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[01:04:19] <SuckyNoob> awesome, bbl
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[04:20:04] <guardianxxx> bok
[04:23:41] <DB219> yup
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[06:17:44] <grim001> I just got to name a variable whitePower
[06:20:43] <TEttinger> go go power rangers
[06:21:30] <TEttinger> you may also have the opportunity for hueHueHue
[06:22:39] <grim001> already covered power rangers, I have redPower, greenPower, etc
[06:26:40] <TEttinger> cyanPower
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[09:15:43] <TEttinger> star warz
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[09:33:12] <grim001> just started uploading a gallery of 13 screenshots
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[09:35:14] <[AD]Turbo> ciao all
[09:37:01] <grim001> https://cubeupload.com/codes/90a544 if anyone cares to look- use direct links for best image quality
[09:38:09] <TEttinger> indeed I do want to look! I also like cubeupload.
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[09:40:04] <TEttinger> very atmospheric, but it's hard to tell what's happening, maybe due to the images being still
[09:41:36] <grim001> yes, everything is a lot clearer in motion
[09:41:55] <TEttinger> probably affects the fog too, makes that more clear
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[09:42:22] <TEttinger> are you also the artist for the game?
[09:42:23] <grim001> fog and noise/film grain are almost worthless without animation
[09:42:45] <grim001> my girlfriend made most of the artwork that exists so far
[09:42:56] <TEttinger> the depth on the creatures that allows the lighting seems pretty intense to make
[09:43:26] <grim001> the normal maps are procedurally generated directly from the sprite artwork
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[09:43:38] <TEttinger> wow, how does... how does that work?
[09:43:52] <TEttinger> does the art need special prep?
[09:44:14] <grim001> I actually use a little-known program called Sprite DLight for it
[09:44:29] <grim001> I backed the kickstarter but it seems to have fizzled out before steam release
[09:44:31] <TEttinger> I've seen sprite lantern or something
[09:44:46] <grim001> sprite lantern kinda sucks by comparison, you need to draw several lighting angles by hand
[09:44:54] <grim001> and it doesn't work well with low res sprite artwork
[09:45:16] <TEttinger> ah this one I meant http://spritelamp.com/
[09:45:19] <TEttinger> huh
[09:45:53] <grim001> as far as how it works, it calculates the likely gradient at each point based on the rate of color change, but its algorithm is quite a bit more sophisticated than other programs I've tried
[09:46:42] <grim001> it does a good job of giving the sprites an appropriate level of depth... or flatness for tiled surfaces
[09:47:27] <TEttinger> nice
[09:48:01] <TEttinger> wonder how it works with dithered art
[09:48:05] <grim001> sometimes a little manual editing is required, nothing will be perfect
[09:49:01] <TEttinger> still, impressive stuff
[09:49:44] <TEttinger> the lighting work I can see being an issue for some players though, your game will be highly dependent on whether the user's monitor is any good, or if its gamma is calibrated correctly
[09:49:57] <grim001> I may contact the author of the program and take over the project at some point if he doesn't continue it himself
[09:50:01] <TEttinger> nice
[09:50:20] <grim001> I could really use command line support for batch processing
[09:51:21] <TEttinger> gamma has been an issue before IIRC with some assets people have used in here
[09:51:37] <grim001> the majority of areas in the actual gameplay won't be as dark as those screenshots, but I do have something that helps with this
[09:52:11] <TEttinger> I think someone was making a GWT game and assets appeared identical in one browser but very different in others; one asset was prepared as a PNG with gamma and the other without
[09:52:33] <TEttinger> it was a total mess tracking it down haha
[09:52:39] <grim001> I had to open and re-save each one of these 13 screenshots with GIMP to get them to show correct colors in the browser
[09:52:47] <TEttinger> oh wow
[09:52:58] <TEttinger> what was wrong before, sRGB stuff?
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[09:53:49] <grim001> possibly has to do with missing gamma information, I'd have to track it down to know for sure
[09:54:25] <TEttinger> some browsers use the gAMA chunk of a PNG and others seem to ignore it or interpret it oddly
[09:54:57] <grim001> whatever it is, re-saving in GIMP gets it to play nicely with chrome
[09:54:59] <TEttinger> just like photoshop until the current version would selectively interpet the tRNS chunk for alpha
[09:55:15] <grim001> many games that are very dark (like Dark Souls / Bloodborne) start the game with a brightness slider that helps you calibrate for your particular display, I'll definitely be including that
[09:55:27] <TEttinger> neat
[09:55:44] <grim001> but there's also the eye adaptation feature, which tends to brighten the screen substantially when everything is too dark to be pleasant to look at
[09:55:57] <grim001> or likewise dims it if the lights are overpowering
[09:56:03] <TEttinger> I'm guessing red-green color blindness adaptation is not on the list for features :)
[09:56:20] <grim001> honestly, this game's concept is impossible to accomodate for colorblindness
[09:56:29] <grim001> it would be like a musical game for deaf people
[09:58:14] <grim001> that little UI display in the top left is what I've spent the last couple days working on- color is central to the game's combat and puzzle mechanics
[09:58:39] <grim001> which is why this sophisticated lighting system isn't just for eye candy
[10:01:29] <TEttinger> yep, I understand. the music game is a good analogy. just be aware that mark zuckerberg won't be singing your praises
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[10:01:41] <TEttinger> (he's red-green colorblind)
[10:01:54] <TEttinger> this is useful to preview how an app looks http://colororacle.org/
[10:05:12] <grim001> hmm, I guess lizardpeople don't have great color vision
[10:05:25] <TEttinger> they see movement, yes
[10:05:29] <[]J> >Eight percent of all males are affected by color vision impairment
[10:05:34] <[]J> lol why no mention of females
[10:05:37] <[]J> :1
[10:05:41] <TEttinger> chromosomees
[10:05:52] <TEttinger> it doesn't affect women at even 1%
[10:05:52] <grim001> colorblindness is much less common amongst women
[10:06:05] <[]J> hm.
[10:06:15] <[]J> not worth developing for <#:)
[10:06:20] <TEttinger> when women do have colorblindness it tends to be total
[10:06:26] <grim001> a few women have even been documented to have a 4th useful cone type, allowing them to see some crazy shit
[10:06:26] <TEttinger> and can't be adapted for
[10:06:28] <[]J> woah
[10:06:42] <TEttinger> yeah, tetrachromats
[10:07:12] <TEttinger> it's very rare and may make seeing some things harder, at least how the majority expects you to see
[10:07:31] <TEttinger> no men can be tetrachromats, due to chromosomal differences
[10:09:19] <TEttinger> kinda like how supertasters tend to taste more things, but also taste more things as bad
[10:09:39] <TEttinger> I'd imagine seeing bonus colors might not associate as pleasant
[10:10:13] <grim001> there are some very interesting colors which you have probably never seen before that are possible to view under certain conditions
[10:10:32] <TEttinger> oh god yeah those things. mccollough effect is similar
[10:11:10] <TEttinger> I have a green grate on a fence here, I would freak out if I was under the mccollough effect and it turned red and sideways
[10:11:35] <TEttinger> not sure if it changes color or just orientation
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[10:12:32] <TEttinger> grim001: are these colors like a syncretic thing where you simultaneously see yellow and purple on one object?
[10:12:54] <grim001> it has to do with the opponent process theory of color vision
[10:13:10] <grim001> you can't see red and green simultaneously because they cancel each other out neurologically, same with blue and yellow
[10:13:12] <TEttinger> man that would mess up your game huh, haha
[10:13:26] <TEttinger> if you had to enter a color you can't normally see
[10:13:39] <grim001> but if that neural mechanism becomes sufficiently fatigued, some people are able to see those impossible colors briefly
[10:13:57] <TEttinger> oh, interesting
[10:14:33] <grim001> you can also see luminous colors that have brightness beyond the normal human vision gamut and abyssal colors that are simultanously as dark as pitch black yet posessing a hue
[10:14:47] <TEttinger> there's also a thing I've noticed re: fatigue where if I close one eye as a passenger in a car (or train, or whatever) and then 30 minutes later switch which eye is open, the two eyes see green differently
[10:15:16] <TEttinger> like a tree looks dead with one eye and healthy with the other
[10:15:19] <grim001> right, the eye undergoes all kinds of chemical and physical adaptations to adjust its dynamic range more than any camera can
[10:16:19] <TEttinger> and that doesn't even start on animal kingdom eyes, with mantis shrimp seeing 12 different colors, some of which we can't even imagine... but that's it, they can't blend them
[10:16:55] <TEttinger> polarized and circularly polarized light may appear to them as colors or maybe textures
[10:17:00] <TEttinger> they can identify them
[10:17:14] <grim001> speaking of polarized light
[10:17:20] <TEttinger> oh boy
[10:17:25] <TEttinger> polarity puzzles?
[10:17:39] <grim001> I recently learned of an experiment anyone can do that showcases some quantum weirdness
[10:17:56] <TEttinger> use a hard drive made after 2006
[10:17:58] <grim001> I never even considered giving my lights polarity, not sure how I'd communicate that to the player
[10:18:24] <grim001> too bad we don't have mantis shrimp eyes
[10:18:30] <TEttinger> nah it's fine
[10:18:47] <TEttinger> they see forest green, kelly green, hunter green... as one color
[10:19:02] <TEttinger> they can't figure out the mixing of different channels
[10:19:07] <TEttinger> it's majority wins
[10:19:13] <grim001> anyway: you know how you can hold 2 pairs of polarized sunglasses at a 90 degree angle and block out 100% of light
[10:19:23] <TEttinger> makes sense
[10:19:43] <grim001> if you add a 3rd polarized filter at a 45 degree angle between them, it actually increases the amount of light that passes through
[10:20:08] <TEttinger> ah, so it wasn't really blocked, just at an angle we couldn't perceive?
[10:21:14] <TEttinger> or is it acting like a magnifying lens?
[10:21:48] <grim001> not quite, it's got something to do with the wavelike nature of light, but it all depends on what interpretation of quantum mechanics you subscribe to
[10:21:52] <TEttinger> it might pick up light from the sides too, the middle one
[10:22:18] <grim001> under classical physics there is absolutely no way that photons of light could increase from adding an extra filter
[10:22:28] <TEttinger> sure there is
[10:22:44] <TEttinger> they can pick it up from focusing ambient light
[10:22:59] <TEttinger> if the filter isn't filtering as expected, at least
[10:23:36] <grim001> of course this experiment's validity is based on not making mistakes like allowing ambient light into it
[10:23:56] <TEttinger> but yeah newtonian physics doesn't explain a bunch of things we use daily, such as 1TB HDDs
[10:24:14] <grim001> even when there is no possible source of extra light, more light gets through, and in percentages that don't make sense in classical physics
[10:24:25] <TEttinger> they use quantum tunneling magnetoresistance to get acccess to lower platters on the HDD
[10:24:31] <TEttinger> oh neat
[10:24:47] <TEttinger> I wonder if it's cycling the light somehow
[10:25:07] <TEttinger> like capturing it so it goes in sync with the measurement
[10:25:46] <grim001> the copenhagen interpretation would say that the light exists in a superposition that collapses upon measurement after passing through
[10:26:17] <TEttinger> it enters the superposition by polarization?
[10:28:07] <grim001> ahh, just watch this thing if you feel like it, I can't explain as well as the video: https://www.youtube.com/watch?v=zcqZHYo7ONs
[10:29:03] <grim001> I still resist the interpretation of quantum mechanics that allows spooky action at a distance, but it's clear from the experiment that something odd is happening
[10:29:23] <grim001> where they lose me is disallowing the local-realist interpretation by bringing quantum entanglement into it
[10:30:00] <Tomski> polarizing filters dont just block everything without that polarization
[10:30:40] <grim001> depends on the quality of the filter, but of course that can be accounted for experimentally
[10:31:27] <Tomski> they just dont
[10:31:48] <Tomski> otherwise you'd see very little light with just a single polarizer
[10:33:10] <grim001> if filter A blocks out 50% of the light, and filter B blocks out another 50% of the light at a 90 degree angle from the first, and you have 25% light remaining... you wouldn't expect to go up to 85% light remaining by adding an extra filter inbetween at a 45 degree angle, unless something odd is happening
[10:34:07] <Tomski> it doesnt blocko out 50% of the light
[10:35:14] <grim001> I'm not an expert on polarization filters, I just play around with sunglasses
[10:35:29] <grim001> you can watch the video if you want to go in depth on it
[10:35:31] <Tomski> there is a really good resource
[10:35:38] <Tomski> http://alienryderflex.com/polarizer/
[10:35:39] <TEttinger> we can't see polarized light, but some animals can
[10:35:40] <Tomski> Explains it very well
[10:36:11] <TEttinger> the stuff that seems blocked is just not noticeable to us, i think
[10:36:35] <Tomski> Its that the filters manipulate, not just block
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[10:39:08] <TEttinger> so visible spectrum light might not be able to go past 100% of what entered the experiment, but it is almost always accompanied by UV and IR light, which I am guessing a filter could make visible
[10:39:33] <TEttinger> could have some fun applications
[10:42:18] <Tomski> if you add an infinite amount of filters between the 0 and 90 degree orientated polarizers you get 0 loss
[10:43:54] <Tomski> mm actually maybe no 0
[10:46:58] <Tomski> i guess it depeneds what you use for small angle approximations
[10:53:19] <FattyOwl> what's your opinion on dependency injection when using libgdx?
[11:02:20] <TEttinger> I am not familiar with it and haven't so far needed it
[11:02:32] <TEttinger> you thinking dagger or guice or something?
[11:02:41] <Tomski> FattyOwl: go for it :]
[11:03:11] <TEttinger> I'd say go for it if you are familiar and like using it
[11:06:42] <TEttinger> nn
[11:07:12] <bomb> DO EET FATTY
[11:11:32] <FattyOwl> yep something lightweight
[11:11:45] <FattyOwl> not talking about spring or anything
[11:20:23] <Tomski> ye that probably wouldnt be fun on mobile
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[18:38:35] <Frotty> Tomski how to fix libgdx?
[18:38:48] <Tomski> in 3 easy steps
[18:39:48] <Frotty> thanks
[18:39:55] <Frotty> what are those steps?
[18:40:08] <Frotty> money money money?
[18:45:28] <Tomski> what you wanna fix
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[19:25:24] <Frotty> Tomski: the libgdx stagnation
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[23:30:35] <TEttinger> Frotty: I dunno, I'm pretty happy with libgdx. I think I have more issues with the Java platform than the Java language at this point, but libGDX has been good to me
[23:31:37] <bomb> TEttinger: try purebasic... http://www.purebasic.com/documentation/index.html
[23:31:39] <TEttinger> I think the crappy android studio situation will cause continued losses to unity and cocos2d-x
[23:32:49] <TEttinger> appears to have text 3d but no text 2d?
[23:33:46] <TEttinger> oh lol
[23:33:46] <TEttinger> Note: With Purebasic using a colored font is as yet not possible. This may be achieved by using the StartDrawing() function and then drawing directly on the visual area.
[23:34:26] <bomb> i want it for GUIs
[23:34:49] <bomb> i need tiny tools here and there, and PB can create 50 KB executables with native GUI
[23:35:43] <TEttinger> I think Red can make smaller ones?
[23:35:48] <TEttinger> not sure
[23:36:05] <TEttinger> Red doesn't need a runtime, dunno about purebasic
[23:36:18] <bomb> it's AOT compiled
[23:36:50] <bomb> does Red support 64-bit Cocoa on macOS?
[23:39:37] <TEttinger> not sure, I'll take a look. it does use native widgets
[23:40:44] <bomb> red looks interesting
[23:40:59] <bomb> 1 MB development toolchain :D
[23:41:12] <bomb> now compare it to Android :P
[23:42:21] <myke> my android phone has 3G ram
[23:42:28] <myke> you're fighting the war of the past
[23:44:57] <TEttinger> oh, nvm screw red https://www.red-lang.org/2017/12/leaping-into-future-red-goes-blockchain.html
[23:45:36] <TEttinger> buncha techbros who can't program a GC want to be in charge of a currency
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[23:46:10] <myke> can't get away from that, even my dad wants to involve me in blockchain for ASICs used by the military
[23:46:31] <TEttinger> everyone's dad wants in on blockchain
[23:46:36] <TEttinger> what does that tell you?
[23:46:51] <myke> i thought bitcoin crashed already and everyone was over it
[23:47:53] <TEttinger> blockchain tech is significantly overvalued at this point and shoddy coding is likely going to leave gaping vulnerabilities in many currencies
[23:48:24] <bomb> so i'm buying purebasic for 79 euros
[23:48:47] <TEttinger> 50KB exe is nice yeah
[23:48:59] <TEttinger> though that's likely a command-line exe
[23:49:05] <bomb> nope, gui
[23:49:27] <bomb> a canvas painting program is around 100 kb
[23:49:42] <TEttinger> what dlls does it need to do that?
[23:49:53] <TEttinger> just calling windows APIs?
[23:49:58] <bomb> none. it all calls native win32 or Cocoa
[23:50:00] <bomb> yeah
[23:53:02] <bomb> freepascal does that too
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   May 4, 2018  
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