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   January 12, 2019  
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[04:40:13] <sysfault> What book would you guys recommend for game design? Beginner
[04:42:44] <solidfox> whats the best gamedev chair
[04:43:02] <solidfox> sysfault: i asked the same thing and was told to just do tutorials incessantly
[04:43:07] <solidfox> i mean told incessantly
[04:43:38] <sysfault> Think I’ll end up grabbing game engine architecture
[04:43:48] <sysfault> Another the art of game design
[04:44:00] <aeth> sysfault: http://gameprogrammingpatterns.com/contents.html
[04:44:08] <solidfox> sysfault: btw, if you mesh ever appears inverted in the game engine, like inside out, you need to check your normals in your 3d model
[04:44:12] <sysfault> Amazon’s bestsellers and the feedback is awesome
[04:44:22] <solidfox> sysfault: its called inverted normals
[04:44:26] <solidfox> aeth: thanks
[04:45:02] <aeth> That helps you get the idea with how to structure your code
[04:45:15] <aeth> (Your engine/framework might handle a lot of that but at least you'll learn how it works)
[04:45:16] <solidfox> woah i had this bookmarked from long ago LOL
[04:45:55] <solidfox> im gonna get a job at walmart i think
[04:46:05] <solidfox> that way i dont run out of money learning gamedev
[04:46:32] <sysfault> I want to learn such to particularly program some interesting things and learn how to systematically model code while I learn python
[04:47:01] <sysfault> I think game development will be neat
[04:47:33] <solidfox> that barely made sense, but good luck
[04:52:56] <sysfault> Game programming usually incorporates mathematics, logic, etc so in essence it’ll be teaching me a lot of programming design concepts
[04:53:42] <sysfault> I’ll be learning python henceforth and I think focusing on the Lang and game programming will give me a solid foundation
[04:54:55] <aeth> sysfault: You could try learning Godot. They have a Python-like scripting language, and they opened up support to third party languages so they might have actual Python support by now.
[04:55:50] <sysfault> I’ll take a look
[04:56:25] <solidfox> sysfault: is english your first or second language
[04:56:40] <sysfault> Ninth
[04:56:53] <solidfox> sugoi ne
[04:57:08] <sysfault> I’m multilingual
[04:57:13] <sysfault> Kidding
[04:57:15] <solidfox> sysfault: simpler word choice is better in english
[04:57:25] <solidfox> wait what now im confused
[04:57:37] <sysfault> But this isn’t grammar class it it?
[04:57:44] <sysfault> Didn’t think so
[04:58:02] <solidfox> no im giving a value judgement, its my opinion. not grammar
[04:58:35] <sysfault> Your opinion indeed. Fortunately, I didn’t ask for it
[04:58:44] <solidfox> haha fair enough
[04:59:25] <solidfox> yes, well im particularly going to be doing such on the internet of the commerce for items that i so desire. be back later.
[05:00:03] <solidfox> be back at a time later than now.
[05:00:08] <solidfox> (ie the present)
[05:00:30] <sysfault> Later
[05:00:43] <sysfault> And yea godot supports python 3.0
[05:01:03] <sysfault> Python 3 rather
[05:01:09] <sysfault> In godot 3.0
[05:01:14] <aeth> I'd hope PyPy Python 3 rather than proper Python 3
[05:01:20] <aeth> performance matters more than features in gamedev
[05:02:22] <aeth> (I mean when choosing between multiple implementations of the same language)
[05:02:35] <dostoyevsky> sysfault: I haven't read a good programming book in like a decade or so..
[05:03:13] <dostoyevsky> sysfault: and for something like e.g. unity3d a book would be outdated a month after publishing
[05:03:56] <sysfault> But pypy is slower than cpython right?
[05:04:04] <solidfox> yes i've decided to just dive head first into gamedev rather than reading. i mean. its not like i expect to join a AAA game team
[05:04:27] <sysfault> Wow really? Are things changing that rapidly?
[05:04:40] <solidfox> what i really need to get better at is art. i suck at that lol
[05:04:45] <sysfault> The essentials is mmm
[05:04:55] <sysfault> The essentials I’d need to learn rather
[05:04:56] <solidfox> im a programming god, so not much to read about
[05:05:02] <sysfault> Lol
[05:05:03] <solidfox> just need to learn the tools in that area
[05:05:22] <sysfault> Well programming is artistic
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[05:05:38] <dostoyevsky> sysfault: I have one book blender actually... But I usually use video tutorials for everything
[05:05:42] <solidfox> not the way i see it.
[05:05:56] <sysfault> You must write some ugly code
[05:06:01] <solidfox> i get that there is good and bad code, but i dont see that as art. that is more black and white
[05:06:04] <sysfault> Link me to your GitHub
[05:06:32] <solidfox> that is right and wrong, not art
[05:06:48] <sysfault> If it was black and white there would be much better looking code out there
[05:06:51] <solidfox> sysfault: https://github.com/ericshawlinux
[05:06:53] <sysfault> Modular reusable code
[05:07:13] <solidfox> sysfault: rustlang game is easy to pick on. check it out
[05:07:30] <solidfox> im gonna delete it once i finish my c++ tetris clone
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[05:07:53] <sysfault> Heh a ruster
[05:08:04] <sysfault> I was looking at rust earlier today
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[05:08:38] <sysfault> Is that your chainsaw nowadays?
[05:08:48] <solidfox> what are you asking?
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[05:09:22] <sysfault> Meaning is that your de facto language nowadays
[05:09:33] <solidfox> no rust isnt my language of choice
[05:09:37] <sysfault> The language you use daily
[05:09:41] <sysfault> Ohh ok
[05:09:55] <solidfox> "is that your chainsaw nowadays" lol
[05:10:02] <dostoyevsky> sysfault: have you been living under a rock for the last decade?
[05:10:41] <sysfault> I’ve been using drugs
[05:10:48] <solidfox> sysfault: i see programming as more scientific. funnily enough when i try to draw im tempted to just start measuring things and tracing.. things that a scientist would do.
[05:11:00] <solidfox> compositing
[05:11:30] <sysfault> Truly though. I’ve been dancing on top of rocks oblivious to everything else. I’m in recovery trying to find my way again.
[05:11:34] <dostoyevsky> solidfox: isn't gamedevelopment a bit difficult in rust? Not many graphics libraries, no?
[05:11:34] <sysfault> No more Oxycodone!
[05:11:48] <solidfox> dostoyevsky: there was sdl2, but no opengl
[05:12:07] <sysfault> solidfox: yea that doesn’t sound too good
[05:12:07] <solidfox> dostoyevsky: my c++ tetris clone is going to be sdl2 as well
[05:12:27] <dostoyevsky> solidfox: sdl2 -- is that like a canvas in HTML5?
[05:13:00] <sysfault> Huh
[05:13:28] <solidfox> dostoyevsky: its like 2D rendering i think. could be 3D if you do your own matrix maths, but it also does sound i think
[05:13:49] <solidfox> dostoyevsky: i'm not sure if its comparable to the <canvas>
[05:14:12] <solidfox> i mean they both do graphics. so in that way, sure.
[05:14:18] <solidfox> beyond that, not sure
[05:16:09] <solidfox> dostoyevsky: https://en.wikipedia.org/wiki/Simple_DirectMedia_Layer
[05:16:15] <sysfault> Sdl is a library for low level access to peripherals and devices.. keyboard mouse joystick audio graphics
[05:17:15] <solidfox> idk if its low level, but otherwise, well said.
[05:17:32] <sysfault> Bitcoin core is pretty wild
[05:18:07] <solidfox> i think 2 of the 3 changes i made to bitcoin core were wiped out
[05:18:27] <dostoyevsky> solidfox: so SDL is a bit like directx?
[05:18:39] <solidfox> dostoyevsky: i think directx is probably more advanced.
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[05:20:26] <sysfault> solidfox: well I guess that depends on your idea of low level. Isn’t that right English teacher? Most libraries do not have access to a systems hardware directly, there are usually more abstractions so I would call it pretty low level
[05:23:02] <sysfault> solidfox: was there an existing api you had to use to manage bitcoin transactions? Or was the interface and mechanisms created from scratch?
[05:23:04] <solidfox> sysfault: i didn't mean to upset you.
[05:23:24] <sysfault> solidfox: nah I’m joking with you man
[05:23:29] <sysfault> It’s all love.
[05:23:35] <sysfault> Just picking at ya now
[05:23:47] <solidfox> ok
[05:23:54] <solidfox> sysfault: bitcoin is a big mess.
[05:24:11] <solidfox> sysfault: its also highly inefficient
[05:24:26] <aeth> Most games and game engines ultimately use SDL or some equivalent rather than support 5+ APIs
[05:24:26] <sysfault> Heh I kind of figured such.
[05:24:31] <aeth> SDL is mostly used to handle windows/input
[05:24:40] <solidfox> sysfault: its inefficient by design.
[05:24:41] <aeth> SDL does far more, but there are more minimalist equivalents
[05:24:59] <sysfault> What is the original bitcoin algorithm written in?
[05:25:13] <aeth> If you only want to use Python just use Godot though
[05:25:16] <solidfox> sysfault: why don't you ask #bitcoin
[05:25:38] <aeth> Pygame is an opensource framework that's ancient, Godot is a new open source game engine so it's way better for you
[05:25:38] <solidfox> sysfault: i only keep that repo so links to my commits in pull requests dont dissappear
[05:25:44] <sysfault> Aah
[05:25:53] <solidfox> but idk if its really worth it
[05:26:18] <solidfox> having to talk about it and whatnot.. might be too much cost just to preserve some links in githubs broken pull-request system
[05:26:36] <sysfault> aeth: sure thing. I’ve already bookmarked some documentation for the morning
[05:26:58] <aeth> and I'm probably not exaggerating by saying your options are pygame and godot in Python
[05:27:03] <aeth> Lua seems to be more popular for gamedev
[05:27:14] <sysfault> Fresh start. I’ll still look at some other things and at some point write some game apps in another language I suppose
[05:27:21] <sysfault> Such as C or D
[05:27:45] <dostoyevsky> Is Trine 2 a popular game?
[05:27:45] <sysfault> Yea I seen ppl talking about LUA in conjunction with C for game dev
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[05:32:55] <aeth> Lua has two advantages over Python: It's sandboxable and it's very small (and thus very embeddable)
[05:34:26] <dostoyevsky> A Python installation is easily 100M... so you are going to embed your game in python :)
[05:35:42] <aeth> doesn't matter if your game is 5GB + which is normal even for smallish games
[05:35:50] <aeth> even 2D is 1 GB + now
[05:35:58] <aeth> only plae it matters is mobile
[05:37:33] <dostoyevsky> aeth: for mobile one could simply downscale all the textures, no?
[05:38:01] <dostoyevsky> aeth: Most of the GBs is for graphics, no?
[05:38:08] <aeth> dostoyevsky: I'm saying mobile is the only place where embedded whatever is going to be larger than assets, potentially
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[05:48:10] <aeth> big 2D indie games *used* to be in the hundreds of MB but they seem to have bloated since then
[05:52:48] <solidfox> sysfault: take care
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[06:07:10] <myke> isn't that because resolutions keep getting higher?
[06:11:39] <cantelope> codegolf.tk has a new design https://codegolf.tk/a/359
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[06:30:36] <cantelope> the old format lives here https://legacy.codegolf.tk/
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[11:27:41] <Donitzo> zero ranger was a real hidden gem
[11:27:58] <Donitzo> and it's finnish too
[11:28:21] <brainzap> go go power rangers
[11:28:51] <Donitzo> https://www.youtube.com/watch?v=h3O5Zj6hayE
[11:29:01] <Donitzo> the author no doubt took a lot of inspiration from cho ren shga
[11:29:04] <Donitzo> sha*
[11:29:08] <Donitzo> another brilliant shmup
[11:30:30] <Donitzo> I see youtube had entirely given up the idea of "related videos"
[11:30:34] <Donitzo> *slow clap*
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[15:53:28] <brainzap> ["hip","hip"] array
[15:56:26] <baudejogos> lol
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[19:58:11] <SaraDR> Hi GameDev humanoids. I'll hang out with you tonight, since the Unity channel is too slow for my current sugar levels :| *buzzes around*
[19:58:50] <pulse> fine, but only this one time
[20:01:55] <pulse> we never discuss games though
[20:01:58] <pulse> only dragons
[20:02:17] <solidfox> SaraDR: right "sugar"
[20:02:55] <SaraDR> pulse, good artists are like dragons. They are imagainary, but if you do catch one, make sure to lock it up in your basement, so it doesn't escape?
[20:03:26] <pulse> sounds about right to me
[20:04:47] <solidfox> SaraDR: what do you mean good artists are imaginary
[20:05:30] <pulse> they exist in aether
[20:06:34] <pulse> did da vinci ever make a game
[20:07:52] <SaraDR> If you look at it quantative, the greatest artists out there, never finished a computer game.
[20:08:08] <SaraDR> (finished as in, made)
[20:09:30] <SaraDR> But considering I made all my art for my games with ms paint, Iunno if that counts in the other direction either lol
[20:09:44] * pulse scratches head
[20:09:57] <SaraDR> MsPaint is too powerful :)
[20:11:32] <pulse> 3powerful7me
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[20:17:03] <pulse> time for my 4 hour nap
[20:34:13] <LastTalon> Speaking of which, what are some good programs for pixel art? I've been looking at aseprite.
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[21:05:36] <notus> thats a good program
[21:05:52] <notus> photoshop is fine as well, i think youll find most tutorials using PS or aseprite
[21:09:19] <solidfox> gimp takes ages to start up, but it ain't bad
[21:09:45] <solidfox> hmm
[21:09:58] <solidfox> maybe there aren't very many pixel art tools in gimp though
[21:10:00] <solidfox> not sure
[21:10:12] <solidfox> (besides the pencil)
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[21:21:33] <o][o> gimp is crude
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[21:42:03] <rindolf> solidfox: hi, sup?
[21:44:42] <o][o> MTG Arena is fun, but it takes ages to build a decent deck there
[21:48:04] <solidfox> rindolf: not much, just adding sdl2 functionality to my tetris clone and having to write an entity compoent pattern for that
[21:48:14] <o][o> o_O
[21:48:14] <solidfox> rindolf: how are you?
[21:48:35] <o][o> I never realized how hard was to make a tetris clone
[21:49:03] <solidfox> o][o: it was basically done in curses, except the part where you type your name to save your score
[21:49:09] <rindolf> solidfox: i released https://github.com/thewml/website-meta-language 2.12.1
[21:49:15] <solidfox> rindolf: ah nice
[21:49:43] <rindolf> solidfox: i think only about 5 ppl still care about it/
[21:49:54] <o][o> I would just use a grid and pieces over it
[21:51:22] <solidfox> o][o: i was thinking of just making a menu class and keeping all my existing code, but i wonder if someone looks at it, maybe they will think i should have used a games pattern
[21:52:33] <o][o> lol, seriously. tetris is really simple. no need for all this bullshit
[21:52:35] <solidfox> the menus are much more complicated with sdl2 because of texture and and surface objects that will be allocated and need to be freed
[21:52:48] <o][o> make pieces, a grid and the pieces move inside it
[21:52:56] <solidfox> o][o: yeah that part is all done
[21:53:04] <o][o> so the game is done
[21:53:15] <solidfox> but what about sdl2 and the issue with the menus i mentioned
[21:53:38] <aeth> Allocating and freeing is not an issue for 99% of modern games, at least ones indies can make.
[21:53:47] <aeth> If possible, allocate it all up front, free it all at the end.
[21:53:58] <aeth> People already have 8-16 GB RAM just so they can run their much fancier games.
[21:54:08] <solidfox> yes hence the entity component pattern to encapsulate these resources
[21:54:35] <solidfox> but yeah im starting it and it seems complex
[21:54:37] <aeth> And even if it's too much for RAM, you just need to redefine what "front" and "end" is, e.g. level boundaries
[21:54:38] <solidfox> maybe even circular
[21:55:13] <solidfox> (my OOP design is somewhat lacking, so i also need to imagine how the classes should work, and try different things out)
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[21:55:55] <solidfox> ah yes, menus and labels in game will both be allocating things
[21:56:22] <solidfox> and if your score changes, then perhaps i'd need to free the last score and make a new surface and texture
[21:56:38] <aeth> what
[21:57:17] <solidfox> SDL_Surface* surfaceMessage = TTF_RenderText_Solid(Sans, "put your text here", White);
[21:57:26] <solidfox> this is allocated memory
[21:57:32] <solidfox> i dont think you can just change the text
[21:57:42] <o][o> SDL sucks. ECS sucks more
[21:57:52] <o][o> you will be bike shedding forever
[21:57:53] <aeth> Well, first of all, SDL's 2D is kind of legacy. It's far more efficient just to use SDL for OpenGL, even for 2D.
[21:58:00] <solidfox> wtf this guy put the asterisk on the left instead of the right
[21:58:02] <aeth> But why not just do 0-9 as different textures?
[21:58:15] <aeth> It's a retro game, no need for perfect kerning on the score
[21:58:15] <LunarJetman> SDL is good enough and ECS is orthogonal to SDL
[21:58:26] <solidfox> aeth: ah
[21:58:39] <solidfox> yes do each digit and each letter and draw them individually
[21:58:49] <aeth> Well, fixed text could be its own texture
[21:58:54] <solidfox> still need an over-engineered complicated pattern for that
[21:58:59] <LunarJetman> also, I only use SDL for creating windows, input and audio; I do graphics myself (OpenGL)
[21:59:02] <aeth> Each letter means you have to handle kerning, which you might want to do.
[21:59:24] <aeth> Unless you're using a monospace font, you have to handle kerning.
[21:59:24] <solidfox> opengl doesnt do input handling?
[21:59:41] <aeth> solidfox: OpenGL is a graphics API. For windows, input, and audio, you use OS APIs
[21:59:47] <solidfox> ah i see
[21:59:49] <aeth> There are like 4-5 OS APIs you'd have to handle without SDL
[22:00:03] <aeth> For that reason, the best alternative to SDL is another portability library like SDL
[22:00:07] <solidfox> are TTF fonts windows only
[22:00:22] <aeth> Perhaps some very large engines write things natively, but no one else does. And this isn't even guaranteed on all platforms. Iirc, Source uses SDL for Linux.
[22:00:59] <aeth> solidfox: If you're concerned about fonts, you have to ship your own. Windows, macOS, and Linux all have different sets of fonts built in.
[22:01:14] <solidfox> sigh
[22:01:18] <aeth> noto is a good choice. https://github.com/googlei18n/noto-fonts/
[22:01:30] <aeth> DejaVu is another good family choice
[22:01:36] <aeth> You want a really large font family under a FOSS license.
[22:01:44] <solidfox> ok
[22:01:54] <solidfox> yes
[22:02:15] <aeth> see https://en.wikipedia.org/wiki/DejaVu_fonts and https://en.wikipedia.org/wiki/Noto_fonts
[22:02:23] <aeth> Those are probably the main options if you want to support many languages.
[22:02:47] <solidfox> i wonder if i will ever finish this tetris clone
[22:02:50] <aeth> If you're willing to use different fonts for different languages, you have more options: https://en.wikipedia.org/wiki/Template:Free_and_open-source_typography
[22:02:52] <solidfox> i cant even make any money on it!
[22:03:20] <LunarJetman> solidfox: just use FreeType
[22:03:27] <aeth> solidfox: You're not going to make any money in your first project anyway unless you take a very long time and continually rewrite it and effectively do 10 "first projects" in that first project
[22:03:59] <solidfox> aeth: right so maybe i should just finish it under curses and call it done
[22:04:08] <solidfox> all curses needs is the score entry
[22:04:13] <solidfox> which should be pretty easy
[22:04:38] <solidfox> LunarJetman: FreeType? is that a font or library?
[22:04:43] <aeth> Oh this is a good font family if you're not as concerned about internationalization: https://en.wikipedia.org/wiki/Liberation_fonts
[22:04:54] <LunarJetman> solidfox: it is a library for rendering fonts
[22:05:03] <solidfox> LunarJetman: ok yeah that'd be nice
[22:05:06] <aeth> I love Liberation Mono
[22:06:10] <aeth> I think I've been on DejaVu Mono for a while now, though
[22:06:17] <LunarJetman> my font selection dialog: https://neogfx.org/temp/fontdialog.png
[22:07:09] <solidfox> lots to think about now
[22:07:14] <solidfox> hmm
[22:07:56] <aeth> Just keep in mind that in general you can use Android or Linux fonts anywhere, but Windows/Apple fonts are probably proprietary. If you want to know where to look for portable-everywhere fonts, that is.
[22:08:03] <LunarJetman> I can render text with my ECS now
[22:08:42] <aeth> Oh, and unlike a traditional GUI you essentially never want localized to platform fonts because you want exact control over pixels, not native look and feel.
[22:09:45] <solidfox> the entity component system is actually pretty simple if i only do it for my menus i think. its not like my system will contain any code for like physics or anything
[22:10:11] <aeth> What resource are you using for writing ECS for GUI code?
[22:10:19] <aeth> That seems not very talked about.
[22:10:20] <solidfox> ECS?
[22:10:23] <solidfox> oh yeah
[22:10:34] <solidfox> uh
[22:10:36] <solidfox> what
[22:11:09] <LunarJetman> my ECS uses my cookie jar container.
[22:11:23] <solidfox> i dont have a gui
[22:11:41] <aeth> solidfox: Do you have any references you're refering to for ECS menus or are you just working from the basic ECS concept?
[22:11:46] <aeth> solidfox: Also, menus are GUI :-p
[22:12:13] <aeth> If you're working with text, buttons, menus, etc., you're doing a very, very simple GUI
[22:12:15] <solidfox> aeth: currently, its using a simple vector of strings for a menu. and there are two menus
[22:12:19] <LunarJetman> I wrote my ECS from scratch without any help
[22:14:02] <solidfox> im just going based off what wikipedia says "each entity has an id, and a list of components as classes" "the system takes each entity with a matching component for its aspect of the system, and performs the routine for it"
[22:14:38] <solidfox> i was paraphrasing
[22:14:58] <solidfox> and i was gonna put the entity list within each of my states
[22:15:29] <solidfox> i have a start screen, difficulty screen, game screen, pause screen, and game over screen. but only the first two would need the menus..
[22:15:57] <solidfox> yeah maybe i should skip the ECS its gonna make it look like spaghetti (half of my game uses the ECS and half of it doesnt)
[22:17:10] <solidfox> decisions decisions
[22:17:23] <solidfox> maybe my next project would use an ECS
[22:17:27] <solidfox> and SDL
[22:17:50] <aeth> solidfox: I like this description of an ECS because it has some code (in C, but the principle is general): https://www.gamedev.net/articles/programming/general-and-gameplay-programming/implementing-component-entity-systems-r3382
[22:18:01] <aeth> iirc. I had to dig through my bookmarks so that might not be the right one.
[22:18:08] <aeth> That site got redesigned so I can't rely on my visual memory there.
[22:19:42] <LunarJetman> solidfox: I wouldn't use ECS for a GUI
[22:20:54] <solidfox> LunarJetman: ah ok
[22:20:58] <solidfox> aeth: nice
[22:25:34] <LastTalon> I watched a talk a bit back about ECS in Rust
[22:25:47] <LastTalon> I wonder if I can find it.
[22:26:07] <LunarJetman> my colour selection dialog: https://i.imgur.com/JBqqhJi.png
[22:26:18] <LastTalon> Yeah, here it is. https://www.youtube.com/watch?v=aKLntZcp27M
[22:27:14] <solidfox> LunarJetman: nice, do you prefer the square picker with multi hues? or the hue wheel with tint, shade, value triangle
[22:27:41] <LunarJetman> I prefer the square picker but I might add a wheel too
[22:32:12] <LunarJetman> my gradient selection dialog: https://i.imgur.com/BKVg9KO.png
[22:35:30] <solidfox> LunarJetman: i like b and e here: https://en.wikipedia.org/wiki/HSL_and_HSV#/media/File:Hsl-hsv-colorpickers.svg
[22:35:34] <solidfox> IMO
[22:36:14] <LunarJetman> yeah me too
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[22:47:46] <LastTalon> Make a color picker shaped like a chromaticity diagram.
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   January 12, 2019  
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