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[00:08:27] <LastTalon> Is it just me or do questions like that come across as malformed questions?
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[00:52:24] <Prestige> Sometimes it's difficult to come up with elegant questions
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[01:06:22] <LastTalon> Questions like that usually trip me up a bit.
[01:07:05] <LastTalon> Math doesn't move things. Can get me thinking down the wrong path and unable to figure out what someone really wants.
[01:07:24] <LastTalon> Too vague
[01:09:42] <LastTalon> Usually happens when people ask for "the math" or "the physics" or "the algorithm"
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[02:15:27] <solidfox> i agree, kinda vague
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[03:21:01] <CustersRevenge> gimme teh math
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[03:39:34] <Prestige> Lol
[03:42:33] <LastTalon> How does math to AI for good enemies?
[03:42:56] <LastTalon> An equally valid question.
[03:45:05] <LastTalon> And then you ask them some questions to determine what they want and you find out they really aren't asking about math.
[03:45:18] <LastTalon> So you try to help them by explaining how to write the AI they want.
[03:45:24] <LastTalon> And then they're all "but math tho"
[03:45:27] <LastTalon> D:
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[03:49:28] <R2robot> Maff iz hard
[03:50:02] <LastTalon> Like seriously, you'll explain exactly what to do and they'll be like "yeah, but what's the math for that?"
[03:50:15] <LastTalon> And you're just like... wut
[03:51:31] <LastTalon> What are you, babbage's analytical engine?
[03:52:02] <Prestige> Ask Jeeves 2019
[03:52:14] <LastTalon> Only understands things if you express it as pure math?
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[03:56:26] <LastTalon> Many concepts don't require any particularly complex math to program...
[04:02:33] <LastTalon> You guys. Help. What algorithm do I need for capturing user inputs? How do I program the math?
[04:05:27] <LastTalon> You know I think it bothers me because a lot of the time it really comes across as "do my work for me"
[04:06:08] <LastTalon> Whats everyone working on anyway?
[04:07:06] <R2robot> I heard Pythagoras whined a lot about not knowing math and often asked for help in the Greek senate.
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[04:44:15] <Prestige> LastTalon: working on a little engine as a pet project. You?
[04:44:55] <LastTalon> R2robot, pythagoras was afraid of beans.
[04:44:59] <LastTalon> What do you expect?
[04:45:14] <LastTalon> I'm working on that user input capturing and processing.
[04:45:31] <LastTalon> Basically a big robust event system.
[04:45:42] <mijowh> LastTalon: have you figured out the math behind it yet?
[04:45:43] <Prestige> Sounds neat, what lang?
[04:46:35] <LastTalon> mijowh, obviously not. :P
[04:46:49] <LastTalon> Prestige, Lua
[04:49:52] <CustersRevenge> gimme teh math
[04:50:26] <mijowh> inb4 he dies tragically in a mathlab explosion
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[04:51:48] <LastTalon> I keep trying to use R, but the math just doesn't work.
[04:52:08] <LastTalon> :P
[04:52:26] <LastTalon> Why won't you just tell me the math?
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[06:15:30] <firefoxsux> cuz math is hard
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[09:11:00] <brainzap> good morning worlds best developers
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[09:22:35] <Serpent7776> hoi
[09:23:00] <kernel-sanders> hi
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[09:47:35] <DnzAtWrk> so, collision lookup. What are the reasonable alternatives to quad trees
[09:47:59] <DnzAtWrk> which doesn't force you to pre-define the size of your area
[09:56:42] <DarkUranium> DnzAtWrk, grid.
[09:57:00] <DarkUranium> (which can be combined with quadtrees if desired)
[09:57:04] <DnzAtWrk> yeah I got that far, but a grid has a few flaws as well
[09:57:14] <DnzAtWrk> for example what happens when you have huge objects
[09:57:24] <DarkUranium> It's in more than 1 cell in that case.
[09:57:29] <wPSvils> huge objects are collected into many buckets / cells
[09:57:30] <wPSvils> ^^
[09:57:32] <DnzAtWrk> yeah but like, 1000 cells?
[09:57:36] <wPSvils> Yes
[09:57:37] <DnzAtWrk> that would be really inefficient
[09:57:43] <wPSvils> No it wouldn't actually
[09:57:46] <wPSvils> unless it's moving
[09:57:50] <DnzAtWrk> it might be
[09:58:06] <wPSvils> if it's moving then it might take some time to do updates, but still very fast to just remove from some lists and add to others.
[09:58:25] <wPSvils> or you can make a special case where you have a "global objects list"
[09:58:45] <wPSvils> so you have a list that always gets checked with everything, and you can have enormous objects, given there aren't many of them, in that list + grid-specific lists.
[10:00:25] <wPSvils> DnzAtWrk: Another option: http://allenchou.net/2014/02/game-physics-broadphase-dynamic-aabb-tree/
[10:02:19] <LastTalon> How many dynamic objects to you reasonably need to be doing collision detection on?
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[10:03:12] <mijowh> all of them
[10:07:27] <DnzAtWrk> AABB eh, sounds pretty good
[10:07:46] <DnzAtWrk> I just want this to be as efficent as possible with potentailly hundreds of moving objects
[10:08:27] <DnzAtWrk> I originally used my own collision system with a linked list per dimension of object edges
[10:08:43] <DnzAtWrk> just flipping the edges as objects moves, updating a collision counter list per entity
[10:09:00] <DnzAtWrk> really efficient when things aren't all overlapping in the same position along a dimension
[10:09:06] <kernel-sanders> hundreds? or hundreds of thousands?
[10:09:10] <DnzAtWrk> like you know, a ground plane in super mario
[10:09:37] <DnzAtWrk> I haven't made any such decisions, I'm making this really generically for now
[10:10:30] <wPSvils> with hundreds, I'm currently just doing AABB with all objects before doing SAT and it's fine.
[10:10:59] <wPSvils> a more intricate broadphase could support many many more, but I think handling 1000s you can just compare each AABB without having any kind of trees and what not.
[10:11:16] <kernel-sanders> < 1000 isn't shit right
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[10:12:01] <DnzAtWrk> well you have to remember that is is only the collision detection phase
[10:12:08] <DnzAtWrk> can't have it suck all the processing power from everything else
[10:12:35] <wPSvils> yes, even so it's lightweight.
[10:12:48] <wPSvils> but you'll find out in your specific usecase with profiling of course.
[10:12:56] <wPSvils> premature optimization's a bitch
[10:13:10] <DnzAtWrk> I wouldn't classify this as premature optimzation
[10:13:28] <wPSvils> you should :)
[10:13:31] <DnzAtWrk> since I don't have a specific usecase, and simply try to make it as efficient as possible
[10:13:38] <wPSvils> well okay, in that case fair enough.
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[10:13:43] <DnzAtWrk> there is no "too fast" in this case
[10:13:45] <wPSvils> creating an engine
[10:13:48] <kernel-sanders> on the one hand you could easily swap out collision detection algorithm, on the other hand it makes sense to use the right data structure from the start
[10:14:27] <kernel-sanders> oh ok the point of the exercise is speed
[10:14:49] <DnzAtWrk> I've created many platformers over the years, so this is mostly an exercise in doing the best I can
[10:15:00] <DnzAtWrk> just, the pinncacle of what I am capable of
[10:15:04] <DnzAtWrk> pinnacle*
[10:15:47] <wPSvils> that shit's fun
[10:16:06] <wPSvils> I'm planning to do something similar with rendering, though rendering is a pretty typical thing.
[10:16:31] <DnzAtWrk> make a 4D shader
[10:16:41] <DnzAtWrk> that is something I still can't wrap my head around
[10:16:52] <wPSvils> at this stage I'm focused on 2d games.
[10:17:00] <wPSvils> but the rendering engine shouldn't care what's coming in, 2d or 3d
[10:17:21] <kernel-sanders> don't most rendering engines render 2d on a 3d object or something?
[10:17:43] <wPSvils> 2d and 3d is actually irrelevant when it comes to rendering.
[10:17:55] <wPSvils> because all the gpu does is take in points and draws triangles.
[10:18:35] <wPSvils> though modern GPUs do have built-in depth / perspective correction for textures, at the core it isn't REALLY 3d or 2d specific, so I don't like the whole thing "2d on 3d", it's just rendering triangles however you want to.
[10:18:49] <DarkUranium> Modern OpenGL isn't really a graphics API.
[10:18:52] <DnzAtWrk> the issue with a 4D shader is that objects have more sides than what they would regulary have
[10:18:52] <DarkUranium> It's a rasterization API.
[10:19:11] <DarkUranium> That's no different from 3D, DnzAtWrk.
[10:19:15] <wPSvils> DnzAtWrk: Why do 4d objects have more sides in a 4d shader?
[10:19:18] <DarkUranium> You need to project M dimensions (M>N) onto N dimensions.
[10:22:32] <kernel-sanders> wPSvils, oh ok I was confused about that
[10:22:47] <DnzAtWrk> yeah but you are forced to add a bunch of extra vertices in preprocessing. I don't think there is a sane way to give xyzw coordinates into a shader and actually map 4D to 2D
[10:26:01] <DarkUranium> DnzAtWrk, you're making assumptions.
[10:27:31] <DarkUranium> There are no vertices in modern API inputs anymore [only after vertex shader does the concept exist], for one. You do have vectors, which go up to vec4 or vec16, depending on API.
[10:28:07] <DarkUranium> We still discuss vertices in inputs though, in the same sense that we can discuss about a color in C++ ... the compiler/language doesn't care what it is, because it doesn't matter --- but it's *semantically* a color.
[10:28:38] <DnzAtWrk> that is just semantics
[10:28:47] <DarkUranium> Exactly.
[10:28:52] <DnzAtWrk> you can access the values using .xyzw just a well
[10:28:56] <DarkUranium> There is no such thing at an API level anymore.
[10:28:59] <DnzAtWrk> so it might as well be called a vertex too
[10:29:02] <DarkUranium> Not until post-vertex-shader.
[10:29:19] <DarkUranium> And it's the vertex shader that does the ND-to-2D mapping (albeit indirectly)
[10:29:42] <DnzAtWrk> yes I know all of this
[10:29:49] <DarkUranium> In other words, you can easily (well, from an API standpoint; wrapping your head around it is another matter) map 150-dimensional space to 2D.
[10:29:58] <DarkUranium> Making 4D a non-issue.
[10:30:33] <DarkUranium> wPSvils, speaking of rendering, I've never liked the "SpriteBatch" approach that e.g. XNA used, and many engines stole from it.
[10:31:08] <DarkUranium> It always seemed like an oddly low-level thing to do. Why not do the 3D engine thing, where you have different renderable items with different shaders (here, it's only a handful --- e.g. text vs sprite rendering), and the *engine* figures out the rest.
[10:32:00] <DarkUranium> Manual batching can still make sense, but only for path rendering.
[10:33:02] <wPSvils> DarkUranium: yes, that's what I'm planning
[10:33:24] <wPSvils> basically render objects get submitted which are a set of mesh_id and material_id, plus render targets and what not.
[10:33:28] <wPSvils> then just sort that.
[10:33:36] <DarkUranium> wPSvils, ditto. I do use NanoVG as a stop-gap, but I'm about to provide my own API over it; one that doesn't use batching.
[10:33:45] <DarkUranium> Well, it's 2D in my case, so no mesh and such.
[10:34:05] <wPSvils> well, mesh for me will still be 2d, just when it comes to bone animations over a 2d mesh it'll be necessary anyways
[10:34:21] <DarkUranium> ah
[10:34:22] <wPSvils> sprites will all be the same quad mesh just with scaling to size
[10:34:25] <DarkUranium> Even for paths, there are better approaches than immediate-mode APIs, anyhow.
[10:34:34] <wPSvils> so that could be easily instanced for example automagically by the engine
[10:35:03] <DarkUranium> Drawing paths via moveTo/lineTo/... is equivalent to drawing meshes via glBegin/glVertex3f and such. So what I'll probably do is have an API to "bake" a path into some opaque object that you can then draw as one.
[10:35:16] <wPSvils> not sure if what I'm thinking of counts as immediate-mode ... I mean, the render objects would be submitted every frame, since internally it doesn't need to keep state
[10:35:18] <DarkUranium> (this means that you can pre-bake tesselation and such)
[10:35:37] <wPSvils> yeah that makes sense of course
[10:35:50] <DarkUranium> It probably doesn't count as immediate mode. And render objects are typically submitted every frame anyhow.
[10:36:11] <wPSvils> have a Path object that you call lineTo/moveTo on, and after it just submits the path object as a compilation of all turtle/cursor commands.
[10:36:13] <DarkUranium> If by that, you mean the instance/uniform data. Submitting vertex data every frame doesn't make sense (unless you have a tiny amount of vertices, like 4 per)
[10:36:26] <wPSvils> render object data
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[10:36:34] <wPSvils> the meshes are separate with the mesh_id
[10:36:42] <wPSvils> so loaded/unloaded per scene or whatever
[10:36:45] <DarkUranium> Actually, I was thinking lower-level, just to make it consistent with vertices. Basically, you provide a list of commands, you don't build it.
[10:36:50] <DarkUranium> But I'll have a wrapper API to build it over that.
[10:37:12] <DarkUranium> (think mesh->addVertex(...); mesh->addVertex(...); vs mesh->vertices = { ... })
[10:37:19] <wPSvils> yes
[10:38:26] <wPSvils> DnzAtWrk: "yeah but you are forced to add a bunch of extra vertices in preprocessing." what do you mean?
[10:38:39] <wPSvils> if you want to render a 4d object, you submit a 4d object and handle it in a shader that's meant to handle it.
[10:38:44] <DnzAtWrk> 4d cube is represented by 16 vertices etc.
[10:38:49] <DarkUranium> wPSvils, I think he's assuming you can't submit xyzw vertices. Which is not true at all.
[10:38:55] <DarkUranium> Oh, that.
[10:39:02] <wPSvils> but those aren't "extra" vertices
[10:39:06] <wPSvils> that's just a 4d cube by nature
[10:39:14] <wPSvils> but I think I now understand what you meant, comparing to 3d...
[10:40:05] <DarkUranium> There is one thing, I suppose, in that the simplex in 4D is a 5-vertex entity. But that shouldn't matter much.
[10:40:23] <DarkUranium> The simplex in 3D is a 4-vertex entity, and it practically never matters.
[10:40:57] <DarkUranium> (we still describe them with 3-vertex entities, because we're interested in its *projection*)
[10:41:04] <DarkUranium> It only matters if you're doing simplex noise or such.-
[10:41:19] <sebbu> 5vertex thingy ?
[10:41:29] <sebbu> i thought you could do everything in 4D
[10:41:35] <DarkUranium> sebbu, https://en.wikipedia.org/wiki/5-cell
[10:41:58] <DarkUranium> 4D analogue to the tetrahedron (3D simplex) or triangle (2D simplex)
[10:42:14] <sebbu> oh
[10:42:24] <sebbu> you don't use the same 4D as I do
[10:42:46] <DarkUranium> What do you mean?
[10:43:00] <DarkUranium> If you mean 4D as in 4-vector, the two concepts are directly related.
[10:43:09] <DarkUranium> a 4-vector is just a vector in 4-dimensional space. I.e. a 4D vector.
[10:43:38] <sebbu> my 4D is a projective geometry
[10:45:22] <DarkUranium> That's more a matter of how you represent a space on a 2D display (i.e. how you project it onto a plane), than having to do with the space itself.
[10:46:23] <sebbu> i have a 3D space
[10:46:54] <sebbu> it's represented in 4D to have realistic representation, ie things gets smaller the farther they are
[10:48:45] <DarkUranium> That's still 4D space, just protected onto 2D in a specific manner.
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[10:50:13] <sebbu> well, no, your 5cell is impossible in my space
[10:50:53] <sebbu> the 4th dimension only have so much differents values, foreground, background, infinity
[10:51:26] <wPSvils> sebbu: waht? what are the first 3 dimensions?
[10:52:23] <wPSvils> because what you described as your 4th dimension to me sounds like my 3rd Z dimension
[10:52:45] <DarkUranium> sebbu, only because you limit yours to a hypercube *within* all 4D space :)
[10:53:03] <sebbu> well, i never said mine was a full 4D space
[10:53:12] <sebbu> i said it's projective geometry
[10:53:18] <sebbu> it's meant to deal with a 3D space
[10:53:38] <sebbu> and having all geometric transformations as matrix multiplications, including translation
[10:53:39] <DarkUranium> My point is just that it's still, mathematically, a R^4 space.
[10:54:14] <sebbu> except you need a 5vertex thing to deal with some things
[10:54:24] <sebbu> where i can do everything with 4D matrix
[10:54:29] <sebbu> whereas*
[10:57:45] <sebbu> (and i have no need of a full 4D space)
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[11:35:16] <immibis> sebbu is talking about the way matrices are used to implement translation in 3d games
[11:35:36] <immibis> which technically is a projective 4D space or something like that, but in practice, means the 4th dimension is a value of 1.
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[11:37:51] <sebbu> immibis, i also have 1 or two different value in the 4th dimension
[11:38:09] <sebbu> but i guarantee i'm able to count the number of different value in my 4th dimension with the finger of one hand
[11:38:10] <sebbu> :D
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[12:34:05] <toxictype> https://pastebin.com/tLGEsCVB
[12:34:09] <toxictype> How do I make the viewport offset with the mouse's distance from the player?
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[13:24:57] <mupf> your viewport is your camera?
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[13:28:15] <BrahRah> How is wallclimbing & hangling usually done in games?
[13:28:22] <BrahRah> I
[13:31:53] <wPSvils> what do you mean by "how"?
[13:32:10] <wPSvils> there's an infinite number of ways you could do it probably.
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[13:41:28] <CustersRevenge> BrahRah, with finite state machines
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[13:58:39] <Spec-Chum> I want an infinite state machine
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[14:16:18] <brainzap> https://shiro.ch/ybWKjSM.png
[14:22:32] <jprajzne> true
[14:24:06] <DnzAtWrk> AABB tree colllision detection seems like a fairly good idea, but I could imagine the performance can be very situational
[14:25:48] <DnzAtWrk> the example code in the linked tutorial could be improved
[14:26:13] <DnzAtWrk> for example, instead of re-inserting a node from the root of the tree it could just be rought up a branch or two and re-inserted
[14:26:23] <DnzAtWrk> brought*
[14:26:56] <DnzAtWrk> it's very likely that the object is still within the same vicinity in the tree structure
[14:28:02] <DnzAtWrk> then again, maybe that makes it more challenging to keep the tree balanced
[14:29:08] <wPSvils> DnzAtWrk: Yeah, typically it gets reconstructed.
[14:29:21] <wPSvils> The fat AABB is a nice optimization approach in the article already.
[14:29:36] <DnzAtWrk> yes, although I hate arbitrary numbers
[14:30:26] <DnzAtWrk> I could also see the tree getting unbalanced if say, half of the objects in the world move around
[14:30:55] <brainzap> then it falls over
[14:33:36] <DnzAtWrk> couldn't you do a kinda backwards insert
[14:33:40] <DnzAtWrk> insert a node from a leaf
[14:33:59] <brainzap> migrate over to a new forest
[14:34:10] <DnzAtWrk> and make it move up depending on which of the two branches/leaves that has the smallest volume with it
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[14:34:29] <wPSvils> hmmm
[14:34:34] <wPSvils> sounds plausible
[14:34:55] <DnzAtWrk> I guess it's still possible for there to be an even better choice at the root of the tree
[14:35:00] <DnzAtWrk> kinda impossible to know without trying it
[14:37:59] <wPSvils> at this point I wouldn't worry about optimizing the tree itself, since the algorithm has been widely used already.
[14:38:23] <wPSvils> as long as it's faster than not using it at all, I would assume you will be able to optimize the tree in isolation later on.
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[14:48:18] <Spec-Chum> brainzap: clearly fake, it's not been closed as not constructive or marked as a duplicate :D
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[14:49:24] <Spec-Chum> legend has it, even the very first SO post was marked as a duplicate
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[17:07:15] <brainzap> I suck at programming
[17:07:23] <notchris> welcome to the club
[17:07:24] <notchris> :)
[17:07:30] <notchris> what's the issue brainzap ?
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[17:07:42] <warweasle> Hi
[17:07:42] <warweasle> I'm back.
[17:08:05] <notchris> wb
[17:09:01] <brainzap> warweasle not dead?!
[17:09:28] <jlebrech> anyone use unreal engine?
[17:10:46] <pulse> i use real engine
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[17:12:57] <warweasle> jlebrech: Me.
[17:13:06] <warweasle> brainzap: Yup. I'm as surprised as you.
[17:13:53] <jlebrech> i was playing with projectile to make them accelerate when they hit something but then they couldn't simulatePhysics
[17:14:31] <jlebrech> is this just because a projectile object has less physical props for performance reasons?
[17:15:08] <jlebrech> basically it wouldn't let me apply impulse to a bullet
[17:15:49] <jlebrech> in the end i just changed bouncability, because i was just messing around
[17:16:24] <warweasle> Well, there are a LOT of physics settings. It's tough to say what's going on without undergoing a full expidition into your project.
[17:16:51] <jlebrech> it was just the projectile from the fps starter project
[17:17:31] <jlebrech> in the end it didn't matter, i was just playing around following chapter of udemy course
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[17:18:31] <warweasle> There are a lot of physics options and I'm not at my home pc right now. Sorry.
[17:18:39] <jlebrech> no problem
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[17:19:36] <jlebrech> i just think simpler objects don't have all the physical props. i could spawn something more complex
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[18:05:17] <mupf> https://twitter.com/the_prodigy/status/1102547363305086978?s=19
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[18:19:40] <toxictype> https://psychictype.itch.io/shadow-of-chungus
[18:19:43] <toxictype> Play my game.
[18:19:47] <toxictype> It's about shooting black things.
[18:21:43] <warweasle> toxictype: Ahh...phrasing!
[18:21:52] <toxictype> What?
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[19:33:43] <toxictype> https://pastebin.com/05hx01Mg
[19:33:50] <toxictype> How do I always get the correct angle?
[19:45:20] <toxictype> How do I add an angle [-7, 7] at random to my angle? In my code the blood goes in all directions. https://pastebin.com/ajtCwV60
[19:45:54] <notchris> its a 2d vector?
[19:46:29] <CustersRevenge> just add it to your firing vector
[19:46:44] <CustersRevenge> toxictype, are all these questions for real? or you just come here to troll us?
[19:47:02] <toxictype> No, it's an interval.
[19:47:15] <toxictype> I want to add to the angle a value between -7 and 7
[19:47:33] <CustersRevenge> see the random number generation facilities of your language
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[19:48:01] <CustersRevenge> if your questions are real, then I wonder how you did manage to get far in your game
[19:48:02] <Donitzo> that doesn't work?
[19:48:07] <toxictype> But my code doesn't work.
[19:48:08] <CustersRevenge> Donitzo, you are assuming C
[19:48:20] <CustersRevenge> also % sucks
[19:48:32] <Donitzo> % 15*
[19:48:36] <CustersRevenge> % favors the lower bits to show up more often
[19:48:46] <CustersRevenge> using % for random gen is a very basic pitfall
[19:49:16] <toxictype> What should I use instead?
[19:49:18] <Donitzo> the numbers aren't random?
[19:49:29] <CustersRevenge> no. the resulting distribuition is biased
[19:49:38] <CustersRevenge> basic math knowledge, but everyone lacks it :-/
[19:49:52] <Donitzo> ah yeah
[19:49:57] <Donitzo> that actually makes sense
[19:50:08] <Donitzo> ... almost
[19:51:19] <Donitzo> not the case in R
[19:51:32] <Donitzo> the histogram seems perfectly
[19:51:34] <Donitzo> even
[19:51:47] <notchris> isnt % modulous
[19:51:50] <Donitzo> it is
[19:51:55] <notchris> ah okay
[19:51:56] <Donitzo> which is why I am a bit confused
[19:52:00] <notchris> how so?
[19:52:21] <Donitzo> I don't see why a lower number would happen more often than a higher number
[19:52:34] <notchris> its how many times the first number goes into the second
[19:52:41] <notchris> 8 % 4 = 0
[19:52:44] <notchris> 4 % 8 = 2
[19:52:52] <Donitzo> no
[19:52:55] <Donitzo> reminder
[19:53:15] <Donitzo> 4 % 8 == 4
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[19:53:46] <Donitzo> just means that 15 % 14 gets you 1 and 14 % 14 gets you 0
[19:53:52] <Donitzo> loops the random number around and around
[19:54:26] <notchris> oo my bad youre right
[19:54:26] <Donitzo> I don't see why that would bias the result in addition to the random numbe generator
[19:54:33] <Donitzo> number*
[19:55:09] <CustersRevenge> Donitzo, so you still are arguing that using % for random number generation is not bad?
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[19:55:41] <CustersRevenge> I ask you to think about it again and to take my hint about the lower order bits
[19:55:53] <moongazer> Hola
[19:55:54] <Donitzo> I ask you to explain or cite your reasoning
[19:55:59] <Donitzo> and not telling me to "trust you"
[19:57:02] <notchris> lol sometimes i just do new Date().getTime();
[19:57:12] <notchris> but js has math.random
[19:59:07] <Donitzo> https://stackoverflow.com/questions/10984974/why-do-people-say-there-is-modulo-bias-when-using-a-random-number-generator
[19:59:11] <Donitzo> there, now I understand it
[19:59:16] <Donitzo> and no need for faith
[20:01:03] <Donitzo> though the effect would be pretty miniscule if it uses int max as he max number
[20:01:13] <Donitzo> the max*
[20:02:37] <Donitzo> http://www.cplusplus.com/reference/cstdlib/RAND_MAX/
[20:02:42] <Donitzo> though that sounds like shit tbh
[20:06:19] <Donitzo> https://rextester.com/ZRH30148
[20:06:57] <notchris> ehhh
[20:06:58] <notchris> yea
[20:07:25] <Donitzo> nah, optical illusion
[20:07:36] <Donitzo> I mean, the histogram is doing something wierd
[20:12:46] <LastTalon> It really depends if you even cared about your distribution being uniform.
[20:12:53] <Donitzo> https://rextester.com/HRMC27043
[20:12:56] <Donitzo> there we go
[20:17:55] <LastTalon> Pseudo random distribution ftw
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[20:42:40] <CustersRevenge> Donitzo, I only care about telling the truth. it is the sole interest of the other parties to do their own research
[20:42:52] <CustersRevenge> if they don't believe me, I don't care much
[20:42:56] <CustersRevenge> I already did my part :)
[20:43:34] <CustersRevenge> one can only ask or demand such things from me if I work for them somehow :)
[20:44:13] <LastTalon> That's fine. As long as you don't expect people to... you know... believe you.
[20:44:24] <CustersRevenge> but why should I? I am not here to win anything
[20:44:38] <notchris> This argument will not end with agreement
[20:44:39] <notchris> next
[20:44:50] <LastTalon> Lol
[20:45:05] <LastTalon> notchris, you ruiner
[20:45:09] <notchris> :)
[20:45:26] <CustersRevenge> LastTalon, one thing that happens very often, especially in the Internet, is people not believing on you even when you show all the evidence to back up an argument
[20:45:42] <CustersRevenge> so why going all the trouble?
[20:47:06] <LastTalon> Burden of proof?
[20:47:31] <LastTalon> Because discourse is chaos if you do it the other way around.
[20:48:33] <CustersRevenge> what?
[20:49:32] <LastTalon> Clearly you haven't considered your position very carefully.
[20:50:36] <warweasle> I like big butts, I can not lie.
[20:50:43] <pulse> these other girls can't deny
[20:50:58] <LastTalon> You can't just go around saying other people have that obligation. If you do that you can just say things like monkeys fly and that ice cream is very hot so you should be careful not to burn yourself.
[20:51:27] <pulse> sounds like bizzarro world
[20:51:31] <LastTalon> Indeed.
[20:51:36] <pulse> https://www.youtube.com/watch?v=g-s-VQBoUdc
[20:51:43] <warweasle> Yeah, you'll get sprung.
[20:52:12] <LastTalon> pulse, https://www.youtube.com/watch?v=t7wJ8pE2qKU
[20:52:13] <notchris> LastTalon: Spider monekys can glide, similar to flying
[20:52:42] <warweasle> I can't wait to go home. I actually want to work on my project tonight.
[20:52:50] <LastTalon> notchris, :P
[20:52:59] <LastTalon> notchris, I'm really tempted to say it...
[20:53:15] <notchris> say whaaa
[20:53:25] <LastTalon> notchris, prove it. :P
[20:53:47] <notchris> LastTalon: I only care about telling the truth. it is the sole interest of the other parties to do their own research
[20:53:50] <notchris> lol
[20:53:53] <LastTalon> LOL
[20:54:23] <LastTalon> Yeah, and there are these amazing flying monkeys here in my home town. They're called doves I think.
[20:54:23] <notchris> Also, not spider monkey, i forget which kind
[20:55:14] <LastTalon> Sugar gliders?
[20:55:28] <notchris> similar
[20:55:35] <LastTalon> They aren't really monkeys though.
[20:56:08] <LastTalon> There are flying lemurs as well.
[20:56:20] <notchris> :O
[20:56:36] <LastTalon> Also not monkeys though.
[20:56:45] <LastTalon> ALso not technically lemurs even
[20:56:46] <LastTalon> Lol
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[20:56:50] <pulse> at least there's no 30 meters wide flies
[20:56:56] <pulse> that would be terrifying
[20:57:20] <LastTalon> Probably.
[20:57:34] <pulse> or giant sandworms
[20:57:35] <LastTalon> Arthropods typically are pretty terrifying looking to begin with.
[20:57:36] <myke> or awesome
[20:57:49] <LastTalon> Terrifying and awesome aren't mutually exclusive.
[20:58:36] <LastTalon> But have you watched an arthropod eat?
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[20:59:13] <LastTalon> Arthropod mandibles are scary looking
[20:59:33] <warweasle> Make a game about it.
[21:00:04] <LastTalon> No, thanks.
[21:00:30] <LunarJetman> make a game about not making a game about arthropod mandibles.
[21:00:51] <LastTalon> Seems like it would be one of those artsy games.
[21:00:53] <LastTalon> :P
[21:01:07] <LastTalon> Where they talk about all this weird stuff you never get to see.
[21:01:15] <LastTalon> Except sometimes when you do get to see it.
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[21:55:39] <mupf> I just updated my game. It now parses map objects. In this case tutorial messages: https://play.google.com/store/apps/details?id=de.mupfelofen.TauCeti
[21:55:51] <mupf> What do you guys think?
[21:56:49] <mupf> For some reason I can't get it to work on Windows. It fails to re-allocate some memory
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[22:01:07] <sembiance> heh, that's weird. a player on my web game just sent me a screenshot where all the number 9's have been replaced with a hyphen for the 'monospace' font.
[22:01:58] <sembiance> never saw that bug before and my site's been online for like 10 years with tens of millions of visitors heh
[22:13:23] <mupf> maybe everybody thought this is intentionally
[22:13:27] <mupf> Lol
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[22:16:03] <DaScoot> if it's that old a game stuff might be falling out of support for some systems
[22:16:50] <DaScoot> I have one friend who can load up my game but all the text is, like, pink blocks or something
[22:17:00] <DaScoot> I'm afraid to ask exactly how old his pc is, but, old
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   March 4, 2019  
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