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Re: Tuesday, June 27, 2017

Posted: Tue Jul 11, 2017 11:40 am
by Detritus
kosh is jill

Re: Tuesday, June 27, 2017

Posted: Tue Jul 11, 2017 2:33 pm
by IronDuke
Female Vorlons confirmed! :train:

--IronDuke

Re: Tuesday, June 27, 2017

Posted: Tue Jul 11, 2017 2:38 pm
by Silverware
AdamByrd wrote:
Tue Jul 11, 2017 8:43 am
Don't worry, we're still here chugging along. I'm making sure your super cool spaceships don't prevent the game from running on your kitchen toaster. But yea, Josh is going to be slammed until the end of next week.
Ooo... ADAM! Do an ADAMPost!
You can tell us whats happening while the glorious leader is away doing things. :D

Re: Tuesday, June 27, 2017

Posted: Wed Jul 12, 2017 6:02 am
by Distant
AdamByrd wrote:
Tue Jul 11, 2017 8:43 am
Don't worry, we're still here chugging along. I'm making sure your super cool spaceships don't prevent the game from running on your kitchen toaster. But yea, Josh is going to be slammed until the end of next week.
Hey Adam,

Thanks for the update! If Josh is slammed to the end of next week, that's going to be a large gap in Dev Logs. And that's ok :). They don't have to be every 1½ - 2 weeks.

I really REALLY would like to see a video of some of this low level AI work that's going on, or something. Heck, a 3 minute video of all 3 of you arguing over if an array starts at 0 or 1 would be funny (anyone saying 1, get out).

Re: Tuesday, June 27, 2017

Posted: Wed Jul 12, 2017 6:46 am
by Cornflakes_91
davidparadis wrote:
Wed Jul 12, 2017 6:02 am
(anyone saying 1, get out).
2

Re: Tuesday, June 27, 2017

Posted: Wed Jul 12, 2017 6:48 am
by Dinosawer
Both, depending on the part of the code :ghost:
some of our code does this and I hate it

Re: Tuesday, June 27, 2017

Posted: Wed Jul 12, 2017 7:18 am
by Cornflakes_91
Dinosawer wrote:
Wed Jul 12, 2017 6:48 am
Both, depending on the part of the code :ghost:
some of our code does this and I hate it
Mixed? Seriously? do you want pointer errors? Because thats how you get pointer errors

Re: Tuesday, June 27, 2017

Posted: Wed Jul 12, 2017 9:11 am
by AdamByrd
At some point I'll start contributing to the dev logs. I probably should have written about the BSP/collision detection, that was a lot of fun and I'm pretty happy with where it went. Plus it makes for some cool GIFs. My main test case for that is now known as the 'radioactive luffa'. I'm currently digging through isosurface extraction techniques so we can get better meshes out of the procedurally generated objects. That will likely be interesting enough to share.

We've also tossed around other ideas for letting you guys see what's going on under the hood. Maybe recording one of our whiteboard design/planning sessions or live streaming actual development. Idk, just some random thoughts.

I like the null object pattern too much to accept 1-indexed arrays. Doubly so in languages that treat 0 as false. Having both in the same codebase? It's time to fire your lead.

Re: Tuesday, June 27, 2017

Posted: Wed Jul 12, 2017 10:19 am
by IronDuke
AdamByrd wrote:
Wed Jul 12, 2017 9:11 am
cool GIFs
Image

Re: Tuesday, June 27, 2017

Posted: Wed Jul 12, 2017 10:43 am
by Dinosawer
Cornflakes_91 wrote:
Wed Jul 12, 2017 7:18 am
Mixed? Seriously? do you want pointer errors? Because thats how you get pointer errors
AdamByrd wrote:
Wed Jul 12, 2017 9:11 am
Having both in the same codebase? It's time to fire your lead.
Yes, well see, this is what you get when the code project is over 30 years old, and you have someone who codes a custom array-like datatype, but thinks the get(i) should start at 1 because it's a customer-usable thing and customers are dumb, but you also have to use it internally, and you also have normal internal arrays that start at 0 because of course we do it's C++ and Java and then people leave without ever writing documentation and nobody remembers why we did what but it's easier not to rewrite 30 years of work because it works and we aint got money for that.
:ghost:

Re: Tuesday, June 27, 2017

Posted: Wed Jul 12, 2017 10:44 am
by DreamKeys
I find this array start index thing especially funny, because lua starts arrays by default at index 1 :D

Re: Tuesday, June 27, 2017

Posted: Wed Jul 12, 2017 10:47 am
by DigitalDuck
Arrays start at 0. array[n] means take your pointer "array" and add n times the size of whatever your array holds to it.

Anything else is wrong.

Re: Tuesday, June 27, 2017

Posted: Wed Jul 12, 2017 1:35 pm
by Basmannen
AdamByrd wrote:
Wed Jul 12, 2017 9:11 am
I'm currently digging through isosurface extraction techniques so we can get better meshes out of the procedurally generated objects.
What should I be reading to even find things like this? Genuine question.

Re: Tuesday, June 27, 2017

Posted: Wed Jul 12, 2017 1:45 pm
by AdamByrd
This link has a list of some of the most common techniques with links to the original papers. Once you know the names you can search for other related resources fairly easily.

There's probably far more information available on Marching Cubes than anything else, most of it being fairly accessible. I'm a fan of Dual Marching Cubes personally, but good luck finding a solid implementation you can steal.

Re: Tuesday, June 27, 2017

Posted: Wed Jul 12, 2017 2:27 pm
by Basmannen
Oh, I meant more like, as a novice, where do I start reading to learn about things like that in general? What are the subjects to learn?