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   March 3, 2019  
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[00:39:22] <solidfox> LunarJetman: this isnt a video related to ravioli is it
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[00:50:59] <LunarJetman> no
[00:51:21] <LunarJetman> https://neos.dev/
[01:01:16] <solidfox> LunarJetman: that was a strange scene to watch at the end
[01:01:26] <solidfox> every other word was an F bomb
[01:01:50] <LunarJetman> yes; you have never seen that film? it is a great film.
[01:05:57] <solidfox> no i havent
[01:06:40] <LunarJetman> I've decided to also implement Rust: https://neos.dev
[01:08:02] <aeth> LunarJetman: That's a nice project you have there. Have you considered rewriting it in Rust?
[01:09:02] <LunarJetman> no.
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[02:42:55] <firefoxsux> toxictype: use unreal4
[02:43:13] <toxictype> I don't really wanna tbh.
[02:43:17] <toxictype> Too much effort.
[02:44:41] <firefoxsux> lol
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[02:47:00] <firefoxsux> can you at least like make a first person camera + character?
[02:48:37] <toxictype> no
[02:48:51] <toxictype> https://psychictype.itch.io/shadow-of-chungus
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[02:55:54] <firefoxsux> why not its easy
[02:56:21] <firefoxsux> it does all the hard work for you
[02:56:28] <firefoxsux> just look up tuts on youtube
[02:58:47] <blackpawn> what are we talking about?
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[03:01:19] <firefoxsux> making a first person camera in unreal4
[03:01:27] <blackpawn> ah cool
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[03:44:08] <pulse> behold http://pulzed.com/blockbreaker/
[03:44:15] <pulse> breakout clone #139487981, unfinished of course
[03:44:26] <pulse> 3 hours in MS paint
[03:45:45] <Prestige> I like the music pulse
[03:45:50] <pulse> xD
[03:46:00] <pulse> 100 hours in FL studio
[03:46:23] <Prestige> Are you gonna juice up the game?
[03:48:54] <pulse> probably a bit
[03:48:57] <pulse> nothing too fancy
[03:49:04] <pulse> it's supposed to be a demogame for my engine
[03:49:22] <NiniGeo2> I made a Bejeweled clone once :3
[03:49:24] <pulse> developing breakout is kinda fun
[03:49:29] <pulse> i see so many possible features
[03:49:47] <Prestige> JS engine, pulse?
[03:49:51] <pulse> Prestige, aye
[03:50:33] <Prestige> That's fun stuff. I made one in Typescript, had a good time
[03:51:03] <pulse> yeah i just kinda clumped together a lot of code i kept reusing and called that an engine
[03:51:19] <pulse> this thing https://github.com/pulzed/Caya
[03:51:25] <pulse> not finished at all
[03:51:30] <pulse> but kinda useful already
[03:52:39] <Prestige> oh that's neat, I'm going to take a look
[03:53:24] <pulse> kinda working on a huge update at the moment
[03:53:41] <pulse> will include this demo and a bunch of new features
[03:53:45] <pulse> and bugfixes
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[03:57:31] <Prestige> part of me wants to open source/work on my engine, and another wants to just keep using godot
[03:59:17] <pulse> i like the freedom that comes with developing stuff from scratch
[03:59:51] <NiniGeo2> Me too :3
[04:00:03] <Prestige> You make a fair argument
[04:01:35] <Prestige> and are a bad influence, I might start working on my engine again tonight
[04:02:03] <pulse> haha
[04:02:11] <pulse> frankly just make games
[04:02:22] <pulse> players don't give two craps what tech you use
[04:02:54] <Prestige> I have one I'm wanting to work on but am awaiting my partner to finish up the animations - I could use placeholders but I am lazy
[04:03:20] <pulse> i hate placeholders
[04:03:32] <pulse> that's why i never get anything done
[04:03:34] <pulse> :S
[04:10:55] <Prestige> gonna hit up opengameart.org and maybe try pushing through the placeholder setback
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[09:22:37] <mupf> NiniGeo2 pulse doing things from scratch is also worth the effort. Like always. You learn so much
[09:22:44] <mupf> Also much more fun
[09:22:59] <mupf> At least from a programmers perspective
[09:23:28] <mupf> Prestige do you have your engine released?
[09:24:36] <Prestige> Nah it's closed source cuz my partner didn't want to release it, I might recreate it so it can be open source
[09:26:02] <NiniGeo2> Woooooo learning :)
[09:31:00] <mupf> Curious
[09:31:27] <mupf> What is your guys definition of an engine? And the term framework?
[09:32:13] <mupf> <pulse> yeah i just kinda clumped together a lot of code i kept reusing and called that an engine
[09:32:51] <mupf> This sounds more of a framework. But I'm still struggling with this terminology
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[09:43:47] <Prestige> Hmm I'm not sure what the definitional difference is
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[09:46:31] <immibis> An engine is a game minus the game specific bits
[09:46:54] <immibis> So if you took Super Mario Bros, and remove all the sprites, and the sound effects, and the levels, but keep all the infrastructure that allows those things to exist in the game, that's an engine
[09:47:19] <immibis> And then you could take that engine and add on different sprites and sounds and levels to make Crappy Luigi Sisters.
[09:48:41] <Prestige> How is it different from a game framework
[09:49:15] <immibis> pretty much the same thing
[09:51:00] <brainzap> <immibis> An engine is a game minus the game
[09:51:45] <immibis> note that you couldn't make Zelda 1 on the Super Mario Bros engine
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[10:08:48] <mupf> Just what I thought. Like having a framework, a set of code, to develop something faster. Or an engine, including the toolset, and everything that keeps a specific kind of game going
[10:09:40] <mupf> Well, I still would call my code a framework even though it's a bit genre specific. I still could use it to create something totally different
[10:09:49] <brainzap> it can go even faster if you have an assets store, and physics which are close to your game
[10:09:53] <sebbu> hum
[10:10:01] <sebbu> even MY engine will be open source some day
[10:10:37] <sebbu> (but right now... i wrote some parts more than a decade ago, with spagetthi code or whatnot, i'ld be ashamed to show it)
[10:10:48] <sebbu> (so i must rewrite thoses parts first, then document the code)
[10:10:52] <brainzap> I just push to github like a boss
[10:11:10] <brainzap> even projects with a big red "dont use this wtf dont use this" are forked
[10:11:11] <firefoxsux> congratualtions you ran a few commands
[10:11:20] <sebbu> i didn't used github 12 years ago
[10:11:31] <sebbu> 15 even
[10:11:41] <sebbu> btw, i timetravel
[10:12:03] <sebbu> i do git rebase -i HEAD^50 etc...
[10:13:03] <mupf> document the code.
[10:13:08] <mupf> I have a bad conscience now.
[10:13:15] <mupf> Thanks.
[10:13:16] <immibis> mupf: engines are a spectrum - a programming language is on one extreme, and something like Mario Maker is on the other extreme (in fact both are so extreme nobody would call them engines)
[10:13:41] <immibis> a programming language is extremely generic but you have to do everything. Mario Maker is very specific but you don't have to do much
[10:14:05] <immibis> I think Source for example is less generic than Unity, because Source includes the basic assumptions for a FPS
[10:14:18] <sebbu> what about stuff like love2d, pygame/pyglet, etc... ?
[10:14:36] <mupf> engine
[10:14:51] <mupf> Well.
[10:15:14] <mupf> that's at least what I intuitively think they are
[10:15:18] <firefoxsux> lol unity
[10:16:06] <firefoxsux> meme engine
[10:16:38] <mupf> immibis: my -framework- is a set of functions that abstract simple logics as used in a generic platformer game. I can use external tools to edit the maps etc. But still: I'm not sure if it is more a framework or an engine
[10:16:53] <DarkUranium> The interesting 3 would be engine, framework, and library.
[10:16:58] <DarkUranium> You can build one on top of the other.
[10:17:03] <immibis> sounds like a library. now you have to add "library" to the mix
[10:17:16] <immibis> which is a set of functions you can call that do useful stuff, but don't really form anything on their own
[10:17:25] <mupf> and make things even more compliated
[10:17:27] <mupf> thanks
[10:17:28] <mupf> lol
[10:18:06] <mupf> That's actually a quite good definition
[10:18:50] <sebbu> i beg to differ
[10:19:04] <immibis> and there is crossover... if a thing implements most of a game, that you have to add content to - but it also lets you do your own main loop so it has functions like Init and RenderFrame - then it's both an engine and a library (and a framework because I still think framework == engine)
[10:19:08] <sebbu> i have a map library
[10:19:14] <mupf> Is a library still a library when it highly depends on other libraries?
[10:19:17] <sebbu> which does all operation on my game map
[10:19:18] <DarkUranium> Yeah, it's all a continuum.
[10:19:21] <DarkUranium> For me, roughly:
[10:19:34] <sebbu> including loading, saving, modifying, converting, merging, cutting
[10:19:42] <sebbu> it even include a (small) commandline tool for it
[10:20:10] <sebbu> is it still a library ? :p
[10:20:47] <immibis> sebbu: the part that you load into the game is a library
[10:20:54] <immibis> the editor is, of course, a tool
[10:21:13] <DarkUranium> A framework still expects to be used "with itself", more or less exclusively.
[10:21:18] <mupf> I just replaced my definition to "framework / library" because it's more of a library
[10:21:54] <DarkUranium> (though GLUT specifically is a piece of crap, and one would do well to avoid it)
[10:21:58] <sebbu> well, i have "util" "map" "game" viewer"
[10:22:19] <sebbu> viewer pass the inputs to game, and show the screen
[10:22:38] <sebbu> i could replace the viewer with a ncurses thingy
[10:22:55] <sebbu> or a full remote thing (from network)
[10:23:02] <sebbu> ie, spectator mode :D
[10:24:18] <sebbu> you want to save a video from the game ? no need, save the seeds, save the inputs with the timings, you're done
[10:25:11] <DarkUranium> sebbu, that approach only works if you use deterministic steps.
[10:25:15] <DarkUranium> I.e. no floats.
[10:25:24] <sebbu> posits
[10:25:26] <DarkUranium> Also, a newer version of the game could break things.
[10:25:40] <DarkUranium> Posits aren't floats, so that works.
[10:25:45] <DarkUranium> Soft-float would also work.
[10:25:48] <DarkUranium> It's hardware floats that are the problem.
[10:26:12] <DarkUranium> You do also need constant timesteps, of course.
[10:26:23] <DarkUranium> (otherwise, you have to store all the delta-Ts)
[10:26:35] <sebbu> vsync 60fps
[10:26:46] <DarkUranium> That won't work, monitors are typically just below 60FPS.
[10:26:54] <DarkUranium> And if framerate should ever drop, you're in trouble.
[10:27:15] <DarkUranium> So basically, any framerate drop (and you ARE going to have framerate drops) would break it ... and even if it didn't, the actual framerate is hardware-specific.
[10:27:39] <sebbu> monitor are usually at 60fps, and even if it did, it would just freeze
[10:27:45] <DarkUranium> And the hardware's vsync rate is non-constant (there are programs that can show you how it drifts back and forth live)
[10:27:56] <DarkUranium> 60Hz monitors are not 60Hz.
[10:28:04] <sebbu> beside, i need way lower power than the computer has
[10:28:11] <DarkUranium> It's a variable rate *around* (usually just below) 60Hz.
[10:28:18] <DarkUranium> And even then, it won't work on 120Hz.
[10:28:21] <sebbu> i mean, a 10yo computer can run my game perfectly
[10:28:23] <DarkUranium> Yours is not the only program running.
[10:28:37] <DarkUranium> Other programs can make yours run slower.
[10:28:41] <DarkUranium> So can a hard drive access delay.
[10:28:48] <DarkUranium> Seriously, you can't rely on that.
[10:29:01] <sebbu> yeah, but my timings can rely on frame number
[10:29:01] <sebbu> :D
[10:29:28] <DarkUranium> Then you get a game that runs faster or slower depending on refresh rate.
[10:29:37] <DarkUranium> That's a bad idea, too.
[10:29:47] <sebbu> but i (try to) fix the refresh rate of my game, which isn't mandatorily the same as screen
[10:29:47] <DarkUranium> I use a 120Hz monitor; now what?
[10:30:06] <sebbu> well, a game frame will last for 2Hz
[10:30:06] <sebbu> :D
[10:30:35] <sebbu> beside, i've heard of 144Hz monitors
[10:30:45] <immibis> DarkUranium: nobody will notice the difference between 60Hz and almost-60Hz
[10:30:50] <DarkUranium> I'm in the market for a 120Hz one.
[10:30:56] <sebbu> i had a CRT at 72Hz in 1600*1200
[10:31:01] <immibis> fixed timesteps is pretty common
[10:31:02] <DarkUranium> immibis, sensitive dependence on initial conditions. If he has an actual delta-time, people will.
[10:31:16] <DarkUranium> err, 240Hz one*
[10:31:31] <immibis> and if each timestep does 1/60s worth of delta-time then nobody will notice that it's doing only 59.97/60s worth of time per second, or whatever
[10:31:50] <DarkUranium> immibis, that approach won't work on anything that isn't a 60Hz monitor.
[10:31:51] <brainzap> 120hz helps you see the mouse cursor when you code really fast
[10:32:05] <immibis> DarkUranium: a 144Hz monitor doesn't prevent you from doing 60 updates per second
[10:32:32] <DarkUranium> immibis, 1) sebbu literally said "vsync"; in that case, it does (144/60 is a non-integer)
[10:32:42] <DarkUranium> 2) it's a stupid, stupid idea anyhow. What is this, a console?
[10:33:07] <immibis> if you're doing lockstep multiplayer it's not stupid
[10:33:16] <immibis> (e.g. factorio)
[10:33:19] <DarkUranium> Now you're adding qualifiers and moving goalposts.
[10:33:35] <DarkUranium> And you can still do game logic at 60Hz, but rendering at 144.
[10:33:45] <immibis> so it boils down to "users who bought really expensive monitors will be pissed you aren't making full use of their hardware"
[10:39:51] <Prestige> Should be using delta time between rendering frames for updates
[10:40:12] <Prestige> Don't need to lock in rendering to a certain frame rate
[10:40:36] <DarkUranium> Prestige, there are good reasons to fix the timestep. Make it constant, and independent of the framerate (e.g. determinism, and many physics engines don't like a variable timestep)
[10:40:51] <DarkUranium> But there are no good reasons to fix the rendering *to* the timestep.
[10:40:57] <myke> uhm
[10:41:03] <Prestige> Exactly my point
[10:41:07] <myke> just use whatever frame rate for rendering and keep track of time elapsed
[10:41:14] <myke> and as long as you have enough time to do a physics step, do it
[10:41:21] <DarkUranium> myke, that's exactly what I'm saying. But sebbu wants them to be in lock-step.
[10:41:23] <myke> it doesnt' have to run in sync with your rendering
[10:41:35] <DarkUranium> Admittedly, there are reasons to do that too (if you're really, really worried about temporal aliasing), but yeah.
[10:42:18] <myke> the engine will give you velocities so you can do interpolations in your render between physics steps
[10:42:42] <DarkUranium> It's what I'm planning on doing for my logic. Timesteps for logic will be fixed-time, and the engine will keep track of an error factor (so that you sometimes get 1 additional step, to get it back to 0; sort of like leap seconds)
[10:43:11] <DarkUranium> Timesteps for rendering will just be whatever the FPS happens to be, completely unbounded. With a special "low-FPS" mode to save on battery on portable devices.
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[10:52:44] <toxictype> https://psychictype.itch.io/shadow-of-chungus
[10:52:47] <toxictype> Guys try my game
[10:52:52] <toxictype> Tell me what you think
[11:00:53] <mupf> Can someone running Linux help me out? I just fixed a small Bug in my CMake file and I can't verify if it works or not because my distribution is a bit special and I don't use cmake on my own system
[11:04:23] <Prestige> toxictype: it seems difficult to understand what is going on
[11:04:36] <toxictype> Really? Why?
[11:04:48] <toxictype> You just have to find the amulet and open the portal.
[11:04:49] <Prestige> probably the lack of animations
[11:04:51] <toxictype> At least in my version.
[11:04:55] <toxictype> Oh.
[11:05:32] <Prestige> just from watching the trailer
[11:05:42] <Prestige> I'm on linux so exe's aren't gonna fly
[11:06:36] <toxictype> https://snag.gy/GD9lxo.jpg Does this look better?
[11:07:14] <Prestige> a bit, but mostly what I mean is that there were no animations
[11:07:18] <mijowh> spiders!
[11:07:20] <Prestige> So the world doesn't feel alive
[11:07:31] <toxictype> I don't want to make animations :C
[11:07:52] <mijowh> you should anyway
[11:08:20] <Prestige> I would recommend watching this https://www.youtube.com/watch?v=216_5nu4aVQ
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[11:08:31] <Prestige> it refers to other useful videos as well
[11:20:28] <mupf> Prestige: thanks good video
[11:26:53] <Prestige> no problem
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[12:09:47] <toxictype> https://www.indiegogo.com/projects/shadow-of-the-chungus/x/20511461#/
[12:10:38] <mupf> https://twitter.com/munificentbob/status/1101903466111283200?s=19
[12:10:40] <mupf> Wow
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[12:41:43] <DarkUranium> mupf, damn, nice
[12:56:40] <mupf> http://fabiensanglard.net/postcard_pathtracer/index.html
[12:56:49] <mupf> Also black magic.
[13:21:05] <toxictype> I added an animation for the player.
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[13:32:37] <toxictype> https://psychictype.itch.io/shadow-of-chungus
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[16:01:19] <mupf> A few weeks ago I replaced *all* stdlib functions in my project with their SDL equivalents. But
[16:01:35] <mupf> for some reason I find one I missed every day
[16:02:03] <mupf> Maybe I should write a script to find them for me
[16:02:05] <mupf> lol
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[16:14:01] <DarkUranium> mupf, lol
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[16:58:09] <Prestige> what are u working on mupf?
[16:58:32] <mupf> A framework/library and a platformer using it
[16:58:37] <Prestige> ah right
[16:58:53] <Prestige> I'm starting up on the open source version of my engine, right now
[16:59:08] <Prestige> Figure I'll do this till the assets are ready for the other game
[17:00:32] <mupf> Like a open source version of the engine you and your friend wrote?
[17:00:41] <Prestige> Yep
[17:00:47] <mupf> Did you tell him about it? :D
[17:00:57] <mupf> And cool
[17:01:19] <Prestige> Nah but I'm not just copying the code over so it'll be fine
[17:01:22] <mupf> I think keeping things open source is always a good idea. Even if you plan to sell your game
[17:02:00] <mupf> Guess too many people believe that an application always has to be free as long it is open source.
[17:02:36] <mupf> So do you wanna make your engine compatible with the other one?
[17:02:54] <Prestige> I'm not sure what you're asking exactly
[17:03:19] <mupf> Eg
[17:03:56] <mupf> If you have a finished game developed using the proprietary engine, will it work with your open source version of it?
[17:04:36] <Prestige> hmm you'd probably have to refactor some things, but the structure is similar
[17:05:23] <mupf> I love projects like this. OpenMW is a good example open ReGoth
[17:06:01] <mupf> And I like the idea that something like this happens on a smaller scale too. Like your project. :)
[17:06:35] <Prestige> Thanks, I'll definitely share when I push the first chunk of code. Just want to get something basic actually running first
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[17:38:48] <brainzap> pulse: can I call you big bro
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[18:05:19] <Donitzo> you may call him onee-chan
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[18:43:53] <pulse> you may call me master of universe
[18:46:58] <toxictype> https://pastebin.com/etPs9g0r Why does my entity get pushed to the right?
[18:48:34] <pulse> kinda hard to figure out without context
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[18:48:46] <pulse> brainzap, i made a gam -> http://pulzed.com/blockbreaker/
[18:49:01] <pulse> ^_z
[18:49:23] <toxictype> https://pastebin.com/XYnkpNt9 Here's your context.
[18:50:29] <pulse> what is the code doing?
[18:55:04] <brainzap> gj pulse
[18:55:10] <pulse> :D
[18:55:14] <brainzap> big bro you make me proud
[18:55:23] <pulse> collision is a bit glitchy at times
[18:55:34] <pulse> when it hits the corner the ball tends to tunnel through the next block
[18:55:39] <pulse> weird
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[19:00:05] <pulse> toxictype, idk what the code is doing but i'd advise against this: if (entities[i]->id != "fire_critter") continue;
[19:00:17] <pulse> a lot of string compares for a single update
[19:00:48] <pulse> better to have some kind of enumeration for your entities
[19:00:51] <pulse> just a tip
[19:02:40] <pulse> also it's probably a type not an id
[19:02:58] <pulse> an id usually represents a number that identifies a specific entity
[19:03:14] <pulse> you probably want something like if (entity->type == EntityTypes::FIRE_CRITTER)
[19:03:23] <pulse> or something in that nature
[19:03:42] <pulse> where EntityTypes is a simple enum
[19:03:49] <pulse> enum class preferably
[19:08:07] <mupf> Good advise
[19:11:43] <LunarJetman> no, enumerations are closed
[19:14:38] <CustersRevenge> Lua has open enumerations
[19:15:07] <LunarJetman> I will be implementing Lua soon
[19:15:14] <CustersRevenge> pulse, even with a if, it is bad style. the characters should know their own behavior
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[19:15:51] <pulse> well it may be imperfect design or whatever
[19:15:54] <CustersRevenge> entities[i]->handleStuff(...);
[19:15:58] <pulse> it's still better than comparing strings :D
[19:16:00] <CustersRevenge> yes
[19:16:14] <LunarJetman> CustersRevenge: entities aren't objects.
[19:16:17] <CustersRevenge> I abuse multiple dispatch to remove ifs
[19:16:31] <CustersRevenge> LunarJetman, asses aren't dicks
[19:16:35] <LunarJetman> pure ECS dear.
[19:16:41] <CustersRevenge> no one cares
[19:16:41] <LunarJetman> you are doing it wrong
[19:16:50] * pulse grabs popcorn
[19:16:57] <CustersRevenge> my code is more readable than yours, so the joke is on you
[19:17:00] <CustersRevenge> uh uh uh
[19:17:11] <LunarJetman> pure ECS dear.
[19:17:14] <CustersRevenge> \o\
[19:17:15] <CustersRevenge> \o/
[19:17:18] <CustersRevenge> /o/
[19:17:22] <CustersRevenge> \o/
[19:17:24] <CustersRevenge> \o\
[19:17:51] <LunarJetman> entities are numeric IDs not objects unless you are doing it wrong dear. pure ECS FTW.
[19:18:23] <CustersRevenge> normal people use proper dispatching and compiler facilities, instead of cramping all the code with nonsensical ifs just to have "pure ECS", whatever shit it is
[19:18:47] <LunarJetman> you are desperately clinging to old object oriented paradigm. today we use data oriented dear.
[19:18:52] <CustersRevenge> you do
[19:19:00] <LunarJetman> and pure ECS doesn't imply nonsensical ifs
[19:19:08] <LunarJetman> you basically do not know what you are talking about
[19:19:16] <brainzap> daaance (「・ ◡◡・)「
[19:19:45] <LunarJetman> dynamic dispatch is slooooooooooooooooooow dear
[19:20:14] <pulse> static dispatch ftw
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[19:24:02] <LunarJetman> I will also be implementing Rust: https://neos.dev
[19:25:04] <brainzap> .dev lul
[19:25:35] <Prestige> wonder if game.dev is taken
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[19:33:34] <brainzap> http://godot.dev
[19:33:40] <brainzap> scroogled
[19:34:47] <toxictype> https://pastebin.com/kV5g1nGR
[19:34:52] <toxictype> Why don't the two lines match?
[19:38:31] <brainzap> precision, round the values to some value you are ok with
[19:40:02] <LunarJetman> game.dev is taken but I just purchased codegames.dev
[19:40:51] <pulse> .com is original gangsta
[19:41:28] <brainzap> some is domain addicted
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[19:41:37] <brainzap> so am I :))))
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[19:42:27] <toxictype> brainzap no that's not it.
[19:42:48] <LunarJetman> I've just purchased gamecoder.dev
[19:46:29] <brainzap> but coder is a synonym of dev already
[19:47:01] <CustersRevenge> yeah
[19:47:05] <CustersRevenge> should be game.coder
[19:47:10] <CustersRevenge> or game.dev
[19:47:10] <LunarJetman> that is not how it works
[19:47:26] <CustersRevenge> game.dev is an amazing domain name
[19:47:30] <CustersRevenge> probably was taken already
[19:48:13] <pulse> screw domain names just type in IPs
[19:48:35] <brainzap> 1143719
[19:48:46] <pulse> that's not an IP
[19:48:52] <pulse> that's how much hours i've wasted not gamedeving
[19:49:25] <brainzap> nobody blames a battery for charging
[19:49:37] <CustersRevenge> life makes me to not gamedev :-/
[19:50:12] <brainzap> why CustersRevenge
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[20:05:59] <rindolf> hi all
[20:06:49] * CustersRevenge mounts rindolf
[20:06:51] <CustersRevenge> fly!!!
[20:07:32] <mupf> Hi
[20:07:50] <rindolf> mupf: hi
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[20:08:00] <mupf> toxictype what exactly are you working on?
[20:08:21] <toxictype> I'm trying to make a bullet go away from the player at an angle but I can't get it right.
[20:08:29] <toxictype> The angle is between the player and the mouse.
[20:09:20] <CustersRevenge> sin and cos
[20:09:28] <CustersRevenge> y is sin x is cos
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[20:11:59] <LunarJetman> https://codegames.dev/ and https://gamecoder.dev/ are now live. \o/
[20:12:57] <rindolf> LunarJetman: what is neogfx?
[20:13:13] <LunarJetman> https://neogfx.org
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[20:18:26] <CustersRevenge> yay wasting money on dumb domains \o/
[20:18:53] <Prestige> Lol
[20:19:16] <Prestige> I still haven't put anything on my current domain
[20:21:40] <rindolf> Prestige: heh
[20:22:05] <Prestige> Aside from gitea and nextcloud that is
[20:22:24] <Prestige> But I should make an actual site with some sort of content
[20:22:27] <rindolf> Prestige: i have quite a lot of web presence
[20:22:36] <Prestige> Yeah?
[20:22:43] <rindolf> Prestige: yes
[20:23:16] <rindolf> Prestige: see https://www.shlomifish.org/me/contact-me/
[20:24:15] <rindolf> Prestige: i use hosted git/etc services
[20:25:03] <LunarJetman> my Twitter account has been suspended
[20:25:11] <rindolf> LunarJetman: oh
[20:25:22] <rindolf> LunarJetman: that sucks
[20:26:44] <CustersRevenge> I wonder why :}
[20:27:10] <LunarJetman> too spicey
[20:27:50] <CustersRevenge> you mean, too hateful
[20:28:01] <CustersRevenge> the main reason twitter accounts are banned lately
[20:29:19] <LunarJetman> I merely pointed out that trans women are male not female; this is simply stating a biological fact.
[20:33:22] <brainzap2> everyone give LunarJetman a hug
[20:33:42] <brainzap2> we can not allow someone to get lonely enough to search discussion on twitter
[20:34:50] * CustersRevenge hugs LunarJetman from behind
[20:37:02] <brainzap2> wait, were you able to mate tamagotchis with other players and the offspring had bboth genes?
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[20:53:45] <solidfox> LunarJetman: didju mention the difference between gender and sex
[20:54:09] <CustersRevenge> uh oh
[20:54:13] <CustersRevenge> someone is engaging
[20:54:21] <CustersRevenge> bait has been taken
[21:04:32] <solidfox> there are more than two sexes and they're determined by chromosones or whatever. theres xy xx xyy and some others
[21:04:37] <solidfox> i think
[21:08:16] <sebbu> that's just some lgbtq thingy, all administrative things have male/female and that's all
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[21:08:32] <sebbu> now i wonder if it's determined by original genetics, or lower genitalia apparence
[21:08:54] <sebbu> or others, such as the presence or absence of addam's apple
[21:09:55] <sebbu> (which is just a secondary characteristics)
[21:10:11] <sebbu> (yeah, i can be evil that way and judge on its apparence)
[21:10:26] <CustersRevenge> I want a game about that
[21:10:49] <sebbu> just do it yourself (tm)
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[21:11:28] <sebbu> reminds me i should play guild meister
[21:11:48] <sebbu> :D
[21:12:37] <LunarJetman> https://www.youtube.com/watch?v=f8Ne9sRcSrM
[21:12:42] <LunarJetman> ^^
[21:15:04] <LunarJetman> solidfox: "transgender" is a modern word for "transvestite": blokes in dresses aren't female; deciding you are female on a whim doesn't make it so. note: transexuals aren't transgenders
[21:15:51] <LunarJetman> "this is what you want.. this is what you get."
[21:16:51] <CustersRevenge> thanks, captain obvious
[21:16:56] <CustersRevenge> the dictionary man
[21:19:09] <pulse> https://www.youtube.com/watch?v=WPMDCJrRpT8
[21:20:24] <CustersRevenge> well, I fart like an Apache firing
[21:21:18] <sebbu> aren't dresses only for women, monks and scottish ppl ?
[21:21:21] <sebbu> </troll>
[21:22:06] <pulse> let's discuss ancient Egypt
[21:22:14] <LunarJetman> Ra.
[21:22:20] <pulse> lots of games contain ancient Egypt vibes
[21:24:09] <sebbu> goa'uld
[21:26:43] <pulse> 2019, no stargate game
[21:26:50] <pulse> disappointing
[21:28:30] <mupf> Ha, I finally managed to parse simple map objects. In this example I show help messages when the player intersects a specified region. What do you guys think about the font and colour?
[21:28:32] <mupf> http://misc.mupfelofen.de/object-test.png
[21:28:50] <rindolf> pulse: hi
[21:29:03] <pulse> rindolf, ahoy hoy
[21:29:23] <rindolf> pulse: sup?
[21:29:24] <pulse> mupf, W is abit weird
[21:29:26] <pulse> looks ok
[21:29:28] <pulse> rindolf, playing chess
[21:29:41] <rindolf> pulse: nice
[21:30:49] <mupf> If anyone can recommend a CC0 licenced font that might fit better, please let me know
[21:31:07] <mupf> what about the colour? contrast okay?
[21:32:41] <pulse> make it stand out like have it jump up and down a bit
[21:32:49] <pulse> i think its fine
[21:33:56] <mupf> It actually moves along with the player
[21:34:26] <mupf> As long the player intersects the map object's bounding box
[21:34:32] <toxictype> https://psychictype.itch.io/shadow-of-chungus
[21:34:36] <toxictype> Guys play my game.
[21:35:07] <mupf> What platform?
[21:35:07] <Prestige> do you have an updated video?
[21:35:12] <toxictype> Windows
[21:35:17] <toxictype> I don't have an updated video.
[21:35:19] <Prestige> Can't play windows games
[21:35:24] <mupf> Me neither
[21:35:31] <toxictype> What is wrong with you people
[21:35:41] <mupf> You're using SDL and CPP, right?
[21:35:43] <Prestige> Ask inward
[21:35:45] <toxictype> Yeah
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[21:36:47] <mupf> toxictype I'm using C and SDL and it compiles on Linux and Android with zero code change. I'm sure it should work on Windows as well. Making things portable is really easy with SDL
[21:37:04] <toxictype> Maybe later.
[21:37:24] <mupf> It's easier if you consider such things from the beginning
[21:37:34] <mupf> If you ever plan to port your stuff
[21:37:44] <mupf> Also it's not really an effort
[21:38:09] <mupf> Maybe it cross compiles alread
[21:42:18] <Prestige> I have to learn c++ sometime
[21:42:44] <mupf> I have to get rid of imperative programming languages sometime
[21:43:01] <Prestige> What do you mean?
[21:43:29] <mupf> There so much cooler stuff around when it comes to programming
[21:43:44] <mupf> EG pure functional languages like Haskell and Co.
[21:44:41] <mupf> Even though I'm a C programmer, I believe it's a unsafe and time consuming language :D
[21:44:57] <solidfox> https://www.reddit.com/r/thatHappened/comments/awvh83/in_his_mouth/
[21:45:12] <solidfox> seems like you can make up a rediculous story to get free post karma on this sub
[21:45:52] <solidfox> subreddit*
[21:45:55] <mupf> Indeed lol
[21:47:05] <Prestige> Funny, people would be calling BS more if it were text, rather than a picture of text
[21:47:10] <mupf> Prestige when I started learning Haskell I felt like a wizard. Unfortunately I don't find the time and peace to continue this right now. But I want to.
[21:47:10] <Prestige> THAT boggles my mind
[21:47:53] <mupf> But I say to myself: my next real project has to be in this language. Somehow I have to motivate myself xD
[21:48:33] <Prestige> in Haskell? Why do you like it?
[21:50:25] <mupf> Because its a beautiful language when it comes to syntax. Also from a technical point of view. It's type safe, it has lazy evaluation, it usually detects errors at compile time instead of run time. It's so different in comparison to everything I learned about programming in my entire life.
[21:50:50] <Prestige> That's interesting, maybe I'll take a look down the road
[21:50:58] <Prestige> I've been having a fair bit of fun with TypeScript
[21:51:10] <mupf> I believe it would be much easier to learn as popular imperative languages like C if you have no experience whatsoever
[21:51:29] <mupf> Now my knowledge about C stands in the way sometime
[21:51:58] <mupf> Also because I like concepts like functional reactive programming. Especially when it comes to gamedev
[21:52:48] <mupf> I need to look up typescript
[21:54:14] <mupf> Ah
[21:54:46] <mupf> What are you doing with it?
[21:55:02] <Prestige> Wrote a game engine in it, and part of a game
[21:55:09] <Prestige> but my partner sort of bailed on the game
[21:55:24] <Prestige> so I'm rewriting the game engine to be open source
[21:59:25] <mupf> Ah the one you port right now was originally written in TypeScript
[21:59:28] <mupf> Got it
[22:00:08] <Prestige> This is a link to the (unfinished) game that was written in the engine https://astroships.einheit.tech/
[22:00:22] <Prestige> w to thrust, s to slow down, click to shoot
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[22:02:11] <mupf> the ssl certificate is expired
[22:02:22] <mupf> it's loading
[22:02:24] <Prestige> Yeah he never renewed it and owns the site
[22:02:35] <Prestige> I should just put it on mine tbh
[22:03:17] <mupf> The controls are a bit unusual
[22:03:22] <mupf> hard to control using a touch pad
[22:03:34] <mupf> but nice, some kind of asteroids clone
[22:03:43] <Prestige> Thanks, was planned to be multiplayer
[22:03:54] <pulse> https://pattle.github.io/simpsons-in-css/
[22:03:54] <Prestige> but we never finished client prediction so it looks choppy
[22:04:18] <Prestige> that's impressive pulse
[22:04:34] <pulse> :D
[22:05:29] <Prestige> Wait did you make that?
[22:06:04] <pulse> this is some next level css lol https://codepen.io/Wujek_Greg/pen/KRXYpg
[22:06:07] <pulse> Prestige, lol no
[22:06:30] <Prestige> wow none of that is an actual image?
[22:06:38] <pulse> no
[22:06:43] <pulse> i thought it was a photo
[22:06:43] <pulse> lol
[22:06:44] <Prestige> That's insane
[22:07:10] <pulse> quite
[22:08:56] <mupf> toxictype some motivation for your project: https://m.youtube.com/watch?v=MeMPCSqQ-34
[22:09:12] <toxictype> oo nice
[22:09:17] <toxictype> Thanks bro
[22:09:22] <mupf> Really worth watching.
[22:09:40] <toxictype> I like that this video is at 60 fps.
[22:14:06] <Prestige> I think I'm developing carpal tunnel
[22:18:03] <mupf> toxictype you could at least try to adjust it for emscripten. Its a bit tricky at first but in the end you could simply run your game in a Web browser
[22:18:10] <mupf> Easier to show progress
[22:18:55] <toxictype> EEEEEEEEEEEEEEEEEEEE
[22:19:01] <mupf> SDL is available in the emscripten-ports repository and should work out or the box
[22:19:22] <toxictype> I have never ported anything and I don't think I'm gonna but you can donate me money and I can hire a guy :D
[22:19:44] <Prestige> lol
[22:20:17] <mupf> To compile it for emscripten you only need a non blocking main loop replacement function. That's all. It's explained in the docs
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[22:20:23] <mupf> Everything else stays the same
[22:22:25] <mupf> Does this still work? Can't test because I'm on mobile:
[22:22:30] <mupf> http://boondock-sam.mupfelofen.de/
[22:23:10] <mupf> It's the predecessor of my current project written in C and SDL
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[22:36:36] <CustersRevenge> that watch is broken
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[22:38:46] <Madmallard> hello friendos, what's the math for one object to move away from several? do you take the vectors from those objects to the target and average them?
[22:39:14] <Madmallard> or do you gotta do some math to find an orthogonal vector from all of them
[22:39:56] <Prestige> Do you want the object to move evenly away, or is this based on distance of each other object?
[22:40:19] <Madmallard> i guess closer ones it should move away more urgently
[22:41:08] <Prestige> You could create a multiplier based on distance; the closer you are to one object, the faster you'd move away from it
[22:41:15] <Prestige> but at what point does this object stop moving away?
[22:43:04] <Madmallard> never
[22:43:21] <Madmallard> im considering adding terrain that it would also have to consider so it doesn't trap itself but i think that makes the math quite a lot more complex
[22:44:58] <Prestige> You'd probably want to define a min and max speed for this object's movement
[22:45:13] <Prestige> and then scale (max - min) * multiplier
[22:45:28] <Prestige> where the multiplier is based on the distance of this object to another
[22:45:31] <Madmallard> ah
[22:45:43] <Madmallard> what do u do though for multiple objects moving toward it
[22:46:06] <Prestige> I'd take the distances, scale each, then average them
[22:46:07] <Madmallard> if i averaged then if two objects were ever coming from opposite sides i think it wouldn't move
[22:46:15] <Madmallard> ?
[22:46:27] <Prestige> probably so in that perfect scenario
[22:46:47] <Madmallard> i guess that'd be pretty unlikely
[22:47:06] <Prestige> would be a great test case to handle
[22:47:56] <Madmallard> i thought there was some vector math to create a vector that always points orthogonal to other vectors
[22:48:17] <Madmallard> that doesn't seem possible though thinking about it
[22:48:28] <Madmallard> wihtout increasing dimensions
[22:49:30] <Prestige> Well to which vectors?
[22:49:50] <Madmallard> the ones pointing toward the target
[22:50:18] <Prestige> you could take a vector (x, y) and make it orthogonal by making it (-y, x) or (y, -x)
[22:51:47] <Madmallard> ya i know
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[22:52:48] <Prestige> Okay, sorry I guess I don't understand your question fully then
[22:53:55] <Madmallard> objects A and B are moving toward object C i want C to move away from A and B at all times
[22:54:03] <Madmallard> so as to not get caught
[22:54:29] <CustersRevenge> so they gonna use the same vector
[22:54:58] <Madmallard> A and B can be anywhere around C
[22:55:05] <CustersRevenge> :)
[22:55:18] <CustersRevenge> use A's vector, then B's vector, etc.
[22:55:24] <Madmallard> what
[22:55:35] <Prestige> Create a vector v=(a.loc - b.loc) and create one perpendicular to it
[22:55:43] <Prestige> and move C with that vector?
[22:55:45] <CustersRevenge> Prestige, can even be the same vector
[22:55:52] <CustersRevenge> with some noise to not make it much obvious
[22:55:56] <Prestige> that is true
[22:56:08] <Madmallard> what if theres like 10 objects moving toward c
[22:56:22] <Prestige> You could likely use it to influence an A* algorithm as well so it would be more intelligent
[22:56:44] <CustersRevenge> what if you do your own research, instead of building up in your own questions, Madmallard ?
[22:57:12] <CustersRevenge> you never had a real question
[22:57:33] <Madmallard> actually there was no buildup
[22:57:36] <Madmallard> and the very first thing i asked was
[22:57:37] <Madmallard> "hello friendos, what's the math for one object to move away from several? do you take the vectors from those objects to the target and average them?"
[22:57:39] <Prestige> You could weigh the objects' movement vectors by distance (the closer, the larger the weight)
[22:58:09] <Prestige> normalize, multiply by weight
[22:58:18] <Prestige> average and multiply a speed
[22:58:35] <Madmallard> ok thats what i was gonna do anyway
[22:58:43] <CustersRevenge> !next
[22:59:10] <Madmallard> i asked cuz maybe theres a better way
[23:06:13] <CustersRevenge> better is a question of preference and experimentation
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   March 3, 2019  
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