe
which is why I think recording 170 gifs of each level solution and hosting it on my site is going to be good
Which almost means I need to do a redesign of the site
 
:)
great job on that game man
I sent a link to my level-design genius friend. He might have some ideas, if you're interested.
 
Jon
the web version is nothing like the current now
 
ah ok
 
Jon
but sure, you can do that
 
I told him the web version is different now, but he can use it to see if he'd be interested in helping out.
He's the guy who did the sound effects for Cognizer.
he also programs
and draws
super fuckin' talented
 
3:40 PM
@Jon Maybe you should not provide the solutions, and let your user-base do it :)
 
Jon
I considered that as well
 
just finished a flappy bird clone. Feel somewhat familiar with gamedev again :D
2
 
user92578
nice :D
 
user92578
I have basic morale point acquiring working
 
user92578
Next I need to add the rewards :)
 
3:51 PM
@NaCl nice! :)
 
@NaCl Did you release it?
 
lol no, it's a simple clone like those 10000 others
Had to become familiar again
 
Now I can start something more serious :D
 
Jon
crossy road
 
3:57 PM
yeah, exactly that
 
user92578
user image
3
 
user92578
The white particles indicate that you receive moral points
 
user92578
 
user92578
HUD does this meanwhile
 
looks like lv up
 
user92578
4:02 PM
That's kinda what it is
 
I guess then it fits well
 
4:22 PM
@Jon I rQuitted to it :)
 
Jon
4:37 PM
eh?
 
I think I finally understand Quaternions...
 
DH.
^I'll never say that probably
 
Did you understand euler angles as well?
 
Yes, pretty well.
Although not as well as I had assumed, it turns out.
Quaternions actually aren't all that difficult, really.
 
lol
Yes, they aren't
 
Sedenions, however, are weird as fuck
 
Haven't even heard of them...
 
@Tyyppi_77 that's a new mechanic
 
DH.
Is the double of a octonion which in turn is the double of a quaternion
Why would you use any of those? I have no idea tho
 
I almost understood that...
 
4:56 PM
I don't see any practical usecase for sedenions
but I'm not Hawking
 
DH.
I stopped going into too much math, so even a quaternion I don't understand
 
@PearsonArtPhoto black magic
 
They aren't really that bad.
 
DH.
I'll keep using transform matrices OpenGL style, does the job, thanks
 
People didn't think there was a use for Quaternions for over 100 years, so who knows.
Quaternions are a shortcut for transform matrices.
 
DH.
4:59 PM
Yeah I got why it's used, but how it works? I have not a single idea, even trying to read about it
 
Quaternions, it turns out, are fairly easy, if you realize one key thing.
They are just rotations, nothing else.
They represent 4 terms, cos(angle), and sin(o)*vector.
Where the vector is the cross product of the current and desired angle.
 
Yeah, it's just a lossless compression of information
 
I would argue that there's more space to represent the same amount of information, but...
 
5:21 PM
@PearsonArtPhoto ok totally lost ... math hurts
 
It helps for me that I'm quite familiar with imaginary numbers...
 
DH.
All I know about imaginary numbers is that i = Sqrt(-1)
 
There's a lot more you can do with imaginary numbers...
 
e.g. mandelbrot
 
surely a number isn't imaginary if its real?
 
5:32 PM
I learned how to use them in Electrical Engineering modeling AC power.
Complex is a better term...
 
@PearsonArtPhoto but they're special rotations
not prone to gimbal lock as euler angles are
 
It's a more direct rotation than Euler, so...
 
5:57 PM
anyone know why MSVC 2015 gives me an access violation
when working with ftell(FILE * stream); so annoying when trying to read a file for GLSL .
?
 
@wadry numbers are just concepts. imaginary numbers are just a concept you can't count to from 0. they're well defined, and they're useful, but you're never gonna go "that's sqrt(-1) apples".
as for how quaternions work... yeah I've implemented them myself and I still don't understand them, lol. I adapted code from opentk and tried to read through it, and while I could understand the code itself, the reasons for doing what it was doing were just beyond me.
 
Hamilton thought Quaternions would revolutionize everything when he found them
devoted the rest of his life to them to no avail
Kind of like Einstein hunting for the GUT
 
it would really help if someone knew ...
 
hard to say without at least seeing some code
 
6:12 PM
...and another kool kid question about making an engine...
 
6:25 PM
pastebin.com/rbNk4nv9 here it is : )
ftell(FILE *stream);
Icy Defiance
 
@IcyDefiance black magic for sure
 
@DominicHughes I'm gonna guess opening the file at the end puts the cursor one byte after the last byte in the file, since it's intended for people who want to append to the file. ftell might not like that. try moving the cursor back by one and then doing ftell.
 
@Icy Defiance This might sound stupid but how do I actually do that? where do I put - 1 ?
@Icy Defiance How did you know the cursor would be over the end as well?
 
I think you can just do fseek(fd, 0, SEEK_END); and then it doesn't matter where you open the file.
and I don't really know it's over the end. I just inferred it from how the docs described that function. could be wrong, and I don't have a dev environment on this OS so I can't test it right now.
my C++ approach just seeks to the end too so I'm reasonably sure that will work (github.com/IcyDefiance/nIceVulkan/blob/master/nIceVulkan/src/…)
 
6:44 PM
@IcyDefiance okay so why is it not printing anything to the buffer
as that seems to be working now.. this is so annoying..
 
that one I don't know
 
So painful this problem ... I thought I fixed it yesterday but found that I kept getting garbage output and stuff which interfering with the GLSL shader compilation.
used a different method then what I was using today .
 
I finally got myself motivated to write code again last weekend, because I was bored while waiting for dark souls 3 to release, and now I can't decide whether I want to play that or write code.
 
Jon
168 levels... good gorb
i'm friggen done with this.. gonna touch up existing levels and start up the testing
 
I can get you an iOS build if you want
 
Jon
6:57 PM
cool, i'll let you know
what do you think about going with a publisher?
 
I think that could really work well for you
you'll get less of the gross, but they'll (if htye're good) do stuff to get it noticed.
 
Jon
i hear they take like 50%
 
yeah
 
Jon
store takes 30%
you are left with nothing
all that hard work
 
20% of a ton of money is better than 70% of not much.
or, you can go it alone. That's what I'd do, but i'm like that.
:)
 
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