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12:31 AM
"You are good at failing" - :| level 12
 
12:45 AM
Jon subscribes to the negative feedback school of game design
1
Q: What do I get if I buy the Helicopter in Kim Kardashian: Hollywood?

AlmoI have a car already, and the private jet. I'm just wondering what I get if I buy the helicopter. My travel between cities is already free, so... is it just professional rating stars I will get?

the commenting people can fuck right off
 
Sie
1:06 AM
Why in the hell are you playing that?
 
I can tell you later
ask me again in about two months
 
Sie
???
k
Weird bugs...
I remember the last time I tested for some reason when one bot was active and got disabled it somehow broke the other. Now it's working. My game is playing tricks on me.
 
@Almo LMAO ALMO
NEVER HAVE I LAUGHED SO HARD LOL
 
1:23 AM
@Almo Time to spare some rep I guess!
Or spend... whatever :P
 
1:36 AM
Is the first step of practicing global illumination, learning how to do ray tracing?
 
Sie
Wow I forgot I had this on my Spotify playlist. Good times...
Still a pretty ok song nowadays.
 
1:51 AM
Nice, I like the improved Unity pricing plan.
 
Sie
Ya. Seems a lot more fair now.
Glad they listened.
 
I might even consider getting the license, once I have a working game.
 
2:09 AM
0
Q: OpenglGL Render two scenes with one draw call

Blue BugI need to draw a normal-vector scene and default scene. I could achieve this my having two programs with different fragment shader to produce the following images. It will require me to draw twice. //somethinglike useProgram(normal_vector_rendering_program); render_bunny(); useProgram(just_...

 
Bind more than one render target.
Output two different colors from the fragment shader.
You will of course need a second draw call to draw a fullscreen quad containing the render target you want to show.
You can also branch every fragment on a uniform if you really want.
Fairly straightforward.
Unlikely to be saving you a whole lot of "computing resources" for your bunny model though.
 
Say if I do not render rendered_rendertargets (because I want to use these two for another shader processing) then will it save me some? @JoshPetrie
^ that question is wrong. I should have asked "is unlikely due to the fact that I am rendering rendered_rendertarget_texture?"
this is mind blowing to me btw...
 
It's unlikely because draw calls are what a GPU does.
It's good at doing lots of them.
Saving one? Not so big of a deal.
If you're not going to render the resulting two targets again, it might be worthwhile, but the extra complexity might also wipe that out, so...
 
In this case, u r assuming that I am going to use vertex buffer object? Rather than passing information of vertices by a single call per vertex?
 
Uh, like you're using glVertex?
Using glVertex is likely a significantly bigger problem for your performance than trying to avoid a second draw call; you'd get far more mileage for your engineering time by switching to more modern rendering techniques.
 
2:24 AM
it is like glBegin(gl_triangles); glVertexAttrib(location, x, y, z); glVertexAttrib(location, x2, y2, z2); glVertexAttrib(location, x3, y3, z3); glEnd();
no, I am not using glVertex, but I replaced glVertex with attribute passing calls. <- may this be the reason behind my slow performance?
 
Yes.
You should not be calling glBegin.
And certainly using glVertexAttrib to basically mimic glVertex is less than ideal.
 
should I use glDrawElements glDrawArrays?
 
use VBOs
yeah
 
much faster than glBegin-poop
 
That code you posted there doesn't even make sense.
glBegin and glVertexAttrib are unrelated.
 
2:30 AM
?!?!
It works. I am able to pass each vertex's position like this... but you mean the way I am using it to replace glVertex is not an intended way? Is my understanding of your statement correct?
 
Yes.
You're using it very wrong.
I'm surprised it renders anything.
 
lol
I mean... this was how most people on internet seemed to do, because upper glsl version shader abandons the older model of matrix and so on.
 
glVertexAttrib normally these days would be used to, for example, set all attributes to some constants.
e.g., to force something to be entirely blue, disable the usual color attribute array and call glVertexAttrib(colorLocation, whatever, color, you, want)
Apparently the fact that it renders anything for you at all is an artifact of glBegin, which basically means your glVertexAttrib calls are the same as glVertex calls.
Which I must admit is not a thing I knew you could do or that the spec said was legal.
 
lol
 
So, tl;dr stop using deprecated immediate-mode crud to render and your life will be better
 
2:39 AM
setting a specific value for all the vertexs in the shader sounds very uniform. From what I understand, glVertexAttrib is differente from uniform that it... "overrides"? Now I can't think of case using glVertexAttrib. It looks like as if if there were a case of needing to use glVertexAttrib, then the shader is just designed fundamentally wrong because why would you need to set all the values to some constant as a vertex information, rather than as a uniform value?
 
I wish there weren't so many tutorials and books out there which use glBegin/glEnd
 
Or maybe my understanding is incorrect and limited by my experience, so that I am simply not being able to see its practical application?
 
2:53 AM
No, you're right, glVertexAttrib and uniforms are similar.
You might use glVertexAttrib if you wanted, for example, to temporarily render an object as a flat color
you could disable the actual color attribute and use glVertexAttrib instead
then you don't need to change the shader
It's not, in my experience, super common.
 
Ty Josh.
BTW I am trying to render world position of vertices. In this case, do I need to separate model matrix from viewModel? Because I have proj and viewmodel(not proj veiw and model) cuz were told it was a good practice.
 
 
4 hours later…
7:07 AM
Happy Friday to all
 
7:47 AM
Good morning!
 
Good morning to you my friend
 
Guten Morgen
So I started work on my new game last night
I couldn't think of a sensible way to store level tile data
How do you store your level @Tyyppi_77
I just had a int tiles[]; which had various values for tiles
 
Do you mean storage on disk or storage on runtime?
 
runtime
 
I use QuadTrees, so that my rendering is fast
 
7:52 AM
Quadtrees seems very overkill for just tile data
 
I use a separate QuadTree for collision boundings, and another for everything that should be rendered
Oh yeah true, but games often times aren't just tile data
So I treat my tiles just like other entities, tile just are never updated
 
Hmm
Well I have an int tiles[]
And each value corresponds to a tile
-1 is no tile
 
That'll probably end up sucking once you realize that your tiles might need other data too
 
Like what?
 
Animation? Collision data?
 
7:54 AM
All my tiles are just square
 
What about layering different entities?
 
layering?
 
like what gets drawn on top of what
 
tiles -> entities -> ui
generally
 
sure, but what if an entity needs to be drawn under the tiles?
 
7:55 AM
It wouldn't
If it did I'd add a 2d array instead
int tiles[][];
then I can have a "3d" world
 
Uuuh okay. Anyways, objectively, your approach might be good enough for you now, but it won't be very extendable in the future.
 
It's not about "3d" really, but simple things like going "behind" trees or having a semi-transparent water or fog tile be drawn on top of the entity tiles.
 
that's it
I quit
 
^ Exactly what Martin Sojka said
 
An array of tiles is fine. It's fast to render them if you don't go through all of the tiles, just the ones visible on screen.
 
7:58 AM
Generally, you solve that by having layers. Which can well be stored as tiles[][].
 
YES
THAT WHAT ME SAY
 
dude chill
 
I wouldn't go as far as using a quadtree for the tiles themselves (unless you want to go big, as in, 10k x 10k tiles or more sized maps), but "chunking" them definitively helps.
It also plays nicely with level streaming, but on the other hand makes your AI and simulation routines harder to write, so that's the trade-off.
Bethesda games solve that by having two "levels" of AI, with the lower one not bothering with path finding, for example. Which is why you can't "imprison" an NPC by building stuff around them in their games. As soon as you wander off far enough, they'll just magically teleport out of it whenever their AI tells them to be somewhere else.
Fucking computers, why can't they just simulate all of the universe already?
 
Yes.
 
8:18 AM
@MartinSojka soon....
 
9:16 AM
Ok looks like I cant upload the thing I want. Does anybody have a idea how to apply a masking texture with semi-transparent pixel to a UI text object in Unity. using the build in UI mask does not work since it seem to only take into account fully transparent pixels.
 
9:42 AM
Are questions about developing gaming-related utilities on-topic?
Basically, I want to ask whether it's possible to get a list of all games currently installed
or at least of the major DRM platforms: uPlay, Origin, Steam, GOG.com, battle.net
so I can write a program for myself that randomly can choose one of these games.
 
No that'd probably be off-topic
 
I'm not sure, but my gut would say that that would be off-topic
Because it's not about game development
 
Would there be another exchange where that IS on topic?
 
Maybe Gaming.SE?
 
@Tyyppi_77 Definitely not
Yup
 
9:44 AM
Gaming.SE is purely for playing games, not developing games
or game-utilities
From what I know, some versions of Windows have a game center
 
Which no one uses
 
but the problem is that I'd like to have something system-independent
 
I would say that it's really hard to get those
 
In the first version of my program, I just said "hey, I install all my games in C:/Games, why not iterate that folder?"
 
You could search for the installation folders of separate platforms
 
9:47 AM
but then I found that GetFilesAsync is actually REALLY costly when you're doing it on a folder with 700 GB of games
 
Like Steam installs everything under a folder SteamApps I believe
 
@Tyyppi_77 that might be an option.
and then get a list of all the folders inside that one
 
> Game-specific hardware and utilities
 
My main issue is that I'd prefer a solution that doesn't require me to configure what the name is for each game executable.
 
9:48 AM
That's from Gaming's [help]
 
@Tyyppi_77 Yeah, but still, that's for using them, not developing them
 
Usage is a vague term
 
Yeah, I have 9k rep there, I'm fairly sure I've seen this question on it, it's off-topic =p
 
is mod development on-topic on here?
 
9:50 AM
yes
 
This might be a tricky subject, but would we consider expanding the scope of this SE to include game-related utilities? I'd say they're pretty similar to mods.
 
Start a meta topic
 
^
 
So I have a peculiar situation going.
I made some code, and I know it exists since it's working ... I just can't find it.
 
lol
 
9:58 AM
can't you use find tool on your project?
 
Find tool? What would I search for? :P
 
What is it doing?
 
Look trough your commits and see where you added that code?
 
Injected behavior in Warcraft III.
Hah, commits ...
It allows you to call a method with a null parameter without crashing.
 
Yeah mine are really messy but it might help?
 
10:02 AM
It's not a version controlled project :)
 
oh
 
no clue of any method names?
 
@WilliamMariager Next step: configure a VCR repository so you don't run into that again.
 
@Leggy7 Not really. And a lot of this is just memory offsets and byte arrays.
I'm sure I'll find it :P It was just a peculiar situation.
 
Jon
I create code I don't version control all the time. Pretty bad habit
 
10:05 AM
I also have this bad habit lol
atm if I lose data on pc I'll shoot myself
 
^ this is why I version control
 
I should put my shit into bitbucket soon
 
Yeah BB is nice, free private repos
 
Started using BB recently. Its ok
 
yeah I used it for another project
just lazy to do go on
 
10:07 AM
I only visit BB when I'm writing my weekly blog posts, so that I can quickly view the commits
 
0
Q: Should our scope include development of game-related utilities?

NzallSome people are developing utilities to help players in their games. This includes things like savegame editors, fan-created modding tools, ini file editors, adding Windows Store games as non-steam games and vice versa,... In essence, external tools that help players customize their games to thei...

Feel free to discuss game utilities in there.
 
10:20 AM
@WilliamMariager You should be ashamed of yourself.
 
I have like, hundreds of projects.
It's not really feasible to version control all the smaller ones :P
 
@WilliamMariager My life story.
 
48 projects right now in one of my Eclipse workspaces. I have half a dozen of those, and also a bunch in Visual Studio and random game development tools like RPGMaker. All neatly version controlled.
 
I have like 6 random folders named "GunHero copy" that I don't dare to delete
Some have random OpenGL rendering implementations, so have something else weird going on
I did not know about branches back then
 
What VCR client does BB use?
 
10:26 AM
It supports multiple I believe
 
One of the first things we implemented in our LPMUD was an in-game CVS command for the "wizards" (coders and region builders). Back in 1995.
 
because I might migrate my projects away from Github if private repos are free
 
I'm sure it supports Git and I believe Hg as well.
 
Jon
Ultimately I would have my own vc server with automated off site backups
 
Mercurial seems to work too
Damn people on Twitter really like to see my pixel art characters getting crushed by elevators
 
Jon
10:28 AM
All vc services are pretty much blocked here
Hahaha fuck yeah they do
 
gotten me like the most upvotes/tweets ever
 
Jon
That portal 2d implementation got attention on reddit
Accidentally deleted the code lmao
 
lol
 
Jon
Was a project I wrote during downtime at work and I cleaned up my old projects not thinking
Oh well lol no biggie
 
Damn it seems like everytime my task list looks clean and I'm like "aight, I can make a Greenlight trailer really soon", I end up finding these critical interactions missing / critical bugs that need to be fixed
 
Jon
10:34 AM
Heh
 
@jon lol, we gave the same answer the same time
 
I mean sure, getting this stuff done is more time later down the road
 
Jon
Same answer at same time
You a smart man leggy
 
1
Q: Should our scope include development of game-related utilities?

NzallSome people are developing utilities to help players in their games. This includes things like savegame editors, fan-created modding tools, ini file editors, adding Windows Store games as non-steam games and vice versa,... In essence, external tools that help players customize their games to thei...

 
actually, leggy was first
both of your indentations suck
 
10:43 AM
who the fuck downvoted my answer?
I'm about to go creazy and downvote the shit out of everything in that question and answers
 
Jon
Lol
Brute force dude is upset or something. I'm done with that thread
Super simple question
If you want to spend time analyzing that shit be my guest
 
Bruteforce dude is the worst answer
 
yup
 
Clearly I have the best answer, I have all the best answers
 
jon remove your first comment, you're now dissing kevin
 
10:50 AM
why is the https on the meta site broken ?
 
Because you can only get certificates for *.site, not *.*.site
 
Jon
Certificates are awesome
I'm gonna start selling jgallant.com certs
Certifies if you are cool or not
Just send me 5000$ and you get auto certified as jgallant.com cool
 
@Jon How will you protect against forgery?
 
Seriously Jon, remove your first comment on the bad answer
 
Jon
Done chill
I will personally hunt and kill all forgers
 
11:03 AM
I just don't want you dissing Kevin out there like that
 
Jon
What with the comment I put under his answer
Bitch please :p
 
i just don't understand kevin's answer
ah no k
didn't get why subing 8 and adding 6 while could just sub 2
 
@Leggy7 to make it clearer where the values come
 
yeah I got it.. at last :)
 
Hello
So hot here
around 40 *
C
 
11:18 AM
where do you live? central africa?
 
Jon
Hell?
 
No
Bulgaria
 
#define SDL_Colour SDL_Color
Still makes me laugh everytime
 
:D
Now is actually 37
 
I just realized that it's Friday
 
11:21 AM
yea
Why don't you post one screenshot? :D
Of your game?
 
sure, hold on
(while waiting, did you see the gif in the sidebar?)
 
Y
woooooooow :D
these effects
particles, right?
 
yeah
 
Nice
 
Here's a new screenshot, I just added a background behind the time label and made the whole display tween in and out when the bomb mode starts/ends:
I added the background because the timer was unreadable in the sunset color scheme
 
Jon
11:27 AM
Another trick is to add a white on black, or black on white outline to the font
In your case a yellow outline
Or a white would work as well
 
Yeah sure, but I think the UI background quite nicely unifies the display with the rest of the game's UI
 
Or put it on a military-style digital clock in one of the upper corners (personally, I prefer upper right).
 
Jon
Nintendo is saying what they showed at e3 for Zelda was about 1% of the total game. Lol
They removed all villages and villager NPC for the e3 demos
 
Looks nice
but when oyu will release the game?
Jon, have you heard about the things in Java?
Oracle gone mad
 
Jon
No
 
11:33 AM
@sn0k3 when it's done, I'm looking to hit Greenlight soon
 
I mean
actually
what is the aim actually? I mean in the game?
Or just 2d platform shooter
 
the goal of the game? rescue prisoners, get trough the level, kill enemies
you don't have to rescue or kill anyone, but doing that awards you morale points, and enough those grant you a powerup
that way I encourage the player to do what I want him to do
 
Windows only or android support too?
aha, nice
 
It's a PC game, will probably release atleast on Windows and Linux
The game doesn't fit mobile really
Almo will probably get pissed if I don't release on Mac though
 
Jon
Easy to do
 
11:36 AM
But you have to own a Mac to dev for mac
 
aha
I'm not sure, but aren't Mac pc s expensive?
 
Yup, and that's why releasing for Mac doesn't seem very attractive to me
I use SDL for the game so porting for any platform shouldn't be very hard
Just a couple of filesystem things here and there to port
 
aha
Well, I've tryed SDL
it isn't bad
 
Oh yeah I'm a big fan, all though I rarely touch any SDL code these days, as I've got my own frameworks ontop of almost everything
 
Jon
You can get someone with a Mac to compile the bin
Aka almo
 
11:41 AM
But I'd still need to port some of the code
 
DH.
There are services online for just building stuff with Mac too IIRC
 
also
I have heard that you can download hackintosh
im not sure, but I think this is mac os
but it doesnt require mac
 
DH.
But you would still need the SDK
 
@sn0k3 yep thas exactly what it is
 
Uri? Russian?
 
11:46 AM
I've done this before you can set up a virtual Hackintosh and target unity iOS from it.
@sn0k3 nope. Bulgarian.
 
А, що не казваш бре? :D
 
Па от де да знам :D
 
Well, yea but he uses SDL not Unity3d.
 
so... same thing. The first time I set up a virtual Mac machine was when I needed to test USB flash drive performances. I'm pretty sure its just like a regular Mac once you get it going.
 
12:09 PM
Only allowing the target device to map buttons to actions is turning out to require more work than I expected
 
@UriPopov @sn0k3 this site is in English...
 
@AlexandreVaillancourt chill man, We just found out we are from the same country and exchanged a few words. Its not like we had a extended discussion or anything.
 
DH.
True, they only said it in their language only once lol
 
Don't worry, I'm chill, I'm chill :)
 
I'm feeling like a real pro-dev, with two controllers attached to my computer to test the controller input mapping menus :)
 
12:24 PM
@Tyyppi_77 only counts if you have 3 monitors :D
 
:(
I'd love to get a third one and pivot it but I don't have the room on my desk
 
DH.
If I only had one screen that is full HD I would be more than happy
 
At work I have 2-3 joysticks, 3-4 monitors, and sometimes a Logitech G27 :P It's more like a chore than anything else hehe
 
What do you do for a living again?
 
12:26 PM
Yes.
 
I make heavy vehicle simulators for training purposes (forklift trucks, mining trucks and the like).
 
Oh awesome!
 
Yeah, the most interesting part is that the company is quite small so I have the chance to do a lot of different things :)
 
DH.
I know it's taken seriously, but a forklift simulator is probably very funny
 
The Germans make very funny simulators
 
12:30 PM
Yeah! In the earlier stages you get all sorts of funny bugs!
@UriPopov Are you talking about Goat Simulator?
 
i should have put funny in "". I was talking about pxhst.co/avaxhome/71/04/00190471_medium.jpeg for example
 
DH.
That thing can barely move, how that can be funny?
 
Ha, yeah, they release a lot of these!
 
DH.
Wait a minute, in Farming Simulator they did all sort of weird stuff with those vehicles, I better just shut up
 
Its funny cause of all the bugs they have. It's REALLY funny if you try to play the game in a way not intended by the devs.
 
DH.
12:36 PM
Yeah that's exactly what I remembered
 
Ha, I think I've seen their Forklift Simulator on YouTube, the player was trying to lift the racks in the warehouse... the physics joints would bend in a way it should not have... was weird...
 
btw I've been struggling with a side project of mine. Do you guys know of a good ez to use solution for multi gesture recognition in Unity? Currently I've implemented $p but it doesnt really handle my needs all that well.
 
I don't. I'd hunt through the asset store. I think Prime 31 makes their gesture library available free.
 
DH.
Yeah, there's all sort of libs available at the asset store to handle input, some of them are really worth the money
 
TouchKit? @Almo
 
1:10 PM
Yea, this chat room is in english..
relax
Ahm, who can suggest library to make an app C++?
Maybe qt isn't that good..
 
Qt is pretty damn good.
 
hm, okay..Should I use their IDE, or I can use their library using other IDE?
 
You can just use it as any other library.
 
aha
well, okay..
 
@UriPopov yeah that
@MartinSojka QT is very weird to get into, and requires a lot of work to get professional-looking results. But it's quite functional. I would never use QT for a game, but it's fine for an app.
#define public slot
that's from QT
 
1:43 PM
@sn0k3 what kind of app?
 
Jon
almost finished fixing all ui bugs
that i was putting off cuz they are stupid
 
nice
 
Jon
test build almost ready ::DDDDD
this weekend for sure
gonna need testers...
 
DH.
1:59 PM
You have plenty here
 
@AlexandreVaillancourt drawing app, I mean something like mini version of Paint
 
Jon
there will be a webgl and android test build available
 
I've wondered between something like SFML or GUI library
 

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