Apos's recent activity

  1. Comment on New live streaming site glimesh.tv is launching their alpha in four days in ~tech

    Apos
    (edited )
    Link
    The launch is today: https://glimesh.tv/. This is the schedule: https://pbs.twimg.com/media/EvaezHxXMAMZ8qa?format=jpg (EST time). Edit: Their Discord: https://discord.gg/glimesh. Edit2:...

    The launch is today: https://glimesh.tv/. This is the schedule: https://pbs.twimg.com/media/EvaezHxXMAMZ8qa?format=jpg (EST time).

    Edit: Their Discord: https://discord.gg/glimesh.
    Edit2: Apparently the site is getting DDoS. (Not just new viewer spike.)

    2 votes
  2. Comment on What did you do this weekend? in ~talk

    Apos
    (edited )
    Link
    I participated in a local gamejam called Wonderjam. Usually you have 100+ people working in a cafeteria at the university but this year it was remote. Our team managed to make it still feel nice...

    I participated in a local gamejam called Wonderjam. Usually you have 100+ people working in a cafeteria at the university but this year it was remote. Our team managed to make it still feel nice by being together on Discord with face cams.

    The theme was Resistance and we could choose two constraints between Racing, Survival, Physics.

    https://totemastudio.itch.io/clockwork-combat

    snip1 snip2

    We made it in less than 48 hours. We were a pretty big team with one 3D artist, one 2D artist, one composer. Five devs. We got some pretty cool stuff in.

    It's a clockpunk robot fighting game. At the start you can customize the modules on your bot. It works with Twitch so viewers can toggle the traps in the game. You can get some really kickass stuff happening with the different modules' physics.

    Edit: snip3

    2 votes
  3. Comment on What kinds of content are you hoping to see on Tildes? in ~tildes

    Apos
    Link Parent
    I've been saving the posts that I want to come back to elsewhere.

    I've been saving the posts that I want to come back to elsewhere.

    1 vote
  4. Comment on New live streaming site glimesh.tv is launching their alpha in four days in ~tech

    Apos
    Link
    https://glimesh.tv/ It's an open source live streaming site. The source can be found here https://github.com/Glimesh/glimesh.tv. They answer a lot of questions in their FAQ. I can't say much about...

    https://glimesh.tv/

    It's an open source live streaming site. The source can be found here https://github.com/Glimesh/glimesh.tv.

    They answer a lot of questions in their FAQ.

    I can't say much about it since they haven't launched yet, but I like their philosophy so far from what I can read on their site and their videos on YouTube. It reminds me of Tildes.

    6 votes
  5. Comment on What programming/technical projects have you been working on? in ~comp

    Apos
    Link
    I did a bunch of things last week. In my map editor, I started adding more object types. I can also reorder them from back to front using a selection: https://gfycat.com/leftlastcanary. I don't...

    I did a bunch of things last week. In my map editor, I started adding more object types. I can also reorder them from back to front using a selection: https://gfycat.com/leftlastcanary.

    I don't know if this counts, but I've been writing music sheets for my piano compositions using Lilypond. It's a programming language for music notation. Wrote a 6 page piece that I finished yesterday. It was a lot of work writing what I had in my head into a clean looking sheet.

    I started coding a SpriteBatch from scratch. It's something that allows me to dynamically draw 2D textures or shapes to the screen in games. It should be really fast so that I can draw over 20k+ objects on the screen per frame. I dislike the API from the one MonoGame gives out of the box so it was only a matter of time until I coded my own.

    I'm planning on making my map editor work in multiplayer. I've been reading a lot of research papers for how to tackle undo and redo when working with other people. It's really interesting. So far I really liked the way Figma handles it. They wrote an article here: https://www.figma.com/blog/how-figmas-multiplayer-technology-works/. Their main philosophy was that after you undo you should be able to redo back to the latest state and not lose anything.

    2 votes
  6. Comment on What programming/technical projects have you been working on? in ~comp

    Apos
    Link
    Been working on multiple projects. Coded more features on my static site generator. Now when there's an h1 header in the page's markdown, it is used as the page title. Remade the table of content...

    Been working on multiple projects.

    Coded more features on my static site generator. Now when there's an h1 header in the page's markdown, it is used as the page title. Remade the table of content generator from scratch. I was using someone else's library before but it was not very good. Now I'm able to style it directly from my layout file. I also worked a bit more on some of the styles like syntax highlighting.

    Wrote a new guide on how to fullscreen a MonoGame project: https://learn-monogame.github.io/how-to/fullscreen/.

    Got copy paste wired up for my game's map editor: https://github.com/Apostolique/Apos.Editor. snip

    Wrote some neat shaders in my flood simulator project. snip The builds are now available on itch.io.

    My UI library is starting to be usable. I just need to do an optimization pass and code a few more components out of the box before I can do a full release.

    2 votes
  7. Comment on What games have you been playing, and what's your opinion on them? in ~games

    Apos
    Link
    I've been having fun with Hades. I went in with no expectations. I don't think I saw the trailer before. I'm pretty amazed at what they did. So much of the dialog flows smoothly. They managed to...

    I've been having fun with Hades. I went in with no expectations. I don't think I saw the trailer before.

    I'm pretty amazed at what they did. So much of the dialog flows smoothly. They managed to make a roguelike feel linear. Every run seems to have a purpose to advance the story. It made me interested to learn more about Greek Gods.

    I used to play League of Legends and one thing that's fun is to try to break the game with off-meta / cheese builds. I can do the same thing with Hades, different weapons scale differently with stats which enables different types of synergies. Likewise various "boons" from the Gods will scale differently with each others. Gives a lot of room for experimentation. As far as I can see, the randomness is not truly random. Their algorithm seems to do a really good job at giving what you're looking for every run.

    Overall I can see myself play this game for over 100 hours.

    11 votes
  8. Comment on What programming/technical projects have you been working on? in ~comp

    Apos
    Link Parent
    Good luck! That Netflix clone is good enough that I'd give you my password.

    Good luck! That Netflix clone is good enough that I'd give you my password.

  9. Comment on What programming/technical projects have you been working on? in ~comp

    Apos
    Link
    I've been having fun writing some documentation for some of my older libraries for example: https://apostolique.github.io/Apos.History/. Otherwise I started coding a simple algorithm that can...

    I've been having fun writing some documentation for some of my older libraries for example: https://apostolique.github.io/Apos.History/.

    Otherwise I started coding a simple algorithm that can figure out if a level in my game is solvable. Here is what one level can look like: snip. This is done with a flood algorithm: snip. (I released that algorithm as a standalone project: snip.)

    The idea is that if the white flood can go through the explosions and reach the end of a level, then the level is solvable. e.g.

    I'm really close from being able to release version 1 of my UI library. This will be a pretty big milestone. https://github.com/Apostolique/Apos.Gui. Right now there's an alpha release that I'm testing.

    3 votes
  10. Comment on How do I give proper credits in a documentation site in ~comp

    Apos
    Link Parent
    I guess I was trying to complicate stuff. A single page with the names could be enough.

    I guess I was trying to complicate stuff. A single page with the names could be enough.

    1 vote
  11. How do I give proper credits in a documentation site

    I'm currently working on a site for learning MonoGame: https://learn-monogame.github.io/. The front page alone is a collaboration between 3 people. Do you guys know of a good way to give credits...

    I'm currently working on a site for learning MonoGame: https://learn-monogame.github.io/. The front page alone is a collaboration between 3 people. Do you guys know of a good way to give credits for each page? Is that a good idea? I'm currently thinking of adding a section at the bottom of each page with categories like:

    • Written by
    • Edited by
    • Corrections by
    • Brainstormed with

    With a link to each contributor's preferred social medial. I'm not sure where to look for inspiration for giving credits in a documentation site.

    From a reader's point of view, I think it can be nice to get introduced to members of the MonoGame community. Perhaps check out their released games or the ones they are working on.

    5 votes
  12. Comment on Dogs have been our best friends for at least 23,000 years in ~science

    Apos
    Link Parent
    I doubt that considering I have have the two best right here. I can't even compute what the odds are for that.

    I doubt that considering I have have the two best right here. I can't even compute what the odds are for that.

    6 votes
  13. Comment on How to solve a blank Sudoku grid (surrounded by 28s) in ~games

    Apos
    Link Parent
    When he marks in the corners (any corners), it means the number can be there, but other numbers that aren't marked could also be there. When he figures out exactly which numbers go in a square, he...

    When he marks in the corners (any corners), it means the number can be there, but other numbers that aren't marked could also be there. When he figures out exactly which numbers go in a square, he erases the corner markings and does center markings. At that point nothing else can go there but those ones. Sometimes he'll add corner markings with center markings. This is to add an extra emphasis on that number so that he can spot it faster later. (Sometimes though it's because he forgets to clean up the corner markings.)

    5 votes
  14. Comment on What programming/technical projects have you been working on? in ~comp

    Apos
    Link Parent
    That's quite interesting. Is it a bit like a mailing list? Does the site get regenerated when a new email comes in?

    That's quite interesting. Is it a bit like a mailing list? Does the site get regenerated when a new email comes in?

    3 votes
  15. Comment on What programming/technical projects have you been working on? in ~comp

    Apos
    (edited )
    Link
    I've been rewriting my Apos.Gui library. It's a UI library for MonoGame. A while ago I discovered IMGUI. It's a way to build user interfaces where instead of setting up everything when the program...

    I've been rewriting my Apos.Gui library. It's a UI library for MonoGame.

    A while ago I discovered IMGUI. It's a way to build user interfaces where instead of setting up everything when the program loads, you set up the UI directly in a game loop. Every frame, you "rebuild" the UI from scratch (In reality, there's some magic behind the scene to make things efficient.). This way of building UIs is really convenient. It requires much less boilerplate code and it's much easier to have dynamic UIs that change depending on various game states. Their main example is pretty good snip:

    ImGui::Text("Hello, world %d", 123);
    if (ImGui::Button("Save"))
        MySaveFunction();
    ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
    ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
    

    This code gets executed every frame. As you can see, they put the "Save" button right into an if statement. When the button gets pressed, the if evaluates to true and you can call "MySaveFunction()". No need to use events and callbacks. If you want to do something you just write the code inline. You can show or hide the UI at will, add or remove anything between frames. From a developer perspective, this is really convenient.

    I didn't do a release for my library, but I managed to get my API pretty close to IMGUI:

    Panel.Put();
    Label.Put("Hello, world");
    if (Button.Put("Save").Clicked)
        MySaveFunction();
    TextBox.Put(ref superText);
    Slider.Put(ref f, 0.1f, 1.0f);
    Panel.Pop();
    

    Usually, IMGUI is best used for making debug tools. My UI library on the other hand is designed to do actual in-game UIs. I can have textures, animations, etc.

    This next week I'll be beta testing the API and creating more components as I need them.

    Edit: Cleaned up the API some more.

    3 votes
  16. Comment on Rethinking votes in ~tildes

    Apos
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    Instead of a vote, I wouldn't mind testing something more like an "acknowledgement" or "ack" for short. Which would be something you could give if you read the comment. It doesn't mean you agree...

    Instead of a vote, I wouldn't mind testing something more like an "acknowledgement" or "ack" for short. Which would be something you could give if you read the comment. It doesn't mean you agree or disagree with it.

    With that, you'll still get an incentive to comment since others can now give you an acknowledgement and you'll know what you wrote had some sort of impact. Perhaps it can be automatically given if someone responds. Or if a response gets an ack, the parent chain also gets it.

    (Personally, it's already the way that I use the voting system.)

    3 votes
  17. Comment on What programming/technical projects have you been working on? in ~comp

    Apos
    Link Parent
    I can't believe I took MonoGame for granted. It's a pretty great C# game framework. It lets you get right into the code and you're free to do whatever you want.

    I can't believe I took MonoGame for granted. It's a pretty great C# game framework. It lets you get right into the code and you're free to do whatever you want.

    4 votes
  18. Comment on What programming/technical projects have you been working on? in ~comp

    Apos
    Link
    Wow! Thread is 30 second old as I enter this site. I've been working on a map editor for MonoGame. https://gfycat.com/lastmistycockatoo (Ability to select stuff, move, and resize.)...

    Wow! Thread is 30 second old as I enter this site.

    I've been working on a map editor for MonoGame.

    https://gfycat.com/lastmistycockatoo (Ability to select stuff, move, and resize.)
    https://gfycat.com/yellowsecondhanddunlin (Ability to select stuff under other stuff.)
    https://gfycat.com/corruptfoolishhake (Ability to select more or deselect within a selection.)

    It lets me create, move or edit rectangles. I also have undo and redo working. Eventually those rectangles will draw textures and that will allow me to create any static worlds. Editor performs pretty well even with 200k+ objects in the world (which is overkill for the games I'm working on).

    Next step will be to apply textures to the rectangles so that they look like something ressembling a game.

    Source: https://github.com/Apostolique/Apos.Editor

    I've also been looking into writing more docs for my open source libraries. This one is starting to look nice I think: https://apostolique.github.io/Apos.Input/getting-started/.

    I discovered https://documentation.divio.com/ which gives some good ideas for how to structure docs. I don't know if I agree 100% yet but just knowing about it should help. The main point is that docs are actually four distinct things: Tutorials, How-to guides, Reference, and Explanation. If you mix them up, it adds technical debt to the docs and they are less useful to the reader.

    I've been doing my development live on YouTube and Twitch.

    9 votes
  19. Comment on Designing a free music notation font for MuseScore in ~design

    Apos
    Link Parent
    Comparing them like that, I can't tell which one I liked best. I think Lilypond still but maybe not.

    Comparing them like that, I can't tell which one I liked best. I think Lilypond still but maybe not.

    2 votes