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[02:14:37] <iLoVue> Hello
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[02:17:32]
<iLoVue> What do you guys think of my improved work (I suppose)? https://lospec.com/i/neoq Donitzo WarauSalesman LastTalon
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[05:25:35] <rocky1138> New one is definitely better, especially the red tiled roof.
[05:25:46] <rocky1138> The new one has graphics similar to what I remember Castles having.
[05:26:10] <LastTalon> iLoVue, yeah, I like the new one.
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[05:36:36] <iLoVue> LastTalon, Thank you :)
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[06:20:53] <firefoxsux> anyone model levels in maya before?
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[08:09:16] <brainzap> whoami
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[09:13:57] <immibis> urbrainzap
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[09:17:47] <brainzap> I am OP
[09:23:43] <wPSvils> Original Prankster
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[10:34:43] <Donitzo> I am awake
[10:36:17] <rts-sander> aware and awake
[10:36:35] <Donitzo> no, just awake
[11:00:33] <brainzap> barely awake to be paid a full time salary, but not awake enough to produce an amazing product which will make millions
[11:22:29] <jprajzne> it§s called average, brainzap
[11:24:34] <Donitzo> stroke adds an additional pixel to the size of a rectangle with 2d canvas in js
[11:24:41] <Donitzo> This is a travesty!
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[11:37:22] <jprajzne> :)) well, since flash is deprecated...
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[11:48:14] <Donitzo> flash was pretty chaos though
[11:48:20] <Donitzo> it was a chore to properly organize project assets
[11:48:35] <Donitzo> and preload assets
[11:49:05] <Donitzo> then I discovered flashdevelop and things became 50% more tolerable
[11:56:25] <rts-sander> and then there's Haxe and things become 200% more tolerable
[11:56:40] <rts-sander> Haxe is going to outlive actionscript
[11:59:19] <brainzap> another daed programming language
[11:59:31] <pulse> real programmers write things in x86 asm
[11:59:55] <brainzap> real programmers outsource to serbia and charge tripple
[12:01:14] <rts-sander> Haxe isn't dead, it just has a weak pulse
[12:01:23] <pulse> ha
[12:03:26] <brainzap> it is literally only used for gamedev
[12:03:41] <brainzap> by people who hate lua
[12:04:00] <rts-sander> also frontend web applications
[12:05:37] <brainzap> currently I am looking for a technology or framework that helps me make a very interactive website
[12:05:57] <brainzap> I want the user to be able to drag and drop items around in 2d, and it should be bouncy and snappy, game like
[12:06:30] <rts-sander> I'm thinking pixi.js
[12:11:15] <jprajzne> some dnd framework with animated transitions, brainzap?
[12:14:32] <brainzap> a dungeons and dragons framework??? want
[12:15:55] <jprajzne> drag and drop, sorry for disappointment son
[12:19:06] <Spec-Chum> I've never played D&D :o
[12:19:37] <jprajzne> if you played fps, you did
[12:20:21] <Spec-Chum> I meant brainzap's D&D :D
[12:21:05] <Spec-Chum> in other news, Unity's burst compiler is intriguing me. I need to look into that more
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[13:20:28] <brainzap> just use movies with subtitles
[13:20:39] <brainzap> (dramatic pause)
[13:50:38] <Spec-Chum> opinions?
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[13:58:19] <brainzap> it would be easier to learn Rust than to catch up to current C++
[14:02:23] <Spec-Chum> I wonder what c# could do to attract more
[14:02:35] <Spec-Chum> the new core SIMD awareness is a good start
[14:02:58] <Spec-Chum> I wonder what, if any, AAA games are built on C#
[14:03:06] <Spec-Chum> I don't mean monogame or unity
[14:03:13] <Spec-Chum> literally, c# from the ground up
[14:03:39] <rts-sander> probably none
[14:03:59] <Spec-Chum> using SharpDX for example
[14:04:07] <Spec-Chum> that gives you DirectX but nothing else
[14:04:16] <rts-sander> are there even AAA games purely built on garbage collected languages?
[14:04:39] <Spec-Chum> I'm not really sure, but the GC is always stated as a down side
[14:05:00] <jprajzne> i think it really depends
[14:05:13] <jprajzne> another world used virtual machine, for example
[14:05:20] <jprajzne> back in the day...
[14:05:33] <Spec-Chum> another world as in the Delphine game?
[14:05:37] <jprajzne> yes
[14:06:00] <Spec-Chum> ah right, didn't know that
[14:06:04] <jprajzne> i'd not say that gc is a drawback, it just depends on profiling
[14:06:32] <Spec-Chum> I think the main issue is it can happen when you don't really want it to, and you get little control
[14:06:51] <Spec-Chum> you can pause it but once unpaused all bets are off again
[14:07:08] <jprajzne> i understand that stacking layers on top of layers is not probably what screams high performance
[14:07:14] <rts-sander> it's a drawback when you can't control when it runs and you need a stable framerate
[14:07:25] <rts-sander> of course object pooling can help
[14:07:28] <Spec-Chum> rts-sander: yeah, that's what I was getting at
[14:07:33] <jprajzne> right, rts-sander, but gcs are improving
[14:07:50] <rts-sander> yes there's different ways to optimize GC
[14:08:07] <jprajzne> it's not a new thing anymore, take a look at what azul engineering is doing
[14:08:24] <rts-sander> for example golang GC prioritizes low latency
[14:08:32] <Spec-Chum> I mean, it's not like c++ frame rates are stable, look at reviews that do in-depth fps charts, they're all over
[14:08:34] <jprajzne> so i'd say that this argument is shifting from justified to biased
[14:09:36] <pulse> people are so spoilt today
[14:09:41] <pulse> use C++ and stop complaining
[14:09:42] <pulse> lol
[14:09:54] <rts-sander> of course 100% stability isn't going to happen unless you run handcrafted code on a special OS, but GC is another factor
[14:10:11] <Spec-Chum> biased?
[14:10:41] <rts-sander> the argument on GC is going from "absolutely not", to "maybe"
[14:10:47] <jprajzne> i get that, but on the other hand, how many folks can pull out high performant cpp code?
[14:10:53] <pulse> <-
[14:11:15] <pulse> non-deterministic GCs are always slower than my code
[14:11:18] <jprajzne> rts-sander: :)) yeah, inversely you can rephrase it like that
[14:11:20] <pulse> simple physics
[14:12:01] <pulse> instead of complaining all day long about things that don't matter people should work on their creative projects
[14:12:06] <jprajzne> pulse: that sounds terminal :)
[14:12:06] <pulse> better use of time
[14:12:10] <pulse> jprajzne, it is :P
[14:12:13] <jprajzne> agreed
[14:12:59] <rts-sander> not having to worry about manual memory management grants me more freedom :D
[14:13:12] <pulse> i never worry about memory management
[14:13:18] <pulse> worry is for suckers
[14:13:26] <jprajzne> unless you spent that freedom on endless profiling - been there, done that :))
[14:13:38] <pulse> i simply write good code :}
[14:14:26] <pulse> jprajzne, video not available :s
[14:14:52] <pulse> hm
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[14:15:15] <pulse> too much of a shift
[14:15:17] <pulse> :p
[14:15:38] <jprajzne> btw how's your composing doing?
[14:15:48] <pulse> kinda crappy
[14:16:01] <pulse> i have ~10 track to make for my game
[14:16:10] <pulse> kinda idealess atm
[14:16:42] <jprajzne> kiss
[14:17:27] <jprajzne> can i help you?
[14:18:02] <pulse> do you like working for zero pay on a project that may not ever get finished that will be free of charge? :P
[14:18:24] <pulse> tbh it's kind of a practice project, the intent is for me to practice artsy stuff
[14:18:42] <pulse> otherwise, sure
[14:18:48] <jprajzne> i do that all the time with my projects :)
[14:18:56] <pulse> ;)
[14:19:07] <pulse> i need a fairytale sounding theme for my game
[14:19:29] <jprajzne> any graphics ready, just for the mood and inspiration?
[14:19:32] <pulse> i tried about 20 times already, i can't figure it out
[14:20:12] <jprajzne> looks dark-ish
[14:20:34] <jprajzne> can you share the story please?
[14:21:01] <pulse> hmm
[14:21:08] <pulse> it'
[14:21:11] <pulse> 's half done
[14:21:32] <jprajzne> start, something in the middle maybe, end :)
[14:21:32] <pulse> basic gist is apprentice sorcerer needs to do the trials
[14:21:40] <jprajzne> start and end is what usually folks have
[14:22:04] <jprajzne> ok, thanks :)
[14:23:11] <jprajzne> is it sort of a medieval setting?
[14:24:07] <pulse> kinda
[14:24:21] <pulse> think: gothic atmosphere but cartoony
[14:26:20] <pulse> i have way too many unfinished tracks
[14:27:52] <jprajzne> those sound good, the second one is probably too happy :))
[14:27:59] <jprajzne> but, what's wrong with those?
[14:28:00] <pulse> yea
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[14:28:19] <pulse> idk, not the mood i want
[14:28:20] <jprajzne> nah, the second one has too much stuff going on
[14:28:47] <pulse> yeah it's more appropriate for some kind of spaceship level
[14:29:37] <pulse> the game that inspired my game
[14:31:10] <rts-sander> damn that brings back some memories
[14:31:24] <pulse> :)
[14:31:36] <brainzap> sick tunes pulse bro
[14:31:43] <pulse> :}
[14:32:12] <jprajzne> have you tried some aeolian/phrygian stuff, pulse?
[14:32:34] <brainzap> spooky spooky skeletons
[14:32:36] <pulse> phrygian sounds cool
[14:32:50] <jprajzne> aeolian being your natural minor, phrygian is spanish/metal sound
[14:33:00] <pulse> jprajzne, ideally i'd figure out some arpeggios that sounded mystical as fug
[14:33:06] <pulse> jprajzne, aha
[14:33:12] <pulse> i'm checking them out on wikipedia heh
[14:33:18] <jprajzne> :)
[14:33:21] <pulse> <- programmer, not a composer
[14:33:25] <pulse> :S
[14:33:34] <jprajzne> <- no one :))
[14:38:22] <brainzap> if you compose music, you are a composer
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[14:46:28] <pulse> wow
[14:46:37] <pulse> reminds me of tristram
[14:46:50] <pulse> maybe a bit too dark in tone
[14:47:18] <pulse> my game is supposed to be kinda commander keen like as far as humor goes
[14:47:22] <pulse> still pretty nice
[14:47:24] <jprajzne> if i could play finger style with all my fingers, i could do 5 notes, sounds bit different
[14:48:03] <jprajzne> i can give you the progression, you can change some chords to major ones and see how that goes?
[14:48:17] <pulse> that'd be nice
[14:48:33] <jprajzne> ok, let me tab it
[14:49:58] <pulse> i wish i understood rhytm through instrumentation
[14:50:20] <pulse> my biggest problem is all my composition sound 4/4 and robotic
[14:50:36] <pulse> i need to figure out rhytm
[14:50:45] <pulse> rhythm*
[14:57:39] <brainzap> just add a ukulele
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[15:01:31] <pulse> jprajzne, thanks!
[15:01:59] <jprajzne> no problem, you can rearrange it in the hocus pocus style or whatever you like, of course
[15:02:00] <pulse> pretty easy to play
[15:02:09] <jprajzne> yes :)
[15:04:38] <brainzap> just google game music generator
[15:09:06] <jprajzne> the first chord is e minor, not e minor 7 pulse, i corrected the tab :)
[15:09:34] <pulse> jprajzne, fixed :)
[15:10:15] <jprajzne> programmed drums :)
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[15:10:50] <jprajzne> that's the only thing is not ok for me
[15:10:56] <jprajzne> in there
[15:11:25] <jprajzne> i don't mind that if i can't tell though :))
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[15:16:38] <pulse> if only i could harness such ... power
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[15:59:58] <Donitzo> also
[16:00:11] <Donitzo> great game great soundtrack
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[16:13:56] <pulse> brainzap, noice
[16:16:14] <brainzap> when I hear this soundtrack I start walking with the beat in RL (because the game trains you to do this)
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[16:19:19] <Donitzo> I prefer the necrodancer theme
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[16:40:02] <notchris> games r hard
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[16:46:48] <Donitzo> FUCKS SAKE
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[16:47:11] <Donitzo> whoever idiot on microsoft thought it was a good idea to allow for mouse control with the onscreen volume slider can just jump down a pit
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[16:48:30] <Cahaan> why's that
[16:48:42] <Donitzo> because it hovers right over the god damn tab refresh button in firefox
[16:49:37] <Donitzo> Really need to wait for the bastard to dissapear completely or it'll maximize the volume
[16:50:56] <brainzap2> make your own volume slider
[16:50:59] <brainzap2> thats what I did
[16:51:27] <Donitzo> my keyboard is good enough
[16:51:46] <brainzap2> on my volume slider you can change volume by scrolling the mousewheel, without clicking
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[17:35:05] <pulse> dude where's my IDE
[17:35:19] <notchris> in your wallet?
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[19:05:07] <myke> i like being able to use the mousewheel to adjust volume on windows, when i don't have a media keyboard
[19:08:04] <rocky1138> Yeah, but I miss being able to just hover over the speaker and scrolling the wheel to adjust volume, as opposed to having to click first
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[19:25:11] <myke> blame donzito
[19:25:52] <notchris> lol
[19:26:28] * BrasilAcimaDeTud eats baconzitos
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[19:35:27] <notchris> gamedev is hard
[19:42:09] <DaScoot> I have a guy who writes bonus stories for my patreon, he's ghosted me this month though so I'm gonna have to finish one up myself tonight :(
[19:42:30] <DaScoot> feels like I've spent the last month and a half doing stuff totally aside from my actual development goals
[19:44:21] <notchris> whats patreon
[19:46:26] <DaScoot> the crowdsourcing site? you pay some $ per month or per update to support creative works
[19:46:39] <notchris> ahh
[19:50:59] <overnumerousness> What type of stories are these?
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[19:58:08] <DaScoot> my game is played from the perspective of a spy on a space station, the stories are bonus chapters from the perspective of random station crew members
[19:59:59] <overnumerousness> Sounds fun, doubt I can offer any help, but I wouldn't mind checking out your site!
[20:01:09] <DaScoot> it's nsfw ;) can link if you like though
[20:01:58] <BrasilAcimaDeTud> Cobra Mission
[20:02:02] <overnumerousness> haha! Even better! Go ahead, but I may wait till a little later to check it out though
[20:03:50] <DaScoot> carnalcoup.blogspot.com
[20:04:44] <overnumerousness> ty
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[20:10:19] <overnumerousness> DaScoot: What languages do you program in?
[20:13:08] <BrasilAcimaDeTud> C++ here and Lua
[20:14:30] <overnumerousness> Woot! Love meeting other Lua devs! Kudos!
[20:18:23] <overnumerousness> I do mainly server-side code so Lua's my goto for scripted stuff.
[20:21:28] <DaScoot> I'm making it in Unity, C#
[20:21:45] <DaScoot> for work projects it varies, C#, java, python
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[20:22:42] <overnumerousness> How long did it take you to learn Unity?
[20:23:19] <gogoprog> 5 minutes
[20:23:43] * gogoprog enjoys some Lua too
[20:23:49] <overnumerousness> LOL, that easy?
[20:24:11] <BrasilAcimaDeTud> yeah! he is Kusaka, from Geshinken
[20:24:24] <BrasilAcimaDeTud> Kosaka
[20:24:38] <DaScoot> I can't say I ever just sat down and 'learned' unity, just this past month I've had to spend a lot of effort redoing the options screen stuff in my game because I found out my lazy GUI system sucks when your game starts to have more than 1 level
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[20:24:53] <DaScoot> for work my contributions to Unity projects are mostly modelling related
[20:25:17] <JohnsonAskot> There any popular game design channels?
[20:26:42] <BrasilAcimaDeTud> yes
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[20:29:01] <overnumerousness> I'm not a game-engine kinda guy so much. Thought about learning Cry Engine at one point, never followed through
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[20:29:44] <overnumerousness> ...Also I don't follow the Kosaka reference. Should I know what that means?
[20:30:04] <BrasilAcimaDeTud> watch Geshinken - seasons 1 and 2
[20:30:10] <BrasilAcimaDeTud> you won't regret 1
[20:30:16] <BrasilAcimaDeTud> season 3 kinda sucks, though
[20:31:26] <overnumerousness> I'll add it to my 'If I ever get free time' list. :/
[20:34:11] <BrasilAcimaDeTud> one of the episodes has a very funny Yaoi reference
[20:35:11] <overnumerousness> Haha nice
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[21:08:46] <Donitzo> I wish I got to use unity at work
[21:09:01] <Donitzo> I've been involved in projects where OTHER people got to use unity for vr demonstrations
[21:09:24] <Donitzo> and internally I'm screaming "I can do this so much better"
[21:09:45] <BrasilAcimaDeTud> is unity really good? or just good enough, but handy enough as well?
[21:09:57] <Donitzo> it's about as good as the developer
[21:11:40] <overnumerousness> So what do you use at work then?
[21:12:08] <Donitzo> I'm a project researcher, not a game developer. So tons of python and R and some C# etc.
[21:13:21] <Donitzo> can't forget javscript
[21:13:33] <Donitzo> but I can forget a
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[21:16:20] <overnumerousness> Nice! I haven't really broken into game dev stuff either, I mostly do server stuff, Json over sockets, SQL commands, spit stuff back to the client-side. Tons of php lua javascript and golang. depends on project
[21:19:01] <Donitzo> though I have been developing games for about 15 years, but only ever at a hobby level
[21:19:03] <Donitzo> and small games
[21:19:30] <Donitzo> tons of flash
[21:19:56] <BrasilAcimaDeTud> who still uses flash?
[21:20:41] <overnumerousness> I have a computer with flash! Still works too!
[21:21:14] <overnumerousness> Heard it's getting discontinued sometime in 2020.
[21:23:05] <Donitzo> I got into making js games about 2 years ago
[21:23:10] <Donitzo> and that's all I'm doing now
[21:23:35] <Donitzo> I absolutely love being able to share games online
[21:23:50] <Donitzo> on itch.io and I guess newgrounds
[21:23:57] <overnumerousness> I've been playing with three.js and a-frame but never did anything serious with them.
[21:24:12] <Donitzo> a-frame is badly made
[21:24:16] <Donitzo> as an extension to three.js
[21:24:20] <Donitzo> not very customizable
[21:24:34] <Donitzo> and it doesn't even work for iphone anymore so why bother
[21:24:59] <overnumerousness> hmm.. maybe I'll reconsider with that one then
[21:25:15] <Donitzo> Well I tried to make a vr game last month and for the life of me couldn't get vr to work on iphone
[21:25:19] <Donitzo> but I have had it working before
[21:25:48] <Donitzo> I think they may have changed the API again or some stupid crap
[21:26:26] <overnumerousness> If iphone sux at executing js I see that a problem for Apple more than a problem for me.
[21:26:35] <Donitzo> it doesn't suck at js
[21:26:40] <Donitzo> it sucks at VR and fullscreen games
[21:26:41] <Donitzo> js is fine
[21:26:43] <Donitzo> and webgl is fine
[21:27:48] <overnumerousness> Well that makes a little more sense. Hopefully soon Webgl will be good enough for VR by itself
[21:27:57] <overnumerousness> then it wouldn't matter
[21:28:08] <Donitzo> it's not webgl which is the issue, but getting the orientation
[21:28:14] <Donitzo> from whatever API it is exposed by
[21:29:11] <overnumerousness> Don't see why IOS doesn't just go open source. Then devs can start embedding it into toasters like they do with android and they won't have to mess with these non-cross-compatible APIs
[21:29:53] <Donitzo> I think they just haven't properly standardized the VR API yet
[21:29:56] <Donitzo> so it's a bit in the air
[21:30:14] <Donitzo> like, there was a completely new API I believe
[21:30:17] <Donitzo> with a new name
[21:30:21] <Donitzo> and I'm like "why"
[21:30:43] <overnumerousness> Do you develop for Iphone?
[21:31:15] <Donitzo> I haven't realeased anything on iphone yet but I'm planning to make a few things for it
[21:31:23] <Donitzo> like this vehicle building game
[21:33:04] <BrasilAcimaDeTud> lol
[21:33:17] <overnumerousness> cute!
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[21:34:03] <Donitzo> infinite slope, p2 physics, but I got a bit sidetracked in figuring out what the point was
[21:35:01] <BrasilAcimaDeTud> the point is to make the character to smile
[21:35:06] <overnumerousness> the point? You mean other than go down hill?
[21:36:26] <Donitzo> you're supposed to build out your vehicle by dragging out new parts and placing more wheels, and the slope gets more and more difficult
[21:36:28] <Donitzo> that's it
[21:36:32] <Donitzo> not sure where to go from there
[21:37:23] <overnumerousness> Indiana Jones giant boulder following you from behind!
[21:37:35] <BrasilAcimaDeTud> time attack
[21:38:10] <Donitzo> maybe. I'll ponder on that after finishing this platformer engine
[21:38:51] <Donitzo> which I started on because I was making a machine learning AI arena game
[21:38:56] <Donitzo> god, I just keep changing project
[21:39:09] <overnumerousness> Add some biblical innuendo into the plotline or something. Opens you up to a whole new demographic
[21:39:22] <Donitzo> lol
[21:39:34] <Donitzo> I did add some hidden messages to some games I've made
[21:40:29] <overnumerousness> i like to drop an occasional easter egg when I do projects. Whether they're games or not
[21:41:54] <overnumerousness> the machine learning AI arena sounds more like my cup-o-tea tho!
[21:42:17] <Donitzo> Oh it's basically ready to be tested
[21:42:41] <Donitzo> I'll hook up the genetic algorithm and see what happens
[21:42:57] <overnumerousness> Nice! Lookin for beta-testers?
[21:43:42] <Donitzo> still just placeholder graphics
[21:43:49] <Donitzo> I'm more just curious if they are able to learn
[21:44:44] <overnumerousness> That would be cool
[21:45:31] <overnumerousness> I've been working on a market prediction machine learning algorithm for FOREX trading
[21:46:17] <Donitzo> Ah yeah, I tried that
[21:46:32] <Donitzo> it feels like hopeless because I imagine there are a lot of huge companies invested in it
[21:46:45] <Donitzo> but you know, sometimes you can find something novel that works
[21:48:02] <Donitzo> I was pondering on if there was a way to use keywords in local news as input data for predicting trends in currency pairs
[21:48:10] <Donitzo> I mean, global news*
[21:48:46] <overnumerousness> Totally. but during the gold rush the smart business man didn't go digging for gold, he sold shovels. I'm looking at it more as a tool to help traders than a replacement for the human brain
[21:49:26] <Donitzo> if you ask the people on #forex ml for trading is a dead end :P
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[21:50:18] <overnumerousness> I'm not surprised
[21:53:56] <overnumerousness> How does the genetic algorithm work?
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[21:58:10] <Donitzo> it just randomly breeds chromosomes using... let's see
[21:58:52] <Donitzo> rank select, crossover and mutation
[21:59:07] <Donitzo> I also use a distance metric to discourage similiar chromosomes
[21:59:15] <Donitzo> (but I don't think they care)
[21:59:51] <Donitzo> the chromsomes are used as weights in my recurrent neural network
[22:00:03] <Donitzo> chromosomes*
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[22:00:54] <overnumerousness> is it a quake like arena game?
[22:01:04] <Donitzo> naw, 2d platformer
[22:01:10] <Donitzo> just a room for now
[22:01:53] <Donitzo> why is why I got sidetracked in making a platformer engine
[22:01:58] <Donitzo> which*
[22:03:57] <overnumerousness> right on. Could be cool if it works
[22:04:30] <overnumerousness> My offer still stands if you need someone to test it out :)
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[22:37:13] <Donitzo> as usual I'm pretty impressed with js
[22:37:38] <Donitzo> 30 fps running 200 recurrent networks at proper speed
[22:38:07] <Donitzo> with 140 input neurons, 10, 10 hidden layers and 5 outputs
[22:41:26] <myke> nice
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[23:04:43] <LunarJetman> I have acquired three .dev domains: i42.dev, neos.dev and neogfx.dev
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