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   May 26, 2017
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[00:12:06] <jayhost> Tomski: IIRC unreal allows source access under non-commercial license. To me that's fairly ethical. They've also allowed Blender to use their PBR code. As far as cloning goes; well the programmer has the technical advantage of knowing their own code for development time. Closed source doesn't guarantee companies won't clone your game. They have to provide their own assets as well. I think it can also be argued that cloning might get a ga
[00:12:06] <jayhost> me more exposure given most probably don't have large marketing budget.
[00:13:42] <Tomski> There are a lot of examples out there where cloning has just destroyed the original creator
[00:14:44] <Tomski> commercial software and open source is pretty tough to do, and needs a good reason to do it. Selling licenses to bypass a license, or just stuck with support
[00:15:17] <Tomski> robovm closed source becaused competitors were taking source and not pushing upstream
[00:16:25] <Tomski> tooling and engines can make sense, trying to make a commercial product, especially a game is going to be pretty tough
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[00:17:21] <Tomski> They dont have to provide their own assets either, since most developers can't afford to protect those, and even if they did people will still rip them
[00:17:41] <Tomski> the mobile stores are a great example of the toxicity of cloning, and how low the bar is already
[00:21:31] <Tomski> On mobile you also have the issue with trying to protect yourself against malicious mapilation of your code, losing money to faked receipts/in app purchases. Bypassing safety features, redistributing malicious versions of your app.
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[00:24:19] <Tomski> pixel dungeon is a good example of where i think oss games work
[00:25:49] <Tomski> From a commercial perspective its hard to say if it would have done better not being oss
[00:27:05] <Guest7612> anyone use namecheap or anyother domain shop? Strom, I have added 4 A and 4 AAAA records and a CNAME to Namecheap, i have google site verification on namecheap (is that needed?), what more do i need? my domain does not work
[00:27:06] <Guest7612> <Guest7612> (the direct address works)
[00:27:06] <Guest7612> <Guest7612> what should host say? should it say the whole domain name mygame.xyz or just @?
[00:27:25] <Tomski> It would also be fairly trivial to replicate that without the source, something a lot more technical would be much harder to replicate without source
[00:28:06] <Guest7612> like type=A record, host=@, value=ip addres or should host be mygame.xyz?
[00:39:33] <burlingk> I've never used them for DNS, but I use them for buying domains.
[00:42:20] <burlingk> When you put the name in you need the domain name that you want and the IP address of the server.
[00:42:21] <burlingk> Sometimes it will kick in fast and sometimes it takes a few hours, and in some rare cases, up to two days.
[00:42:43] <burlingk> And this timeframe is with any DNS host.
[00:46:19] <burlingk> For most DNS hosts, when you edit the entry, you will just put the "subdomain" part, since zone file will be for the specific domain as a whole.
[00:47:07] <burlingk> So, a blank name with an IP would be domain.com, and www would be for W we.domain.com.
[00:47:38] <burlingk> Bah.  My spellchecker mangled that.
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[01:01:23] <burlingk> Hopefully he read my comments before leaving. ^^
[01:05:39] <jayhost> Tomski: I think the solution to RoboVM's problem is to go back to the source of funding they started with, crowd-sourcing. I also think maybe that signifies that we shouldn't be spending time with a primary focus on mobile App stores. The phrase "Pay the bills and do what you want" Is the fundamental decision maker because it means "As long as I'm good, morality is second class". I wouldn't waste my time trying to argue against that. I'l
[01:05:40] <jayhost> l try to remember your advice before I starve to death trying too hard to be ethical.
[01:07:46] <Tomski> jayhost: that still wouldnt solve the issue of open sourcing not benefiting them in anyway (rather the opposite)
[01:08:12] <Tomski> the ethical arguments are great, but only as everyone else is also being ethical :]
[01:09:23] <Tomski> jayhost: how ethical do you want to get? not support platforms that use proprietarry software? proprietary hardware?
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[01:20:01] <jayhost> Tomski: and that's a pretty good argument for ignoring (doing what others are doing, or I didn't create the system). I think targeting whatever platform is fine, but the ideal situation is having open code so example being building Doom 3 on a raspberry pi
[01:23:19] <Tomski> jayhost: what if targetting relies on proprietary software?
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[01:33:57] <jayhost> Tomski : like what for example? :D
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[01:38:01] <Tomski> jayhost: any propriatary compiler or compiler wrapper
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[02:13:33] <bgilb> anyone here ever used ashley?
[02:14:33] <bgilb> I get 10fps with only 64 entities lol
[02:16:10] <jayhost> Tomski : Ideally I'd use all FOSS
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[02:39:28] <bgilb> turns out i was calling some shit every tile of the map
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[02:39:38] <bgilb> like 1024 * 1024 * entities draw calls
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[03:54:23] <DB219> that's a lot of draw calls
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[07:23:28] <Jeffol> whenever you type "lol" this is you https://twitter.com/jeffgamedev/status/867973686107688960
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[07:28:50] <jayhost> jeffol who are you talking to?
[07:29:00] <Jeffol> you
[07:29:44] <jayhost> Ohhhhhh me.
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[07:32:32] <Ashiren> http://files.sharenator.com/lolgpl_What_you_wrote_what_you_meant_and_what_you_did-s600x850-15376.jpg
[07:33:57] <Jeffol> Ashiren, i snickered and smiled after reading that, now what do i type
[07:34:11] <Jeffol> the cat groaned and flopped over
[07:35:28] <Ashiren> aww
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[07:39:44] <Piney> I just found out about "implements Disposable" and have been thowing that on everything to the point im worried about overdoing it
[07:39:56] <Piney> What sort of classes should implement Disposable
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[07:44:55] <jayhost> Piney do I have the page for you! https://github.com/libgdx/libgdx/wiki/Memory-management
[07:45:55] <Piney> Sweet! So any class that hold anything of these types have to implement Disposable?
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[07:47:02] <jayhost> Piney, those are the classes that have to be disposed of manually.
[07:48:11] <jayhost> meaning in the dispose() method you would type myBitmap.dispose() if you instantiated a bitmap
[07:51:26] <Piney> Gotcha. So I have a WorldRenderer class that holds all the assets and draws them when WorldRenderer.draw() is called
[07:52:08] <Piney> Should world renderer implement Disposable specifically or just have a function to call to dispose of the assets when needed
[07:53:58] <TEttinger> Jeffol: I can't wait for tumblr to find your game and bestiality furry ship everything
[07:54:19] <Jeffol> TEttinger, this will spell my success and subsequent retirement
[07:54:27] <TEttinger> from this planet
[07:54:58] <Piney> Similarly, there is an Assets class that uses AssetManager to load all the assets and assign them to variables, should that implement Disposable so the containing class can have a way to dispose of all the assets inside it at once?
[07:56:27] <TEttinger> if the variables are static or are contained in something static, expect problems
[07:56:57] <TEttinger> disposing all assets usually means the game can be closed, and then they're disposed anyway
[07:57:18] <Piney> Ah ok cool, thanks
[08:01:31] <Piney> Btw: Out of curiosity whats the problem with Static Assets? The Superjumper demo and the Kilobolt Zombie Bird tutorial both use static variables to hold texture reigons
[08:02:17] <Lestat> I use statics too, never had any issue
[08:04:20] <TEttinger> it's only an issue on android, and mainly for graphics things stored as static, but it can be a problem for any variable
[08:04:47] <TEttinger> the problem is that the variable may last longer than your app is open on android, but only for static variables
[08:05:40] <TEttinger> if you have a static Texture or whatever, then the actual image isn't kept by your app when it's closed or you get a phone call, but the Texture variable still thinks it has it, and will show garbage
[08:06:09] <TEttinger> (when the user opens the app up next, everything is black or gnarly looking)
[08:06:13] <Piney> oh, ok gotcha. And loading it using AssetManager will dynamically reload it if its missing
[08:06:32] <TEttinger> as long as the AssetManager isn't static or in some static variable, yes
[08:06:43] <Piney> ok cool thanks so much
[08:06:57] <TEttinger> I believe there's an enum trick that can get around this as well, Kotlin uses it in implementing their static-like stuff
[08:07:24] <TEttinger> since an enum always has one value of each constant, and java enums can have methods and even state
[08:08:37] <Piney> Cool. Totally off topic but how is Kotlin
[08:08:44] <Piney> Just found out about it a few days ago
[08:08:56] <Lestat> he is fine, living the life
[08:09:03] <Lestat> in cancun right now
[08:09:38] <jayhost> Piney, Disposable is just an interface that says, hey this class has a dispose method(). And if you figure out how to use the JDK's built in visualVM you can track memory leaks
[08:11:08] <Piney> Gotcha. So if I understand right, I should use it for any class that holds something that needs to be disposed if the holding class is temporary - but for things like an Asset loader that lasts the entire lifetime of the game its unnecessary
[08:11:42] <jayhost> Tettinger: I google tumblr furry or whatever because I know very little about Tumblr other than people self identify as clouds and elements and now I'm sorely upset what people will think if they ever buy my browsing history
[08:14:39] <Ashiren> oO
[08:18:20] <TEttinger> haha
[08:18:49] <jayhost> Am I actually the only person who doesn't know that Denmark apparently had animal brothels prior to 2015. Wtf. I should go to sleep
[08:19:00] <TEttinger> I didn't know that either
[08:19:25] <TEttinger> I know the local humane society didn't used to just adopt out animals. they also adopted out children, being an orphanage as well
[08:19:48] <TEttinger> apparently you could just drop off some awful kid and have it be someone else's problem
[08:20:00] <TEttinger> "this baby sucks"
[08:20:13] <Ashiren> 2015? aww im too late
[08:20:29] <TEttinger> tijuana, Ashiren. you could befriend a nice donkey
[08:20:42] <jayhost> lool jesuit Christ
[08:25:47] <TEttinger> they are friendly and gentle creatures, just watch shrek
[08:26:00] <TEttinger> then watch animal planet and feel shaem
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[08:26:41] <burlingk> :P IntelliJ practically automates the process of creating setter and getter methods. ^^;
[08:31:22] <Ashiren> kotlin does it faster
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[08:38:28] <jayhost> I didn't even know animal brothels exist. I imagine they were run by humans (awkward exchange of money for services rendered). But maybe they were run by some capitalist pigs.
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[08:54:52] <burlingk> If you can imagine a market for it, it exists somewhere.
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[09:02:06] <TEttinger> LiquidNitrogen: I one-up my previous RNG!
[09:02:07] <TEttinger> public class MicroRandom { public long state0 = 7001537, state1 = 1337; public MicroRandom(long seed0, long seed1) { state0 = seed0; state1 = seed1;} public final long randomLong(){ return (state1 += ((state0 += 0x9E3779B97F4A7C15L) >> 30) * 0x632AE59B69B4E319L); } public final long randomInt(){ return (int)(nextLong()>>>32); }}
[09:02:18] <TEttinger> err, change a thing
[09:02:25] <TEttinger> public class MicroRandom { public long state0 = 7001537, state1 = 1337; public MicroRandom(long seed0, long seed1) { state0 = seed0; state1 = seed1;} public final long randomLong(){ return (state1 += ((state0 += 0x9E3779B97F4A7C15L) >> 30) * 0x632AE59B69B4E319L); } public final long randomInt(){ return (int)(randomLong()>>>32); }}
[09:02:35] <TEttinger> dammit
[09:02:36] * Shockah|Work triggered
[09:02:41] <TEttinger> public class MicroRandom { public long state0 = 7001537, state1 = 1337; public MicroRandom(long seed0, long seed1) { state0 = seed0; state1 = seed1;} public final long randomLong(){ return (state1 += ((state0 += 0x9E3779B97F4A7C15L) >> 30) * 0x632AE59B69B4E319L); } public final int randomInt(){ return (int)(nextLong()>>>32); }}
[09:03:22] <TEttinger> this is what happens when you code Java in one line on IRC
[09:03:52] <TEttinger> in the actual class I took that from, it's rather fast. you might compare it to a hair trigger
[09:04:10] <TEttinger> less than 700 ms per billion longs
[09:05:10] <TEttinger> twice as fast as the algo Java uses for SplittableRandom, unsure how it compares precisely to ThreadLocalRandom but probably also much better, aaand at least 30-40 times faster than java.util.Random
[09:05:37] <LiquidNitrogen> speed demon!
[09:05:51] <TEttinger> I think this is the fastest I've ever gotten an RNG
[09:06:22] <TEttinger> period is lackluster at probably 2^65, maybe more
[09:07:11] <TEttinger> not less than 2^33, I had a check in case it was low for some reason. checking the full period past the "billion billions" mark is not easy
[09:08:38] <LiquidNitrogen> just run it for a billiion seconds
[09:08:49] <TEttinger> 70% of that, but yeah
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   May 26, 2017
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