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   January 19, 2019  
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[00:00:04] <Twipply> another layer could be the overlay
[00:00:16] <immibis> maybe background, water, static objects, moving objects, special effects, HUD
[00:00:39] <Twipply> Yeah I'm sure there's more, but are those general ideas correct?
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[00:02:04] <Twipply> It sounds like each layer would have a program and a shader associated with it
[00:02:50] <Twipply> and some kind of renderer to use those with the appropriate models/textures
[00:04:38] <Twipply> Actually each layer wouldn't have a shader, just a program
[00:04:49] <Twipply> but the program would have a shaders attached to it
[00:06:50] <Twipply> So maybe each scene would clear colour buffers and such, iterate the layers it has, then call swapbuffers or whatever
[00:07:04] <Twipply> and each layer would render whatever it's associated with
[00:07:13] <Twipply> skybox, water, units, overlays, etc
[00:07:56] <Twipply> Am I making any sense with that, immibis?
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[00:27:41] <babuloseo> :3
[00:34:33] <totoro42> solidfox, can you send me them ?
[00:34:55] <totoro42> by the way solidfox, have you ever worked on skeletal animation ?
[00:35:23] <totoro42> i mean, currently one of my aim is to be able to do animations in my games
[00:35:41] <totoro42> and i saw that i had to ways to do it
[00:36:22] <totoro42> 1/ keyframe interpolation (blender export a obj file for each keyframe and you interpolate between them linearly)
[00:37:23] <totoro42> 2/ skeletal animation (blender export a skeletal object made up of joints and it exports also a mesh of your object, and it exports poses too that you use to animate the mesh)
[00:37:50] <totoro42> the second one is a bit hard to wrap my head around it currently, so i'm looking for good resources on the subject
[00:38:15] <totoro42> the first one seems more simple and accessible
[00:38:56] <totoro42> but also more memory and CPU consuming
[00:39:51] <totoro42> so my question is the following, do any of you guys have ever had to deal with animations ? If so, how did you managed it and what did you implemented ? keyframe or skeletal animation ?
[00:49:13] <solidfox> totoro42: its the basics https://www.youtube.com/watch?v=cp1YRaTZBfw
[00:49:20] <solidfox> totoro42: i did a fish animation with this
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[01:07:46] <totoro42> solidfox, which kind of format you use in your game ?
[01:09:11] <solidfox> totoro42: thats a false dichotomy "keyframe or skeletal"
[01:09:20] <solidfox> you can use both at the same time... thats what i did in blender
[01:09:38] <totoro42> i don't get it what do you mean ?
[01:09:52] <totoro42> you're animating your character with bones
[01:09:55] <totoro42> and rigging
[01:10:10] <totoro42> then you export it to use it in your game
[01:10:22] <totoro42> in which format did you exported it ?
[01:10:28] <solidfox> im saying when you say "are you guys doing keyframe or skeletal" you are asking a malformed question
[01:10:37] <solidfox> you do both at the same time
[01:10:43] <totoro42> oh well yes i see
[01:10:52] <solidfox> i didnt export the fish swimming, and i didnt use it in a game
[01:10:54] <totoro42> actually i'm talking after the modelisation process
[01:11:09] <totoro42> when you export your animated object in a file
[01:11:30] <totoro42> it have to be exported as fbx or collada for exemple
[01:11:44] <totoro42> and then this exported file have to be loaded in your game
[01:12:11] <totoro42> and my question was, which format did you used for exporting
[01:12:49] <totoro42> solidfox, well ok i get it, you just created your fish in blender but never used it in a game
[01:12:51] <totoro42> i see
[01:13:12] <solidfox> totoro42: why do you ask
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[01:14:27] <totoro42> solidfox, what i wanted to know was have you ever coded the forward kinematic system to do bones based animation in your video game
[01:15:22] <solidfox> say "a video game" not "your video game"
[01:15:51] <solidfox> the latter assumes i made a game.
[01:15:58] <solidfox> which i did, but thats not the point
[01:15:59] <totoro42> oh ok i see
[01:17:09] <solidfox> totoro42: im working on a tetris clone, i just translate the points that are on a 10x20 grid
[01:17:45] <totoro42> well yeah
[01:17:52] <totoro42> i just asked a question
[01:18:05] <solidfox> i know that.
[01:18:10] <NiniGeo2> Uhhhh, does anyone know why line 33 would be failing with an E_INVALIDARG error? https://pastebin.com/Lqp1mkaN Docs: https://docs.microsoft.com/en-us/windows/desktop/api/dwmapi/nf-dwmapi-dwmgetwindowattribute
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[01:23:41] <solidfox> NiniGeo2: did you print the error message out
[01:24:00] <solidfox> NiniGeo2: with perror (or if winapi has a special error message function, that one)
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[01:26:07] <NiniGeo2> Yeah, it gave me this string: "E_INVALIDARG - One or more arguments are invalid."
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[01:26:30] <NiniGeo2> The thing is...I don't see how those arguments are invalid based on the documentation :o
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[01:29:11] <solidfox> yeah looks right to me too
[01:31:35] <solidfox> NiniGeo2: did you ask #winapi ?
[01:31:58] <solidfox> they're pretty g00d
[01:32:04] <NiniGeo2> Off I go!
[01:32:13] <solidfox> :)
[01:32:37] <dostoyevsky> Yeah, the windows guys on FN are quite good, always had instant answers :)
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[02:48:48] <pulse> https://www.youtube.com/watch?v=LkiTbrloZXM
[02:49:20] <pulse> ~ 8 B i T w A v E s ~
[03:00:01] <solidfox> 3d open world puzzle game with story mode on gameboy
[03:00:37] <solidfox> with music just like that
[03:02:04] <pulse> possibly the greatest gameboy music
[03:02:08] <pulse> definitely the greatest i know of
[03:02:25] <pulse> those arpeggiated chords
[03:02:32] <pulse> orgasm to my ears
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[04:06:11] <LastTalon> NiniGeo2, looks like the third parameter needs to be a pointer.
[04:06:27] <LastTalon> NiniGeo2, you're giving it an address to an object, but this function returns something in that pointer when its done.
[04:06:45] <NiniGeo2> Oh thanks LastTalon :)
[04:06:53] <NiniGeo2> It's okay, but we already figured it out in #winapi
[04:07:12] <LastTalon> Was that the answer? I'm totally going just of of what this doc says. :P
[04:07:28] <NiniGeo2> I think that the problem was twofold. One, you're only supposed to use that one attribute enum with the Set function, not the Get function. And two, the documentation fails to mention that you can't use that attribute on Windows 10, which doesn't support PEEK3D.
[04:07:50] <LastTalon> Oh man. That sucks.
[04:08:10] <NiniGeo2> It's okay, it works fine on Windows 7 at least :)
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[04:09:37] <LastTalon> Yeah, no idea if that's actually a problem with the pointer. Cuz it makes it sound like its doing something dodgy with the pointer.
[04:10:16] <LastTalon> That would've been my only guess on it though. Glad you got it sorted out.
[04:10:21] <NiniGeo2> That's what I woulda thought too! :)
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[11:56:09] <idiot136> hi pulse
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[12:16:56] <rindolf> hi all
[12:18:01] <idiot136> hi
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[13:32:06] <idiot136> yoo
[13:32:11] <idiot136> hi pulse
[13:35:10] <R2robot> everybody sleeping in on a saturday
[13:51:53] <pulse> hi idiot136
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[14:20:39] * R2robot just launched discord for the first time in almost a year(?) and feels dirty about it.
[14:24:14] <brainzap> https://www.twitch.tv/shmellyorc
[14:26:47] <R2robot> that orc smells
[14:27:31] <R2robot> is that your channel? brainzap
[14:28:02] <brainzap> no
[14:28:46] <R2robot> ok, i'll click it then.
[14:28:48] <R2robot> :P
[14:30:38] <R2robot> godot :)
[14:30:52] <R2robot> and shitty music :/
[14:31:18] <R2robot> when will streamers learn not to play music?!
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[15:59:27] <idiot136> pulse
[16:00:49] <solidfox> sup idiot
[16:03:28] <solidfox> wall paper is pretty cool
[16:03:40] <solidfox> i wanna make a tiny house with wall paper, and sell potions
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[16:31:32] <idiot136> pulse introduced me to alan watts
[16:31:35] <idiot136> long time ago
[16:31:52] <idiot136> it's the best thing anyone did for me
[16:32:54] <brainzap> is this a stoner thing
[16:33:02] <idiot136> somewhat
[16:33:43] <R2robot> was about to google it
[16:33:46] <R2robot> pass
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[16:38:09] <idiot136> https://streamable.com/wya46https://streamable.com/wya46
[16:38:12] <idiot136> https://streamable.com/wya46
[16:43:00] <pulse> idiot136, :)
[16:43:08] <pulse> brainzap, no
[16:43:14] <pulse> about as far from a stoner thing as it gets
[16:43:45] <pulse> mostly buddhist philosophy
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[16:44:44] <pulse> there's two types of philosophers in my book
[16:44:50] <pulse> those that are grim about life
[16:44:53] <pulse> and those that laugh about it
[16:44:58] <pulse> watts is the latter type
[16:45:03] <brainzap> I can link you the talk
[16:46:36] <Jenz> When I want my game to do nothing, i.e. wait until it should do something, should I `sleep` a bit before I check whether the time has come? Or should I just constantly check
[16:47:01] <pulse> depends on the type of game loop you have
[16:47:08] <pulse> i'd say in 99.9% of cases you don't want sleep()
[16:47:29] <Jenz> Oh ok
[16:47:40] <Jenz> Well I'm just making super-basic games
[16:47:47] <Jenz> Things like snake
[16:48:04] <pulse> if you have a loop that allows sleep() go for it
[16:48:07] <pulse> most loops don't
[16:48:31] <Jenz> Oh well, luckily mine does
[16:48:42] <pulse> when in doubt, experiment
[16:49:30] <Jenz> Yeah, problem was I didn't really notice any difference, and dunno how to check if there was any benefit
[16:50:09] <pulse> most games will implement some kind of a timer you can check against
[16:50:23] <pulse> so you can for instance have something blinking on the screen while you're pausing your logic
[16:50:30] <pulse> with sleep() you'll basically freeze game logic
[16:51:58] <Jenz> Yeah, I've a timer/clock, and a framerate of 60fps
[16:52:44] <Jenz> Um no I don't, forget the framerate, that was another gam
[16:52:45] <Jenz> e
[16:53:19] <Jenz> Here I've a framerate of 20fps
[16:53:28] <Jenz> I don't really need any more
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[17:29:07] <solidfox> you have to sleep a little
[17:29:22] <solidfox> to reduce cpu load and even to set fps right?
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[17:50:01] <rindolf> solidfox: hi, sup?
[17:50:24] <rindolf> pulse: hi, shavua tov
[17:50:48] <pulse> rindolf, ahoy-hoy
[17:51:11] <rindolf> pulse: sup?
[17:51:18] <pulse> i just ordered some old comics off ebay
[17:51:24] <pulse> i've been looking for them for years
[17:51:31] <pulse> can't believe my luck lol
[17:51:34] <rindolf> pulse: i see
[17:52:12] <pulse> oumpah pah
[17:52:18] <pulse> probably no one knows about em here
[17:52:32] <pulse> i used to read them as a kid, hilarious
[17:52:45] <pulse> by goscinny & uderzo, same guys that made asterix
[17:52:49] <rindolf> ah
[17:53:05] <rindolf> and lucky luke
[17:53:06] <pulse> one of the funniest comics i've ever read
[17:53:16] <pulse> no, pretty sure lucky luke wasn't made by them
[17:53:25] <pulse> actually i stand corrected
[17:53:35] <pulse> goscinny was involved
[17:53:45] <solidfox> rindolf: hey, im considering becoming a cleaner
[17:53:55] <solidfox> rindolf: how are you?
[17:54:01] <rindolf> solidfox: ah
[17:54:10] <pulse> "cleaner" reminds me of https://www.youtube.com/watch?v=odHcrotWzEQ
[17:54:39] <rindolf> solidfox: i optimised https://www.shlomifish.org/open-source/projects/black-hole-solitaire-solver/ by using a generated lookup array
[17:55:26] <rindolf> solidfox: but the difference was not too dramatic
[17:55:26] <pulse> black hole solver :o
[17:55:45] <solidfox> pulse: lol
[17:56:09] <solidfox> rindolf: ah
[17:57:16] <rindolf> solidfox: still - there are no small optimisations - only small programmers
[17:58:20] <solidfox> rindolf: small programmers?
[17:58:37] <rindolf> solidfox: https://www.shlomifish.org/humour/fortunes/show.cgi?id=multitudes-of-one-percents
[17:58:49] <BPL> hi, by any chance, anyone here with experience contributing to fighting games like Capcom's?
[17:59:03] <solidfox> rindolf: ah so ok i think i get it
[17:59:06] <Donitzo> maybe you should try the mugen community
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[18:00:08] <rindolf> solidfox: https://www.brainyquote.com/quotes/constantin_stanislavski_155177
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[18:08:22] <solidfox> rindolf: ah i actually get it now.
[18:08:50] <solidfox> a small actor can make a big difference. or in this case, cumulatively make little changes that add up
[18:12:15] <rindolf> solidfox: a small optimisation
[18:12:55] <solidfox> yea
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[18:18:26] <rindolf> solidfox: i wrote about it here - https://en.wikibooks.org/wiki/Optimizing_Code_for_Speed/Factor_Optimizations#Are_%22Small%22_Optimizations_Desirable?
[18:19:25] <solidfox> im still a little confused though
[18:20:02] <rindolf> solidfox: how so?
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[18:21:43] <solidfox> does it mean "there are no small roles, only small actors" does it mean if you consider the role/optimization small, then its because you're a small actor/programmer, and should put more effort into your role / accumulate more optimizations. or does it mean that a small actor can do big roles and big optimizations. or that every optimization is actually big
[18:23:08] <solidfox> is a small actor something to be avoided, or to be accepted
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[18:23:47] <SaraDR> Forwarding a message.. Anyone need any backend build? I have someone with a lot of experience, who is looking for projects to build backend infrastructure for to gain more experience. As in, not someone to code your game, but to build infrastructure for websites, databases or webservices I think.
[18:25:23] <solidfox> rindolf: the way you wrote about it makes sense, as a conclusion
[18:25:35] <solidfox> yes small optimizations are desirable, as they can add up
[18:25:35] <rindolf> solidfox: the analogy is not perfect
[18:25:46] <solidfox> rindolf: ah
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[18:27:23] <solidfox> SaraDR: i got a freelance job 1 time, where i made a tiny script in python that makes thumbnails from a folder containing images
[18:27:39] <SaraDR> Well this is 100% free labour :)
[18:28:30] <solidfox> SaraDR: there are plenty of companies out there that will pay you to write code for them, like i started out at a "full stack" programming job making $9 an hour
[18:28:55] <solidfox> SaraDR: now this job is not super great, but i learned a few things there, and even earned some decent money
[18:29:17] <solidfox> SaraDR: its called "entry level"
[18:29:17] <SaraDR> Well for one, it's not me. But he is just looking for some small tasks in devops/ws for experience.
[18:29:40] <solidfox> i know, but you could maybe tell them they could earn money getting experience
[18:30:04] <solidfox> its a bit odd to want to work for free IMO, my manager said he did that, and he was terrible at coding, so it kinda made sense for him
[18:30:33] <SaraDR> Iunno, collaboration is pretty normal for non-professional projects.
[18:30:33] <solidfox> (i dont say that alone, as he has repeatedly admitted to being terrible at coding)
[18:30:48] <solidfox> SaraDR: ah ok
[18:31:19] <SaraDR> Maybe he is specifically looking for a non-commercial setup.
[18:31:31] <solidfox> oh ok
[18:31:36] <solidfox> yeah maybe
[18:31:56] <SaraDR> Iunno :D .. I just forwarded it, since it's a nice oppertunity if someone was missing something for their project.
[18:38:11] <sysRPL> hey guys, what game engines are you using?
[18:38:34] <solidfox> sysRPL: unity
[18:38:40] <solidfox> unreal crashes my system
[18:38:46] <solidfox> otherwise i'd use that
[18:39:09] <solidfox> (although i cant say if i'd like it better than unity, since i have no experience of unreal to compare with)
[18:39:17] <sysRPL> i've been writing game engines for 20 years, and i am thinking of using a third party game engine
[18:39:34] <solidfox> engine-ception
[18:39:43] <solidfox> make a game engine with a game engine
[18:39:48] <sysRPL> well
[18:40:01] <sysRPL> i am considering godot
[18:40:17] <sysRPL> but waiting until 3.1 is out before3 i start
[18:40:31] <brainzap> whats gonna change
[18:40:43] <sysRPL> opengl es 2.0
[18:40:57] <sysRPL> some other stuff. i dunno
[18:41:33] <sysRPL> so i don't want to work on my engine anymore because i am tired of rewriting it and add basic shit
[18:41:49] <SaraDR> The age of homebrewn engines is also ending.
[18:41:49] <sysRPL> so let me ask you about other engines and features ...
[18:41:56] <sysRPL> do they support video textures?
[18:42:45] <SaraDR> Unity does.
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[18:43:35] <sysRPL> do they support standard font files types (ttf, woff) and vector fonts?
[18:44:07] <sysRPL> i heard unity 2d is kinda bad
[18:44:25] <solidfox> sysRPL: did you use an entity component system pattern
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[18:44:33] <SaraDR> You also heard that you can use UnityScript and Boo in Unity?
[18:44:42] <SaraDR> If yes, then clearly your data is waaaaaaaaaaaaaaaaaaaay out of date.
[18:45:03] <solidfox> sysRPL: for your engine
[18:45:22] <sysRPL> do they support tracker music formats and programmatic sound samples?
[18:46:22] <sysRPL> solid: no, my engine is very basic. you do everythign yourself, though i do have sprites and 3d models
[18:46:32] <solidfox> ok
[18:47:07] <sysRPL> but no skeletal animation, mainly do to my lack of motivation to use a 3d modeling tool and learn how to model bones and poses
[18:47:07] <solidfox> i was thinking of making my own generic engine someday, i feel like the ECS pattern would make this pretty organized i can see the code from a top level
[18:47:41] <solidfox> but im still learning about OOP design patterns in general
[18:47:49] <sysRPL> solidfox, basically i have a Window class and it has 2 methods: Logic() and Render()
[18:48:37] <solidfox> sysRPL: ah i have in my tetris clone (not my final engine idea, but my current way) a state pattern (context with multiple states) and each state has a HandleInput() and Draw()
[18:48:41] <solidfox> so it seems similar
[18:48:49] <sysRPL> in Logic() you process input and feed it to your game logic classes which could be anything in the world that you have decided to write
[18:48:49] <solidfox> (not ECS)
[18:49:16] <BPL> Donitzo: When I asked about if anyone familiar contributing to fighting games like Capcom's i didn't mean anything like Mugen. Cos mugen hasn't been used to create any AAA game? has it?
[18:49:53] <sysRPL> in Render() I have a set of predefined classes to help put visuals on the screen
[18:50:18] <solidfox> my menus are currently fucked, i need to rewrite it
[18:50:29] <solidfox> a little
[18:50:31] <solidfox> (again)
[18:51:19] <sysRPL> about the most unique thing i have in ym engine that i am unaware if other engines have is a complete 2D canvas implemented in opengl es 2.0 with vector based strokes and shaders for solid, linear, radial, and texture fills
[18:52:33] <sysRPL> does Unity have a canvas implementation? when i say canvas i mean you can draw 2D shapes like lines, curves, rectangles ellipses, and stroke / fill them along with transforms
[18:53:01] <solidfox> yes there is a canvas
[18:53:16] <sysRPL> that is, i can rotate a drawing polygon by simply adding a transform to a matrix with each frame
[18:53:34] <solidfox> there is a transform component on every entity in unity
[18:53:34] <sysRPL> hrrmmm, i might want to look at that
[18:54:00] <sysRPL> does a curve and a line have to be two entities?
[18:54:31] <solidfox> an entity is like an instance, but you can also make a parent entity that contains two entities
[18:54:45] <solidfox> but im gonna check on that line curve drawing stuff you are talking about
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[18:56:04] <sysRPL> basically how my game engine works is i have a World class associated with a Window, and world has the transform. But if you want you can write any class and add a Matrix4 (or simply Matrix) and multiply that before rending the class to add it to the World transform
[18:57:56] <sysRPL> by the way, here is a demo i made a ways back when i added terrain gneration to my game engine -> https://www.getlazarus.org/videos/bareterrain/
[18:58:31] <solidfox> sysRPL: i dont see a way to draw a line by itself, but of course there are meshes
[18:58:40] <solidfox> as well as sprites
[18:58:46] <sysRPL> ah okay
[18:59:41] <sysRPL> can you generate verticies and polygons with unity? because that is how i wrote my 2d canvas, with 3d triangles
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[19:00:12] <solidfox> it comes with a canvas..
[19:00:28] <solidfox> i used blender to make a mesh to import into unity
[19:00:37] <solidfox> but it comes with a few default meshes
[19:02:44] <solidfox> sysRPL: im a n00bie though
[19:02:53] <solidfox> sysRPL: so i might just not be able to find the things you're asking about
[19:05:21] <solidfox> sysRPL: just try it out
[19:05:36] <solidfox> watch some tutorials or demos maybe first
[19:19:28] <Donitzo> *grump*
[19:19:58] <Donitzo> didn't get to play dota 2 battlecup again, what garbage
[19:20:12] <Donitzo> guess I'll do something productive like code
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[19:37:45] <Twipply> sysRPL cool video
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[20:32:52] <Donitzo> sysRPL, of course
[20:33:04] <Donitzo> you can do anything with unity as you can with pure 3d rendering
[20:33:08] <Donitzo> it just takes a bit more work
[20:33:37] <Donitzo> you can just create a mesh and update the vertices/indices/uv/whatever
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[21:12:03] <SaraDR> With the new unity rendering pipeline, you can do A LOT with graphics.
[21:19:19] <LastTalon> You could before, couldn't you?
[21:19:34] <LastTalon> Isn't it just a lot easier to do stuff now?
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[21:27:11] <Donitzo> mesh = new Mesh(); mesh.vertices = vertices; mesh.uv = uvCoords; mesh.triangles = indices; mesh.RecalculateBounds();
[21:27:16] <Donitzo> not exactly rocket science
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[21:48:28] * Donitzo giggles
[21:48:55] <Donitzo> flailing humans
[21:50:16] * LastTalon draws many triangles
[21:50:48] <Donitzo> https://www.dropbox.com/s/zfvefs4oees3kyr/stupid_people.png?raw=1
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[21:51:00] <Donitzo> ok ok, enough fun. What should I base my fitness criteria on
[21:51:37] <brainzap> by the amount required of hunting to survive
[21:52:12] <Donitzo> naw that's boring
[21:52:20] <LastTalon> Base fitness on how far something can reach end to end.
[21:52:24] <LastTalon> :P
[21:52:30] <Donitzo> that's the most obvious choice yes
[21:52:50] <LastTalon> Base fitness on how many limbs something has.
[21:52:59] <LastTalon> :D
[21:53:01] <Donitzo> I have
[21:53:03] <Donitzo> before
[21:53:14] <Donitzo> http://minicells-prototype.herokuapp.com
[21:53:21] <Donitzo> I think I punished multiple limbs
[21:53:30] <Donitzo> maybe I remember incorrectly
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[21:54:00] <Donitzo> also, that's the same fitness criteria. Just move right
[21:54:29] <Donitzo> but you could do way more interesting stuff
[21:54:40] <LastTalon> Base fitness on the end of a limb touching the ground but punish any that are touching the ground that aren't the ends of a limb.
[21:54:44] <LastTalon> That should be a fun one.
[21:54:54] <Donitzo> yes, good idea
[21:54:59] <Donitzo> do a crabwalk
[21:55:15] <Donitzo> also, punish head touching ground
[21:55:23] <LastTalon> Yeah, probably a good idea. :P
[21:58:45] <Donitzo> oh for fucks sake
[21:58:49] <Donitzo> they're doing somersaults
[21:59:26] <Donitzo> that's the problem with overfitting
[21:59:32] <Donitzo> they find a STUPID solution and keep at it
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[22:07:23] <LastTalon> Lol
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[22:15:12] <Christofosho> I'm torn on whether to make my object entity definitions within a database, or some type of json (or similar) file..
[22:15:35] <blackpawn> go with file. easier to version control then no?
[22:15:46] <Christofosho> Far easier, I would agree with that.
[22:16:17] <Christofosho> Also easier to add more..
[22:16:38] <blackpawn> yeah
[22:16:55] <blackpawn> i can't think any reason why you'd go with database unless it was some big distributed team working on it or something
[22:18:08] <Christofosho> I guess game updates are also easier
[22:20:16] <blackpawn> it's decided then :)
[22:20:19] <blackpawn> what type of game you doing?
[22:20:56] <Christofosho> To be honest, I don't know what to call it. But I'm thinking it has far more "RPG" qualities than other styles.
[22:21:07] <blackpawn> cool
[22:21:12] <blackpawn> pc? mobile?
[22:21:14] <Christofosho> Just making it for learning purposes.
[22:21:24] <Christofosho> JS canvas + Python server
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[22:21:31] <blackpawn> cool
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[22:24:24] <Christofosho> kinda looks like pokemon, though.
[22:24:38] <Christofosho> I'm currently trying to find some resources on game UX and map design.
[22:24:58] <Christofosho> was reading through this one (and it's links): https://uxdesign.cc/empathizing-with-your-players-99f01c0a00e8
[22:26:02] <Donitzo> hehe
[22:26:50] <Donitzo> pokemon sprites are great placeholders
[22:26:59] <Donitzo> as long as you remember to replace them
[22:28:29] <Christofosho> Yeahhh my favicon is my last pokemon sprite to replace ;)
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[22:43:10] <LunarJetman> Pikachu can just fuck off.
[22:49:31] <Christofosho> The game idea I have thus far is loosely based on many different games..
[22:49:57] <Christofosho> Some idea of leveling, "quests" of some sort..
[22:50:25] <Christofosho> I'm finding myself working more on silly things like character customization instead of content, though.
[22:52:59] <Christofosho> just refactored my character sprites into their "parts" to allow for more customizing.. https://github.com/Christofosho/scrolling-map/blob/master/app/static/spritesheet.png
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[23:05:37] <catphish> do many people here do pixel art?
[23:05:45] <catphish> i might want some making at some point soon
[23:08:48] <Twipply> I was going to include an entity component system in my game engine, but it feels a bit much for an FPS game
[23:09:53] <Christofosho> Twipply: When you say entity what do you mean? For me, I'm using a broader definition that encompasses objects, portals (doors, etc), and even tiles.
[23:10:34] <Christofosho> https://github.com/Christofosho/scrolling-map/blob/master/app/resources/entities.json
[23:10:59] <Twipply> I suppose it could be whatever you want
[23:11:06] <Twipply> Players, computer players, bullets, grenades, pickups, etc
[23:11:11] <Twipply> they'd all be entities in the ECS
[23:11:37] <Christofosho> The nice part is that these entities can have literally anything defined on them.
[23:11:41] <Twipply> Entities would have components based on their needs, like to be rendered, have physics, etc
[23:11:50] <Christofosho> And anything can become an entity.
[23:11:55] <Christofosho> I might even make NPCs an entity type lol
[23:11:57] <Twipply> I just wonder if it's a bit much for an FPS
[23:12:23] <Christofosho> For your fps what do you have thus far? Walls, characters
[23:12:34] <Christofosho> any bullet physics ?
[23:12:58] <Twipply> Engine is minimal so far, just logging and an event system
[23:13:10] <Twipply> I wrote an entity component system previously that I could insert
[23:13:28] <Twipply> Right now I'm working on layers/scenes and some OpenGL stuff
[23:13:34] <Christofosho> Ah. I do need to implement an event handler.. Not looking forward to it :D
[23:13:35] <Twipply> loading up shaders & programs, etc
[23:13:46] <Twipply> Although I have questions/concerns about those, too
[23:14:35] <Christofosho> My goal is to make the engine itself flexible enough to have super simple additions.
[23:14:53] <Twipply> I just wanna make something not totally garbage
[23:14:56] <Christofosho> I want to be able to throw in a new feature, map, interaction with minimal code needed :P
[23:15:40] <Christofosho> To some people anything aside from their favourite game is "garbage" hahah.
[23:15:48] <Twipply> This is the grand sum of my achievements so far on this engine thing: https://i.imgur.com/mjWASoD.png
[23:16:05] <Twipply> So at least my .obj parser half works
[23:17:14] <Christofosho> I'm debating an event system, now.. hmm.
[23:17:22] <Christofosho> At the moment I just rate-limit inputs.
[23:17:35] <Christofosho> so actions only occur every X seconds
[23:17:47] <Christofosho> It'll help later when I'm tuning the exp rates
[23:17:48] <Twipply> Event system seems alright to me
[23:17:53] <Twipply> I'm no expert though
[23:18:28] <Christofosho> It's definitely a good idea. Some events would be immediate execution, but there are always events you want to wait to send.
[23:18:39] <Christofosho> Some repeat a few times, some once.. etc.
[23:18:56] <Twipply> I'll fool around with such things later on
[23:19:55] <LastTalon> An entity really is just an object you can impose whatever properties you want onto.
[23:20:30] <Twipply> I guess whether an ECS is too much for an FPS or not doesn't matter, you can't dictate what people will use an engine for
[23:20:34] <Twipply> so best to have one
[23:21:02] <LastTalon> You can have one or not. Just depends who you want to appeal to.
[23:21:27] <LastTalon> There are a lot of people who are super into ECS and data driven stuff.
[23:21:41] <Twipply> Just myself, I've no illusion that anyone will use this
[23:21:45] <Twipply> or that the end result will even be good
[23:21:47] <Twipply> Just wanna learn something
[23:22:03] <LastTalon> A basic ECS isn't hard to build if you wanted to have one.
[23:23:35] <Twipply> I already wrote one, yeah
[23:23:45] <Twipply> or at least, I think I already wrote one
[23:23:59] <Twipply> Not really sure if I did it 'right' or not
[23:24:01] <LastTalon> You probably have.
[23:24:07] <LastTalon> Do you have a thing you can attach components to?
[23:24:12] <Twipply> Sure do
[23:24:19] <LastTalon> Cool. Can stuff act on those things?
[23:24:31] <Twipply> Sure can
[23:24:41] <LastTalon> Cool. You have an ECS
[23:24:44] <LastTalon> :P
[23:24:56] <Twipply> I'm swelling with pride
[23:25:04] <Twipply> I made an asteroids type thing with it as an example usage: https://i.imgur.com/JqUxI1y.gifv
[23:25:12] <Twipply> That's an AI playing, shockingly
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[23:26:25] <LastTalon> Idk.
[23:26:31] <LastTalon> I always get uppity when people talk about ECS stuff.
[23:26:37] <LastTalon> Not that I have anything against it.
[23:26:47] <LastTalon> I just can't stand the data driven dogma.
[23:27:02] <Twipply> I've little to no opinion on them, it was just something I heard about so decided to try
[23:27:08] <Twipply> That trashy asteroids game was the result
[23:27:19] <Twipply> I then wrote a non-ECS version that did the same thing in about 1/10th of the time
[23:27:25] <Twipply> thus proving that I have no idea how to use an ECS efficiently
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[23:28:10] <Twipply> So far I'm mostly struggling with the architecture of this engine
[23:28:20] <Twipply> not knowing what I should add to it
[23:28:26] <Twipply> or what I should expose to the user
[23:28:46] <LastTalon> I don't have any problem with data driven design, but I think its a solution to a non-problem.
[23:29:00] <LastTalon> Rather its a solution to a misunderstanding of a problem.
[23:29:18] <Twipply> Perhaps. I honestly wouldn't know
[23:29:36] <LastTalon> Just imagine lots of ranting about how object oriented programming is evil.
[23:29:38] <LastTalon> :P
[23:29:49] <LastTalon> Meanwhile doing object oriented programming still.
[23:29:51] <LastTalon> :D
[23:30:00] <Twipply> As a side note, I'm using C++
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[23:30:31] <Christofosho> I just have my stuff organized into entities to make it easier to create content lol
[23:30:45] <Christofosho> Cuz I'd rather make it easy for me than be annoyed at programming
[23:30:49] <Twipply> Right now I'm unsure what I should do concerning shaders and programs for OpenGL
[23:31:03] <Twipply> I don't know if the engine should have certain programs ready and waiting
[23:31:08] <Twipply> or if the user should be able to create their own
[23:31:15] <LastTalon> Both. Probably.
[23:31:33] <Twipply> or both, sure
[23:31:39] <blackpawn> both
[23:31:53] <Twipply> For example, maybe they want to do some instance rendering
[23:32:04] <Twipply> They can tell the engine what models to load up, it gets the meshes and all that good stuff
[23:32:08] <Twipply> shoves them to the instance renderer
[23:32:15] <Twipply> and now it only wants transforms and rotations eh
[23:32:20] <Twipply> I could hide that away
[23:32:48] <Twipply> or, you know, maybe not
[23:32:54] <Twipply> assuming that made any sense
[23:36:46] <Twipply> I'm also really unsure how to get my ECS and layer/scenes to work together nicely
[23:37:13] <Twipply> Basically my entire engine project so far is a mountain of uncertainty and little programming
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[23:49:55] <myke> ECS has wasted so much of people's time
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[23:50:04] <myke> OOP is fine as long as you're not dogmatic
[23:50:07] <myke> really everything is
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   January 19, 2019  
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