[00:00:02] <pulse> i code using comic sans ms
[00:00:04] <pulse> only way to live
[00:00:24] <dostoyevsky> solidfox: Intel HD Graphics 4000 1536 MB <- I can play solitair with that
[00:00:40] <solidfox> dostoyevsky: i downloaded tomb raider and portal 2
[00:00:50] <solidfox> i just remembered that portal 2 used to freeze on me
[00:00:59] <solidfox> forunately tomb raider was really cheap
[00:02:23] <solidfox> oh wait i have 3072 MB of GPU
[00:02:46] <solidfox> should be enough
[00:03:09] <dostoyevsky> solidfox: I still think I can play all the AAA games by just reducing the texture sizes to like 1x1 pixels
[00:03:41] <solidfox> damn got a warning that my driver or card is not supported
[00:03:46] <solidfox> why is life so unfair
[00:03:58] <dostoyevsky> solidfox: get a console!
[00:04:06] <dostoyevsky> you have a ps3, right?
[00:04:09] <solidfox> dostoyevsky: i just paid 3.50 for games
[00:04:13] <solidfox> yes i do have a ps3
[00:04:56] <solidfox> ok im gonna try plaing.
[00:05:06] <solidfox> i might freeze and not see your messages
[00:05:07] <solidfox> brb
[00:05:24] <R2robot> hahaha, I have intel HD 3000 512MB
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[00:06:10] <dostoyevsky> R2robot: enought to play the recent batman game for sure :)
[00:06:19] <R2robot> ¯\_(ツ)_/¯
[00:06:34] <dostoyevsky> (0.11112 FPS)
[00:06:39] <R2robot> :P
[00:07:46] <dostoyevsky> 112e-5
[00:08:12] <dostoyevsky> is still 112fps if you leave away the stuff starting from e
[00:08:19] <R2robot> the problem is the driver sucks so bad
[00:13:48] <dostoyevsky> R2robot: Yeah, it often seems that Nvidia releases a new driver for each AAA game that comes out. Like they actually wrote most of the gpu code for it
[00:14:02] <dostoyevsky> And Intel doesn't care
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[00:14:56] <dostoyevsky> Still, I am wondering why one can't write a proper game using just standard graphics API in this day and age
[00:15:46] <R2robot> yeah
[00:16:26] <R2robot> the HD 3000 was/is particularly bad as far as support. Missing certain things that should be there.
[00:16:53] <R2robot> it's always the one explicitly not supported :/
[00:17:19] <dostoyevsky> R2robot: They had someone like Homer Simpson writing the driver. "Erm, could you please tell me again about all those 'things' you wanted to have?"
[00:17:28] <R2robot> lol
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[00:18:48] <code_zombie> Why subject yourself to Intel graphics?
[00:19:13] <dostoyevsky> code_zombie: my macbook from 2012 has it
[00:19:31] <dostoyevsky> but it seems fine to work with with webgl
[00:19:39] <R2robot> same, but 2011 macbook pro
[00:20:02] <R2robot> and I didn't buy it for gaming :D
[00:20:14] <dostoyevsky> I just got my 3rd macbook pro 2012 (non-retina) from ebay
[00:20:54] <dostoyevsky> I am well-prepared to endure the time until the next laptop I want to buy comes out
[00:21:59] <R2robot> heh
[00:22:20] <R2robot> well I can't upgrade to Mojave, so I'll probably have to upgrade soon(tm)
[00:22:37] <code_zombie> It is possible to own more than one device.
[00:22:58] <solidfox> fun game
[00:23:09] <pulse> i don't understand laptop people
[00:23:12] <dostoyevsky> code_zombie: I also have like 7 iphone 5 (no s)
[00:23:19] <pulse> the greatest pleasure is to buy a bunch of custom components
[00:23:29] <pulse> then spent half of the day putting them together
[00:23:29] <R2robot> I don't like to collect junk. lol
[00:23:42] <pulse> and then crossing the fingers when you press that power button for the first time
[00:23:45] <R2robot> pulse: I don't like being tied to a desk (anymore)
[00:23:46] <pulse> ahh
[00:23:53] <pulse> R2robot, fair enough, i guess
[00:23:57] <pulse> but don't laptops also require a desk
[00:24:02] <R2robot> nope
[00:24:06] * pulse shrugs
[00:24:08] <R2robot> I'm sitting in a recliner right now :D
[00:24:21] <dostoyevsky> pulse: I heard the newer gaming laptops will have upgradeable components--I might try that
[00:24:29] <pulse> :s
[00:24:41] <pulse> which components
[00:24:45] <R2robot> GPU and CPU most likely
[00:24:47] <dostoyevsky> pulse: graphics
[00:24:51] <pulse> ah
[00:24:53] <R2robot> but that's a bit.. hacky
[00:24:54] <pulse> you still need to put it apart though
[00:25:01] <pulse> not that trivial with a laptop
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[00:25:08] <R2robot> because you're still limited to how much the upgrade can be..
[00:25:21] <R2robot> going to be bottlenecked by the bus
[00:25:29] <pulse> i like my desktop pc
[00:25:33] <pulse> and my 2 huge monitors
[00:25:36] <pulse> and a mechanical keyboard
[00:25:37] <R2robot> yeah
[00:25:42] <dostoyevsky> pulse: yeah, but a normal pc just seems to be too much of a kludge to me
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[00:25:49] <pulse> fair enough
[00:25:54] <R2robot> If I had the funds, I'd have a desktop as well as a laptop
[00:25:55] <pulse> depends on the lifestyle
[00:26:10] <pulse> if you move around a lot, desktop may not be the best choice
[00:26:28] <R2robot> sometimes I like to sit outside and code :)
[00:26:49] <code_zombie> You can remote desktop and stream games from a main machine.
[00:26:52] <dostoyevsky> R2robot: I have one of those asus gaming laptops... but can't be upgraded. so the best graphics I have is like geforce850 :)
[00:27:00] <R2robot> :)
[00:27:21] <dostoyevsky> I think it's actually just a geforce650
[00:27:35] <code_zombie> I don't like streaming, but it is probably better than Intel graphics.
[00:27:45] <R2robot> lag?
[00:27:54] <pulse> i can imagine pretty bad lag yea
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[00:28:03] <pulse> maybe with a local network it's not that bad though
[00:28:26] <R2robot> i bet it'd feel like low FPS
[00:28:30] <R2robot> even if it's not
[00:28:39] <dostoyevsky> R2robot: Compared to the lag between your cpu and gpu, the lag between cpu and network isn't too bad... even though it seems very surprising to me
[00:29:37] <R2robot> remember when they tried to make accelerated network cards?
[00:29:39] <dostoyevsky> I think john carmack said it takes like 80ms to set a pixel on the screen... with all the IOOPS involved
[00:30:03] <dostoyevsky> not sure why it's that slow or if it should be
[00:30:11] <R2robot> slow
[00:30:23] <R2robot> and it's all his fault :)
[00:30:27] <R2robot> he admits it
[00:30:51] <R2robot> because graphics companies followed his lead and emphasized framerate over latency
[00:32:47] <dostoyevsky> R2robot: where did he admit it?
[00:32:48] <code_zombie> Main issue with streaming is the video compression and occasional hitching.
[00:33:03] <R2robot> b-b-b-buffering
[00:33:55] <dostoyevsky> code_zombie: hitching-followed-by-10-mins-of-needs-more-jpeg
[00:34:27] <code_zombie> It is similar to that.
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[00:36:00] <R2robot> unplayable
[00:36:33] <dostoyevsky> code_zombie: when you graphics suck so much it actually is unable to display 1080px vids fluidly
[00:37:14] <R2robot> I try to watch Twitch or youtube at 1080p and my laptop fans start pushed to their limit
[00:37:28] <R2robot> can't keep the laptop on my lap. lol
[00:37:50] <R2robot> still hitches too
[00:38:05] <R2robot> one day me upgrade
[00:39:09] <dostoyevsky> R2robot: it's good that I upgraded to the 2012 model, it can do most things without fanning, like my 2011 did
[00:39:27] <R2robot> how much are 2012s?
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[00:39:44] * R2robot checks between the sofa cushions for spare change
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[00:41:08] <dostoyevsky> R2robot: under $300 USD on ebay.com ... but you need to upgrade the ram to 16b and also get an SSD... ram is not as cheap as it used to
[00:41:45] <R2robot> dostoyevsky: ahh, interesting. I'm currently running 8GB, 16GB would be nice
[00:41:47] <code_zombie> R2robot: Get one of those lap stands/desks.
[00:42:12] <dostoyevsky> R2robot: you probably could reuse your 2011 model memory for the 2012 model
[00:42:17] <R2robot> code_zombie: i have one.. several actually
[00:43:41] <dostoyevsky> R2robot: a working macbook pro 2011 still goes for around 200 USD on ebay... so you could trade it in :)
[00:44:00] <R2robot> mine umm.. has 'issues' lol
[00:44:16] <R2robot> keyboard doesn't work, battery is b0rked, etc
[00:44:36] <dostoyevsky> parts only ones go for a little over 100 USD
[00:44:44] <R2robot> I'm using a cheapo wireless keyboard sitting on top of it at the moment. lol
[00:45:00] <R2robot> i'm broke AF
[00:45:13] <R2robot> 100 is a HUGE ask at the moment for me. :D
[00:45:39] <dostoyevsky> R2robot: how do you pay rent?
[00:45:50] <R2robot> house is paid for
[00:46:06] <R2robot> paid off*
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[01:00:28] <solidfox> damn game just crashed
[01:00:30] <solidfox> lol
[01:04:05] <dostoyevsky> solidfox: if your gpu was slower it might have run longer before crashing
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[01:06:19] <solidfox> huh?
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[04:40:06] <Captain_Crow> opengl shaders look confusing
[04:42:51] <Captain_Crow> why are almost all the tutorials for opengl in visual studio?
[04:43:19] <ZeZu> to further confuse you
[04:43:27] <ZeZu> ;)
[04:43:27] <NiniGeo2> What is confusing about GLSL shaders?
[04:43:32] <NiniGeo2> Maybe I can help answer some questions that you have :]
[04:44:01] <Captain_Crow> i don't even understand them enough to ask a proper question unfortunately
[04:44:24] <NiniGeo2> Oh, I see. Do Direct3D HLSL shaders make more sense to you perhaps? :o
[04:44:38] <NiniGeo2> Both HLSL and GLSL can express basically the same things.
[04:44:42] <NiniGeo2> Just in different ways~
[04:44:52] <Captain_Crow> no, i never attempted those, i use linux
[04:45:26] <NiniGeo2> Oh, I see.
[04:46:15] <Captain_Crow> trying to write my own small game engine in linux, was doing ok up until the graphics stuff
[04:46:26] <ZeZu> shaders can be rather simple
[04:46:49] <ZeZu> you can use a basic one and be very close to GL with fixed function pipeline
[04:46:56] <ZeZu> you don't need to write a bunch of shaders
[04:47:22] <ZeZu> 'unless you do'
[04:48:28] <NiniGeo2> :P
[04:48:37] <Captain_Crow> is shadow mapping a shader?
[04:48:56] <ZeZu> Is that something you're trying to implement?
[04:49:00] <NiniGeo2> It usually is nowadays a shader, yes.
[04:49:34] <ZeZu> I would think if you're trying to do something complex, you'd already have 'some' handle on how shaders might work
[04:51:16] <Captain_Crow> the only time i worked with shader materials was in blender using nodes, i have no idea how they work with c++ and opengl though
[04:52:03] <NiniGeo2> You *can* do fixed-function shadow-mapping if you want to without any shaders, but it's tough and requires the use of texture matrices.
[04:52:31] <NiniGeo2> Oh, the nodes in Blender probably get transformed into GLSL or HLSL shaders at some point :)
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[04:54:48] <Captain_Crow> are textures in opengl applied with shaders?
[04:55:18] <NiniGeo2> Standard texturing in OpenGL can be applied either via fixed-function or by shaders.
[04:55:21] <NiniGeo2> Both will work.
[04:56:12] <ZeZu> one or the other
[04:59:22] <solidfox> resident evil for psone
[05:01:07] <solidfox> nice wallpaper in that house right there
[05:01:15] <solidfox> too bad wall paper grows mold behind it
[05:01:20] <solidfox> (i wonder if that can be avoided)
[05:01:27] <solidfox> (i dont see wallpaper very often anymore)
[05:02:27] <solidfox> (my brother beat that game(
[05:02:32] <solidfox> ())
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[07:06:57] <LastTalon> Captain_Crow, what are you having trouble with re: shaders?
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[07:16:38] <Captain_Crow> trying to understand opengl and glsl
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[07:53:32] <LastTalon> Right, what aspects are you having trouble with though?
[07:58:25] <Captain_Crow> trying to find a simple example with a cube or simple 3d shape, texture, and shadow mapping that specifies which code is useful and which is boilerplate
[08:00:19] <NiniGeo2> I think that shadow mapping can be a bit tricky if you're just starting out with OpenGL or D3D because it requires the use of multiple render passes.
[08:01:24] <Captain_Crow> so avoid shadow mapping at the moment?
[08:01:54] <NiniGeo2> Well, what would you go and learn/do if you were to skip shadow mapping for now?
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[08:04:19] <Captain_Crow> trying to make a game engine with c++, i've currently been trying sfml, not sure if a framework+opengl or a graphics engine is going to be easier to work with
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[08:04:35] <NiniGeo2> Oh that's very cool :)
[08:04:38] <NiniGeo2> Are you familiar with C++ already?
[08:05:23] <Captain_Crow> im kinda familiar with c++, game logic, and starting to learn collision math and stuff
[08:05:35] <NiniGeo2> Nice!
[08:05:48] <NiniGeo2> I think that at least the syntax and (sorta) the structure of GLSL and HLSL is somewhat similar to C and C++.
[08:06:25] <NiniGeo2> Shaders are little programs that run on the GPU, and they run once per vertex (for vertex shaders), or once per fragment (for fragment shaders).
[08:06:41] <NiniGeo2> HLSL calls them "pixel shaders" and GLSL calls them "fragment shaders" but they both do the same thing.
[08:06:43] <Captain_Crow> i was watching a youtube tutorial on opengl shaders, but i was lost at the beginning and about 15 minutes in i had no clue what the dude was going on about
[08:07:40] <NiniGeo2> Oh, one thing that I think would help someone new to shaders learn shaders is to play around with them in an interactive environment where you can make changes and immediately see your changes take place!
[08:08:13] <NiniGeo2> You can test your assumptions about how things work by changing things and immediately seeing your changes take place visually :]
[08:08:26] <NiniGeo2> Like start by making a shader that sets the whole screen to one color, like blue or something!
[08:08:31] <Captain_Crow> oh, thanks
[08:08:46] <NiniGeo2> Then try to make a shader that does something else, like draws half the screen black and the other half white.
[08:08:51] <NiniGeo2> Then try to make a shader that draws a circle!
[08:08:55] <NiniGeo2> And keep going~
[08:09:28] <immibis> Captain_Crow: have you made a cube without texture or shadow mapping, just a colour?
[08:11:28] <Captain_Crow> no, just loaded a triangle example once, didnt work, i remember changing something on it, then it worked, then i messed around with the vertices and colors for a bit
[08:11:38] <NiniGeo2> Ooof I just realized that ShaderToy's "fragCoord" is in screenspace pixels, not in texel-space, so you have to look at one of the uniforms to do the "half black, half white" one.
[08:13:13] <LastTalon> It also is probably worth learning about the graphics pipeline if you aren't already familiar.
[08:13:33] <LastTalon> It'll probably do a lot to resolve the whole having no clue what's being talked about thing.
[08:14:45] <LastTalon> Perfect. :P
[08:15:02] <NiniGeo2> Hehe
[08:15:11] <LastTalon> Its so clear and obvious.
[08:15:41] <LastTalon> :P
[08:15:53] <Captain_Crow> is graphics pipeline like exporting materials and converting model vertices from a 3d model program to vertices for 3d space in an engine? or do you mean something else?
[08:16:07] <NiniGeo2> Ooooooh, Captain_Crow is thinkin' of the 3D asset pipeline!
[08:16:11] <NiniGeo2> We're talking about the 3D rendering pipeline~
[08:16:16] <NiniGeo2> It's a different pipeline~
[08:16:43] <NiniGeo2> Although converting from model space to world space is a part of the 3D graphics pipeline~
[08:16:45] <NiniGeo2> So maybe we're not? :o
[08:17:43] <LastTalon> Its just the steps taken to render objects.
[08:18:28] <LastTalon> It can be quite complicated, but the good news is that you can sort of leave it on autopilot and it'll work.
[08:18:51] <LastTalon> You only have to really specify anything you want it to do out of the ordinary.
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[08:47:24] <immibis> I still think OpenGL 1 was a lot easier to get started with, even though it's less flexible and more complicated overall
[08:47:40] <immibis> just because no shaders
[08:49:11] <Captain_Crow> there any libraries simplifying modern opengl?
[08:49:27] <NiniGeo2> I do kinda agree that the "no shaders" world was simpler overall to use, although I think it broke down when you wanted to do something complicated that it wasn't really meant to do. And additionally, it hid a lot of the math from you that shaders make you deal with directly.
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[08:55:12] <immibis> Captain_Crow: any game engine. like unity
[08:55:30] <immibis> NiniGeo2: yes, that's what I mean. easier to get started in, even though it's not as powerful
[08:59:17] <Captain_Crow> unity isn't really a library though, i can't access the source and cant port it
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[09:08:33] <Captain_Crow> is there no light weight text/code only library that i can just include before main that has some of the math and opengl calls built in to create basic objects, apply a texture, and move the camera around?
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[09:27:30] <jprajzne> Captain_Crow: glut
[09:28:08] <jprajzne> also take a look at demos/examples of major gpu vendors such as nvidia, ati, amd and intel
[09:31:07] <Captain_Crow> the glut website says sdl is a free alternative to glut, does that mean sdl has the same features built in?
[09:31:54] <immibis> depends which features are you talking about?
[09:32:06] <jprajzne> sdl is more a media library, rather than just pure graphics lib
[09:32:21] <immibis> SDL has the stuff you need to get an opengl window going, so does glfw
[09:32:41] <jprajzne> yes, sdl does the heavy lifting
[09:33:43] <immibis> there's also platform specific ways to integrate opengl into the platform's UI system, of course
[09:33:47] <jprajzne> so maybe you want to use sdl, it really depends how much you want to get your hands dirty with ogl before starting making a simple game
[09:33:47] <immibis> like wgl on windows
[09:33:53] <immibis> which is what SDL and GLFW wrap for you
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[09:34:30] <Captain_Crow> i dont use windows at all
[09:34:44] <DarkUranium> Captain_Crow, whatever youd o, don't use GLUT.
[09:35:33] <DarkUranium> GLUT has been abandoned in 2005.
[09:35:42] <DarkUranium> FreeGLUT, an alternative, has been abandoned years ago as well.
[09:35:52] <DarkUranium> (and it's always had big problems with modern APIs anyhow)
[09:36:07] <jprajzne> am so 90's, sorry :))
[09:36:35] <jprajzne> so, sdl is perhaps your choice, Captain_Crow
[09:36:38] <DarkUranium> SDL2 is probably the best choice. Gives you window setup + input + audio + input handling, all that stuff.
[09:36:49] <jprajzne> what he ^ says
[09:36:53] <Captain_Crow> what about sfml?
[09:37:17] <DarkUranium> Some people prefer GLFW (that one's just basic window+input), I dislike it for historical reasons (I neither like nor trust the devs, let's put it this way)
[09:37:38] <DarkUranium> I heard good things about it, but never used it; I prefer SDL2 because of its C API.
[09:37:47] <DarkUranium> (plus wider support for everything)
[09:37:59] <DarkUranium> If you wanna do emscripten+HTML5, for example, you want SDL2.
[09:38:03] <DarkUranium> (don't use SDL1)
[09:38:33] <Captain_Crow> i find sfml(atleast the basic stuff) easier than sdl, but havent done anything with opengl other than struggling to get triangle examples working
[09:39:02] <Captain_Crow> im not familiar with C at all, just C++
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[09:40:22] <Captain_Crow> i think that's why i find sdl2 difficult, i think the tutorials might be using C stuff
[09:41:52] <jprajzne> c and cpp share a lot?
[09:42:25] <jprajzne> same goes with objc, if you abstract a bit from the lisp-y syntax
[09:44:23] <Captain_Crow> sdl tutorials have a lot of "stdio, char, printf, etc" eventually it uses too much c stuff than im familiar with and throws me off, i just know the iostream and cin cout stuff
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[09:45:40] <jprajzne> well, if you look into cin/cout, you'll probably find some c functions
[09:46:20] <Captain_Crow> it's just what im used to seeing from c++ tutorials and what im comfortable with using
[09:46:22] <DarkUranium> Besides, cin/cout are terrible, terrible design.
[09:48:31] <Captain_Crow> is the difference with C other than syntax that it doesnt have classes and objects?
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[09:51:23] <jprajzne> Captain_Crow: it should not be hard to get used to c if you know some cpp stuff
[09:55:12] <aeth> Isn't C just C++ without classes?
[09:55:49] <jprajzne> conceptually, yes
[09:56:02] <jprajzne> but there're reimplementations of functions
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[09:56:22] <jprajzne> it's not just a oop wrapper with some implications
[09:57:03] <jprajzne> chronologically
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[10:02:04] <immibis> there's a big difference in the C *mindset* compared to c++
[10:02:18] <immibis> since there is much less compiler magic
[10:02:35] <Captain_Crow> does C have multithreading?
[10:02:53] <immibis> to the same extent that C++ does. I don't think C has a standard thread library though, it's platform specific
[10:03:55] <immibis> Linux: pthread_create. windows: _beginthreadex
[10:04:44] <Captain_Crow> doesn't core c++ have threads since c++11?
[10:05:01] <immibis> yes
[10:05:17] <immibis> just because it isn't core c doesn't mean you can't use it
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[11:54:21] <Captain_Crow> if i type "cout << !false;" i get a 1
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[13:10:04] <pulse> a bat in a hat
[13:25:12] <jprajzne> a rat in a mat
[13:27:41] <pulse> a fat in a cat
[13:28:18] <jprajzne> a lard in a heart
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[13:42:44] <pulse> a car with bad fart
[13:45:52] <R2robot> a sprite of a kite
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[14:04:49] <jprajzne> a dead part in a cart
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[14:46:36] <pulse> i like big sprites and i cannot lie
[14:46:39] <pulse> these other games can't deny
[14:48:55] <Captain_Crow> is armory engine any good?
[14:51:12] <pulse> looks decent
[15:10:48] <solidfox> why cant there be a unified engine?
[15:10:53] <solidfox> an engine that works for every game
[15:12:40] <jlebrech> yeah it's called opengl
[15:16:29] <solidfox> nice i love opengl
[15:16:39] <solidfox> maybe i should rewrite my tetris clone using that
[15:17:34] <solidfox> MVP matrices for the win
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[15:21:08] <dostoyevsky> I am trying to paint several vertexbuffers via webgl but somehow I always only see the meshes from the last buffer
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[15:21:52] <solidfox> dostoyevsky: post code
[15:22:08] <solidfox> (although honestly i dont understand all the terms you're using
[15:22:10] <solidfox> )
[15:22:49] <solidfox> do you mean like each vertexbuffer paints, but only the previous one, not up to the final one?
[15:23:47] <solidfox> sounds like a kind of off by one error in a loop possibly, but that is a wild guess basically
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[15:25:55] <dostoyevsky> In line 66 I added a for loop to go through all the meshes and draw them... but I can only see the last mesh
[15:26:39] <dostoyevsky> It's like there is a clear webgl call in the loop or so
[15:26:45] <solidfox> oh i understand now
[15:27:00] <dostoyevsky> Or maybe I need to make the for loop encompass more webgl calls :)
[15:27:38] <dostoyevsky> but the previous block does program = gl.createProgram();
[15:27:50] <dostoyevsky> so I don't think I should call that from the for loop
[15:27:56] <solidfox> normally when doing an int for loop you start at the beginning (0 or i) and go until your it is < end
[15:28:32] <solidfox> so its common to do for (int i = 0; i < buffer_count; i++);
[15:28:34] <dostoyevsky> solidfox: meshes[0] is a cube that I don't want to draw though, it hides the model inside...
[15:29:07] <solidfox> dostoyevsky: ok call i start there then.
[15:29:26] <solidfox> i = start
[15:29:36] <solidfox> it says i = i right now
[15:29:51] <dostoyevsky> solidfox: i is assigned to 1 at the start of the function
[15:30:55] <solidfox> dostoyevsky: just try to make your code say what it means in the future. but yeah, for the issue at hand, it does seem like your loop should do 1 and 2 like you expect
[15:31:24] <dostoyevsky> solidfox: pos_vertex_buffer_object = gl.createBuffer(); // <- is this what I want?
[15:31:38] <dostoyevsky> a new buffer or will that also imply deleting the previous buffer?
[15:32:11] <solidfox> dostoyevsky: i dont know the opengl api too well.
[15:32:26] <solidfox> i've done MVP in c++ years ago, but i quit after that
[15:32:42] <dostoyevsky> or maybe the gl.bindBuffer() needs an option to keep the previous ones?
[15:33:11] <solidfox> yeah you could be overwriting your previous buffer in one of those calls
[15:39:50] <dostoyevsky> solidfox: Still, I find it surprising how seemingly simple it is to push meshes to the gpu... You just pass along the arrays of data and it will be displayed, for the last buffer that is :)
[15:40:48] <dostoyevsky> gl.bindBuffer(gl.ARRAY_BUFFER, pos_vertex_buffer_object); // is that merely setting a type?
[15:41:19] <solidfox> the c api says the 2nd argument is the GLUint buffer and it says this names the object
[15:41:36] <dostoyevsky> positionAttribLocation = gl.getAttribLocation(program, 'vertPosition'); // maybe here is the problem... I set the same variable again and again?
[15:42:44] <dostoyevsky> yeah, so my fragment shader only supports one buffer it seems...
[15:42:44] <solidfox> its creating a new one since you write 'var position...'
[15:43:00] <solidfox> question is, is the value different
[15:43:07] <dostoyevsky> fragTexCoord = vertTexCoord; gl_Position = mProj * mView * mWorld * vec4(vertPosition, 1.0);
[15:43:51] <dostoyevsky> so these are the variables assigned with gl.getAttribLocation() and the fragment shader uses only one
[15:47:36] <dostoyevsky> s/fragment shader/vertex shader/
[15:51:04] <solidfox> line 169
[15:51:11] <solidfox> indices is out of scope
[15:51:51] <dostoyevsky> solidfox: good catch..
[15:56:05] <solidfox> line 156
[15:56:28] <solidfox> call this what it is, (it isnt a loop)
[15:56:34] <DnzAtWrk> whups, almost crushed a little cute jumping spider there
[15:56:36] <DnzAtWrk> aawwww
[15:56:38] <solidfox> something like renderFrame callback
[15:56:57] <solidfox> dostoyevsky: also consider actually using a loop instead of a recursive callback
[15:57:07] <solidfox> DnzAtWrk: nice
[16:01:20] <dostoyevsky> solidfox: haha, nasty
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[16:07:45] <dostoyevsky> > You need to setup the program, then attributes and uniforms for each model before you draw it.
[16:10:54] <dostoyevsky> > gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT, 0);
[16:11:32] <dostoyevsky> so because gl uses a statemachine they do no really need to reference some kind of drawing context for this call, right? It just depends on what happened before, right?
[16:15:52] <solidfox> dostoyevsky: you have more than one mesh
[16:16:01] <solidfox> dostoyevsky: so you need to call it more than once i think
[16:16:06] <solidfox> otherwise they'll all be combined
[16:18:15] <solidfox> oh wait maybe not
[16:18:17] <solidfox> not sure
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[16:36:52] <rindolf> hi all, sup?
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[16:40:20] <Kanalia> hi rindolf, not much
[16:40:28] <Kanalia> looking around the net for contract gamedev work
[16:40:56] <rindolf> Kanalia: ah, good luck
[16:41:06] <Atari2600> dum dee dum
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[16:47:21] <R2robot> looks like the whole gang is here o/
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[17:02:06] <Kanalia> thanks rindolf
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[17:54:35] <LastTalon> R2robot, gangs are bad, mmkay?
[17:55:12] <R2robot> GameDev Gang, homie
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[17:55:48] <LastTalon> Game dev gang, game dev gang, game dev gang, game dev gang?
[17:56:05] * LastTalon does not enjoy that song
[17:56:19] <R2robot> lol same
[17:56:51] <LastTalon> Is game dev contract work a real thing?
[17:56:55] <LastTalon> I feel like it might be a myth.
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[17:58:59] <solidfox> lol i automatically saw "LastTalon shrugs" even though he used a different action this time
[17:59:23] * LastTalon shrugs
[17:59:45] <LastTalon> Shrugging is a useful thing to communicate that there isn't a word for in english.
[17:59:50] <DaScoot> I contract out artwork if that counts
[18:00:12] <LastTalon> I suppose that does count. I was more thinking of contracted programming though.
[18:01:17] <R2robot> it does exist
[18:01:31] <R2robot> i've seen it on the corona forums.. people hire someone to make their game
[18:01:49] <brainzap2> my company is a fucking shitstorm, time to leave?
[18:02:09] <DaScoot> ah ha...ha...because of one texture change I now have to redo 2-3 days of level setups and builds I did for videos
[18:02:25] *** freestyledork <freestyledork!~freestyle@unaffiliated/freestyledork> has joined #gamedev
[18:02:26] <LastTalon> brainzap2, probably?
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[18:04:36] <LastTalon> I mean, that usually is a good reason to leave.
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[18:09:11] <solidfox> brainzap2: what is a shitstorm?
[18:11:45] <LastTalon> I'm so tired of business politics.
[18:12:55] <LastTalon> Tell me about your synergy
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[18:17:05] <solidfox> idk, i resigned cause i didnt enjoy working on that project anymore
[18:17:22] <solidfox> there was much shitty jquery code
[18:17:30] <solidfox> and some bad vb.net as well
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[18:17:57] <solidfox> and everyone kinda looked down on me and were annoyed when i gave a suggestion
[18:22:04] <LastTalon> You're telling me they didn't value your opinion and wanted you to maintain the status quo? Shock.
[18:22:26] <solidfox> lol
[18:22:28] <LastTalon> Businesses never do that.
[18:22:58] <LastTalon> Next you'll tell me they expected you to do things that weren't feasible and were upset when you voiced concerns.
[18:30:30] <brainzap2> my company is built around solo lone wolf developers, working around each other
[18:31:33] <solidfox> brainzap2: yeah it was the same where i worked
[18:31:57] <LastTalon> Don't you know? To be successful you must be a rockstar.
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[18:32:07] <solidfox> i feel like it'd be less stressful if we had more help
[18:32:39] <solidfox> and teamwork
[18:32:57] <LastTalon> Do they work alone because they don't know how to work together or the company doesn't know how to get them to work together?
[18:33:28] <brainzap2> both
[18:33:32] <LastTalon> RIP
[18:33:40] <LastTalon> Yeah, that sucks.
[18:33:45] <brainzap2> weak bosses allow it and then it becomes standard
[18:34:29] <brainzap2> I deleted one line of unused code and next day I got call from manager
[18:34:33] <LastTalon> Still possibly better than a company that lets people sit around all day because the rest of their team works much slower than them.
[18:35:28] <LastTalon> Had a friend at a company like that. He'd finish the same work in an hour that the rest of his team would take all day to do.
[18:35:47] <LastTalon> They wouldn't give him more work because they said all team members need to do the same work.
[18:35:47] <brainzap2> because he did not test
[18:35:52] <Donitzo> I mean, the effect is cool and all but I really don't want my monitor to be interlaced
[18:35:55] <Donitzo> must be old :P
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[18:37:19] <LastTalon> So he'd be just sitting there most of the day.
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[18:38:15] <brainzap2> not bad
[18:38:36] <LastTalon> Except they'd also complain that he'd be sitting there all day not working.
[18:39:27] <LastTalon> Some kind of weird limbo where he had no work to do but was also being reprimanded for not doing the work he didn't have.
[18:40:27] <LastTalon> Not exactly sure what the management expected him to do.
[18:41:21] <solidfox> yeah thats kind of abusive lol at least dysfunctional
[18:41:45] <LastTalon> I don't think anything serious ever came of it. Like no official warnings or anything like that.
[18:42:00] <LastTalon> But it would be a daily thing that people would come by him and complain that he wasn't working on something.
[18:42:10] <LastTalon> And he'd always explain that he had already done everything.
[18:42:17] <solidfox> man i wasted so much time on irc and slashdot at work
[18:42:52] <LastTalon> That had to be the worst part actually. Apparently he wasn't allowed to do these kinds of things.
[18:43:06] <LastTalon> He ended up just reading books and playing chess and such.
[18:43:20] <LastTalon> He must've been so bored.
[18:43:28] <LastTalon> (He eventually left)
[18:43:33] <solidfox> think im gonna get a job at walmart
[18:43:56] <solidfox> but im not very motivated for some reason
[18:44:06] <LastTalon> Probably cuz its walmart.
[18:44:12] <solidfox> i need to, or else i'll run out of money
[18:44:31] <solidfox> yeah maybe
[18:44:42] <solidfox> i mean it might be good. walking around, lifting things.
[18:44:53] <solidfox> instead of decaying at a desk for 40 hours a day
[18:45:04] <LastTalon> Whatever works for you.
[18:45:06] <solidfox> but it also might be stressful in its own way
[18:45:11] <LastTalon> I'm just saying, its walmart.
[18:45:19] <LastTalon> There are better places if you want a retail job.
[18:45:36] <solidfox> we dont have a wholefoods around here
[18:45:57] <solidfox> but we have an aldis
[18:46:11] <solidfox> oh another thing i worry about is seeing someone from my programming job at walmart
[18:46:57] <solidfox> or other jobs that interact with the general public
[18:48:06] <solidfox> LastTalon: if i get a non programming job, then maybe i will have more energy to program and make games when im not working
[18:48:24] <LastTalon> In my personal experience that isn't likely.
[18:48:45] <LastTalon> I had considered and tried the same thing.
[18:48:51] <solidfox> ah
[18:49:07] <LastTalon> You'll feel like you'll have that energy before working, but when you're done you won't have that energy you imaginedd.
[18:49:13] <solidfox> capitalism feels like slavery
[18:49:27] <LastTalon> Capitalism just seems like slavery with extra steps. :D
[18:49:28] <solidfox> LastTalon: yes then i could just wake up earlier
[18:49:42] <solidfox> yeah
[18:49:53] <LastTalon> solidfox, its a faustian bargain. You could just get up earlier, do the programming and then work after, sure.
[18:50:00] <LastTalon> But you'll feel even more worn out afterward.
[18:51:03] <solidfox> ah
[18:51:14] <LastTalon> But hey, that works for some people.
[18:51:44] <LastTalon> Honestly, its a trick I use with myself in certain scenarios.
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[18:54:54] <LastTalon> Its really a matter of finding the time to do the things you want to do while maintaining a healthy lifestyle. You can't just work and never stop except to sleep.
[18:55:12] <LastTalon> I find that scheduling helps me find that time.
[18:56:16] <LastTalon> Scheduling with room for spontaneity.
[18:57:03] <brainzap2> big rocks first
[18:57:31] <LastTalon> Rocks?
[18:57:32] <pulse> lies, work yourself to death. only way to sleep
[18:57:45] <LastTalon> pulse, you can sleep when you're dead.
[18:57:56] <LastTalon> :P
[18:58:02] <brainzap2> if you dont sleep you are dead sooner
[18:58:18] <LastTalon> Lol. That was in a game dev talk I watched.
[18:58:30] <LastTalon> Stop being proud of your lack of sleep. You need sleep to live.
[18:59:08] <brainzap2> thanks to the book why we sleep the knowledge spreads
[18:59:12] <LastTalon> brainzap2, I looked it up.
[18:59:24] <LastTalon> That's basically the scheduling I do.
[18:59:33] <brainzap2> what schedule?
[19:01:25] <Atari2600> pulse, I play The Binding of Isaac to death in order to sleep
[19:01:46] <LastTalon> I watch futurama and nature documentaries.
[19:01:51] <LastTalon> :)
[19:02:00] <Atari2600> futurama makes me hornier for more episodes
[19:02:04] <brainzap2> I just lie down, think about all my past failures for 2 hours and cry myself to sleep.
[19:02:53] <LastTalon> Atari2600, Just because you're asleep doesn't mean you have to stop watching futurama.
[19:03:00] <Atari2600> O_O
[19:03:21] <LastTalon> I often wake up 4-5 hours later with it still playing. :P
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[19:05:23] <brainzap2> now lets science this shit up
[19:05:29] <brainzap2> open an excel and track your sleep
[19:05:40] <LastTalon> My phone tries to track my sleep automatically.
[19:06:57] <LastTalon> Hmm... sleep... I should do some of that.
[19:08:00] <brainzap2> I am still trying to find out how to fall asleep quicker
[19:08:18] <LastTalon> Have less stress.
[19:08:36] <brainzap2> and I think some kind of external input which causes your brain to draw pictures is a good option
[19:08:38] <LastTalon> Also don't have insomnia.
[19:09:00] <brainzap2> like listening to a story in a deep voice
[19:09:05] <LastTalon> Insomnia is really a problem if you want to fall asleep quickly.
[19:09:23] <LastTalon> I like when carl sagan tells me science stories. :D
[19:09:36] <LastTalon> Or david attenborough.
[19:10:20] <LastTalon> He's going to use it to make the real life fortnite. D:
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[19:20:33] <pulse> I N S O M N I A
[19:28:59] <solidfox> insomnia
[19:30:08] <solidfox> babuloseo、wow wish i could buy land
[19:30:20] <solidfox> i need to make a super popular game like fortnite
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[19:56:31] <solidfox> just realized something else about that dostoyevsky
[19:56:37] <solidfox> let me double check
[19:56:47] <rindolf> solidfox: tetris enterprise ed
[19:57:33] <solidfox> rindolf: lol i'd get sued
[19:57:50] <rindolf> solidfox: lawsuit enterprise ed
[19:58:09] <solidfox> dostoyevsky: in your code you say var loop = function() { ... requestFrameRender(loop) }
[19:58:19] <rindolf> a game about lawyers
[19:58:40] <solidfox> dostoyevsky: thats not a valid closure is it? loop isnt assigned yet and then you use it
[19:58:48] <solidfox> rindolf: heh might be fun
[19:59:53] <solidfox> i would do render_callback = function () {...}; for(;;) { requestFrameRender(render_callback); }
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[20:01:04] <solidfox> or while(true)
[20:04:02] <solidfox> guess it does work with the closure (i just tried it), but its still weird and doesnt say what it means
[20:04:26] <solidfox> dostoyevsky: didju fix the issue yet?
[20:04:52] <solidfox> (the issue where only the last mesh was drawn)
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[20:27:13] <pulse> "({>>linux<<})" gaming
[20:27:18] <Atari2600> I use windows as my main OS to develop and play games. but I could slowly migrate to Linux if that would work
[20:27:29] <brainzap2> haha never
[20:27:41] <Atari2600> also I wanted to play MTG Arena in my workplace. that was the main reason to find this page. heh
[20:27:45] <Atari2600> so it is not legit? :D
[20:28:05] <pulse> it probably works half of the time, like most other game-related things on linux :p
[20:28:44] <Atari2600> yeah! that is what reddit users are saying
[20:28:46] <Atari2600> 'works'
[20:29:06] <Atari2600> it is weird how Linux is great for everything, except games
[20:29:42] <brainzap2> false hopes
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[20:34:54] <pulse> i tried installing red alert onto it from cncnet
[20:35:08] <pulse> it works but when you scroll past the edges it scrolls onto the desktop
[20:35:16] <pulse> couldn't find a single post that even mentions this happening
[20:35:19] <pulse> no solutions, nothing
[20:35:43] <pulse> and afterwards i couldn't for the life of me figure out where the game files went
[20:36:07] <pulse> i said fuck it and installed win7, works flawlessly there
[20:36:08] * pulse shrugs
[20:36:19] <pulse> i dualboot win7/linux now on the other PC
[20:36:39] <pulse> the only games i found work flawlessly on linux are through dosbox
[20:36:47] <pulse> and possibly some outliers :D
[20:38:44] <pulse> actually the one solution i found in linux was to set the resolution to game's resolution
[20:38:48] <pulse> which sucked
[20:39:15] <pulse> i like linux as much as the next bloke but it's horrible for games
[20:39:41] <brainzap2> we got that from your essay
[20:40:28] <Atari2600> :D
[20:40:44] <Atari2600> "set the resolution to game's resolution" XD
[20:40:59] <Atari2600> looks like someone is screwing up with SDL
[20:41:21] <pulse> at least i'll always have my tux racer
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[20:46:20] <Atari2600> eh
[20:47:37] <pulse> well coded
[20:48:40] <dostoyevsky> solidfox: I think it's perfectly valid: function loop() {} is equivalent to loop = function() {}; and requestAnimationFrame(loop) is not recursive. It just schedules the next function call from the gpu
[20:49:01] <solidfox> Atari2600: i was considering switching to windows 10 for gaming and programming actually
[20:49:13] <dostoyevsky> solidfox: Dave13h gave me some guidance over at #webgl
[20:49:44] <dostoyevsky> I am working through tutorials atm
[20:49:47] <solidfox> dostoyevsky: yeah i said "guess it does work with the closure (i just tried it)"
[20:50:01] <solidfox> dostoyevsky: sorry for not checking first
[20:50:04] <Atari2600> why windows 10? that is the worst
[20:50:13] <dostoyevsky> solidfox: np
[20:50:27] <solidfox> Atari2600: windows 10 is the best one.. microsoft is evil though
[20:50:34] <Atari2600> best on what?
[20:50:48] <Atari2600> best on resetting your computer w/o you noticing?
[20:50:51] <pulse> wnidows 10, an elegant OS for a more civilized age
[20:50:52] <solidfox> a number of points..
[20:51:10] <Atari2600> ...
[20:51:14] <solidfox> it looks better, the UI is not like that metro style windows 8 shyt. the security
[20:51:22] <Atari2600> uh
[20:51:32] <dostoyevsky> is there a lot of difference between writing a game for the current xbox vs windows 10?
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[20:53:32] <solidfox> windows 10 even has virual desktops..
[20:53:49] <solidfox> its much better than 7
[20:54:29] <Atari2600> Myglar cocks a finger and a thunderbolt strikes on solidfox's head!
[20:54:43] <solidfox> what
[20:54:50] <Stox> lol thats not saying much solidfox
[20:54:56] <solidfox> Stox: heh true
[20:55:04] <solidfox> Stox: its still windows afterall....
[20:55:26] <Stox> indeed
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[20:58:35] <Atari2600> LunarJetman, have you played Time and Magik?
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[21:02:03] <LunarJetman> Atari2600, fuck off.
[21:02:12] <Atari2600> O_O
[21:02:24] <Atari2600> that... was definitely not the answer I would expect
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[21:02:51] <Atari2600> what is wrong, LunarJetman ?
[21:03:05] <LunarJetman> Atari2600, I said fuck off.
[21:03:29] <Atari2600> explain the gratuity of your rudeness
[21:04:34] * Atari2600 soothes LunarJetman
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[22:17:04] <LunarJetman> finally worked out why my render to texture wasn't working: glScissor() pfft, wasted a few nights on this. :/
[22:17:41] <NiniGeo2> Ooof, scissor rects can be brutal :(
[22:18:08] <LunarJetman> I couldn't work out why it wasn't rendering
[22:18:35] <LunarJetman> NVIDIA Nsight is a godsend
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[22:19:26] <NiniGeo2> Yeah I usually rely on graphics debuggers like PIX (for D3D) or geDebugger or Intel GPA (for OpenGL) to help me figure out problems like that.
[22:19:45] <NiniGeo2> Those tools are extremely useful. Definitely a tool that every graphics programmer should be familiar with. They're such a life-saver!
[22:19:52] <LunarJetman> indeed
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[23:53:34] <LastTalon> Developing a game for a linux is not that big of a problem. The problem is that when you say you're developing your game for linux what people hear is that your game will work on every distro, which it will not. There is no standard or stability between them.
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[23:55:59] <babuloseo> just develop for ubuntu bro
[23:56:06] <LastTalon> The best option for game devs at the moment is to target debian because ubuntu and steam os are based on it which are going to be your largest audiences. This unfortunately really screws over anything else.
[23:56:18] <babuloseo> I use arch btw
[23:56:21] <babuloseo> arch wiki*
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[23:59:10] <Atari2600> debian ftw
[23:59:18] <Atari2600> fuck all the rest