Timestamps are in GMT/BST.
| 00:08:00 | | sam686 Quit (Ping timeout: 258 seconds) |
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| 00:25:00 | Zoomber | sam686 there? |
| 00:25:00 | sam686 | hi |
| 00:30:00 | Zoomber | can you test something for me? |
| 00:30:00 | sam686 | test what? |
| 00:32:00 | Zoomber | vnc://home.maxhushahn.com/ |
| 00:33:00 | sam686 | that vnc:// link don't work when inserting in web browser (chrome) |
| 00:33:00 | Zoomber | thats because only safari knows what to do with vnc:// |
| 00:34:00 | sam686 | stupid smily.. |
| 00:34:00 | Zoomber | but just try typing the address with port 5900 in vnc |
| 00:34:00 | sam686 | it may work i think, at least http://home.maxhushahn.com:5900/ is getting me RFB 003.889 |
| 00:35:00 | Zoomber | yeah |
| 00:35:00 | Zoomber | i can get to it, but ii cant test for real as I am local |
| 00:35:00 | Zoomber | it works on my imac, but then it mirrors the image forever |
| 00:36:00 | sam686 | password? |
| 00:37:00 | sam686 | i think it works (or there is no problem with port forwarding) |
| 00:37:00 | sam686 | but, can't see without password |
| 00:37:00 | Zoomber | i messaged you the pass |
| 00:38:00 | Zoomber | see if you can type into irc |
| 00:39:00 | Zoomber | got on? |
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| 02:24:00 | raptor | argh! |
| 02:24:00 | raptor | i can't for the life of me solve this bug... |
| 02:33:00 | karamazovapy | I have bugs |
| 02:33:00 | karamazovapy | they gather on my storm door |
| 02:34:00 | | BFLogBot - Commit 766846f474c1 | Author: buckyballreaction | Log: Make levelgen items use an EditorObjectDatabase. Why does script toggle still not work in editor??? Also, some minor clean-up |
| 02:36:00 | raptor | ok, i have given up for now |
| 02:36:00 | raptor | as a bike mechanic, the rule was: if you've spent more than an hour on a bike, it's time to step away and let someone else look at it |
| 02:37:00 | karamazovapy | not a bad rule |
| 02:37:00 | karamazovapy | I should let someone else take a crack at my thesis |
| 02:39:00 | raptor | is that legal? |
| 02:39:00 | raptor | :) |
| 02:42:00 | karamazovapy | it's your rule, not mine... |
| 02:43:00 | raptor | i suppose if I was stuck on a particular idea, i'd go talk with another person in the field |
| 03:11:00 | raptor | now that i have a little LUA coding practice... I should start on enhancing bots again |
| 03:15:00 | raptor | oh wait! I was also in the middle of soccer changes... |
| 03:17:00 | raptor | sam686: are you awake? |
| 03:34:00 | | BFLogBot - Commit 703865e7d263 | Author: buckyballreaction | Log: Add Editor option to disallow robots. Finishes issue 65 |
| 03:41:00 | raptor | now to take a stab at that soccerball again... |
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| 03:50:00 | karamazovapy | zoomber hoards nazigold |
| 03:50:00 | karamazovapy | zoomber loves nazigold |
| 03:50:00 | raptor | you crack me up |
| 03:50:00 | karamazovapy | nazigold pays for zoomber's apple investments |
| 03:51:00 | karamazovapy | if we're going to have a robot that learns, we might as well be teaching it something worthwhile |
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| 04:03:00 | raptor | Ok testing out some soccer ball velocity transfer adjustments... |
| 04:12:00 | raptor | it works! |
| 04:13:00 | raptor | hmmm, except transfer back to ship isn't working so much... |
| 04:58:00 | karamazovapy | what are you doing with soccer? |
| 04:59:00 | raptor | getting it to have more 'inertia' |
| 04:59:00 | karamazovapy | ah |
| 04:59:00 | raptor | via velocity transfer... |
| 04:59:00 | karamazovapy | I'll be curious to see how that pans out |
| 04:59:00 | raptor | I think i finally found the right spot to adjust the velocities |
| 05:00:00 | karamazovapy | how does it feel in testing? |
| 05:00:00 | raptor | well it only works with hitting with weapons right now... |
| 05:00:00 | raptor | i kind of like it |
| 05:01:00 | raptor | i used a velocity transfer ratio of 3 |
| 05:01:00 | raptor | 10 is too much |
| 05:01:00 | raptor | i'm thinking 5 or 6 |
| 05:01:00 | karamazovapy | what was the equivalent originally? |
| 05:01:00 | raptor | 1 |
| 05:02:00 | raptor | i'm being very lazy mathematically |
| 05:02:00 | karamazovapy | so if the ratio is 3, only 1/3 of the energy transfers? |
| 05:03:00 | raptor | yes |
| 05:05:00 | karamazovapy | if there's a relatively minor alteration that "fixes" soccer, I think this is it |
| 05:05:00 | raptor | yes, i already like it better |
| 05:05:00 | raptor | i just have to get the transfer to work with ships... |
| 05:06:00 | raptor | uhh... |
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| 05:09:00 | karamazovapy | welcome back |
| 05:09:00 | raptor | hardware problems on my laptop... |
| 05:09:00 | raptor | so it looks like I found the right spot to transfer velocity to the ship |
| 05:09:00 | raptor | only i did it backwards... |
| 05:09:00 | karamazovapy | ahh |
| 05:10:00 | raptor | hahaha |
| 05:10:00 | raptor | this is awesome |
| 05:10:00 | raptor | i tap the soccerball and i go flying backwards now... |
| 05:10:00 | karamazovapy | that's pretty good |
| 05:11:00 | raptor | i think an integer ratio may be too much... |
| 05:12:00 | raptor | maybe I should have a return vector... |
| 05:12:00 | raptor | *shouldn't |
| 05:13:00 | raptor | yeah 5 is too much... |
| 05:14:00 | raptor | ok i need to think about this |
| 05:14:00 | karamazovapy | well I think there's more than one question |
| 05:14:00 | raptor | for each collision there is a force transfer one way and an opposing force |
| 05:16:00 | karamazovapy | what if we tweak velocity transfer to have different values for weapon > ball, ship > ball, and ball > ship? |
| 05:16:00 | raptor | we can do that |
| 05:16:00 | raptor | not hard |
| 05:16:00 | raptor | it's the ship > ball and ball > ship that i'm trying to get right |
| 05:17:00 | karamazovapy | well ship>ball/ball>ship, I imagine a person pushing a weight on ice |
| 05:17:00 | karamazovapy | if the weight hit you, you'd both keep moving...you wouldn't get a newton's cradle effect |
| 05:18:00 | raptor | hmm yeah |
| 05:19:00 | karamazovapy | I know that's not how our physics work generally |
| 05:19:00 | raptor | i think instead of adjusting the reverse vector with the ratio, i need to subtract an amount from it instead... |
| 05:19:00 | raptor | based on the ratio.. |
| 05:21:00 | karamazovapy | you know, I think I'd need to play around with it to get a handle on what kind of behavior I'd really expect |
| 05:22:00 | raptor | ok, i will make you a build as soon as I get the math right... |
| 05:22:00 | karamazovapy | no rush on that |
| 05:22:00 | karamazovapy | I'm curious, but not in any hurry |
| 05:30:00 | raptor | ok, I think I got it, more or less, except the ball comes to a complete stop when hitting the ship... |
| 05:31:00 | raptor | which now that i think about it - does anything else in the game actually keep 'travelling through' as it moves? |
| 05:32:00 | raptor | and i like how the stars shine through the ball... |
| 05:38:00 | karamazovapy | we have newton's cradle physics |
| 05:38:00 | karamazovapy | everything currently has 100% energy transfer with no drift |
| 05:39:00 | raptor | yeah... that's the hard part... |
| 05:40:00 | raptor | anyways |
| 05:41:00 | raptor | give me 7 minutes and I can get you a build with the velocity transfer working... |
| 05:41:00 | karamazovapy | alright...I'm done writing for the evening anyway |
| 05:45:00 | raptor | ugh, i may have to add a few minutes onto that ETA - windows compiling is a bit slower... |
| 05:51:00 | raptor | ok karamazovapy |
| 05:51:00 | raptor | here is your build: http://208.107.52.15/upload/Bitfighter-Installer-016-soccer-adjustment.exe |
| 05:52:00 | raptor | it is using a velocity transfer ratio of 4 |
| 05:54:00 | raptor | argh, burst still sends the ball flying... |
| 05:57:00 | karamazovapy | okay! |
| 05:57:00 | raptor | i think it's a little better than the original.. |
| 05:57:00 | karamazovapy | so I'd leave ball > ship transfer at 1 |
| 05:57:00 | karamazovapy | and I'd get rid of the ball/ship impact sound |
| 05:58:00 | raptor | oh, haha - i never do tests with sounds... |
| 05:58:00 | karamazovapy | but I think the ship > ball and weapon > ball transfers are better |
| 05:58:00 | raptor | ok |
| 05:58:00 | karamazovapy | thanks to the lower energy transfer, ship/ball contact fires the sound over and over, like running into the wall |
| 05:58:00 | raptor | let me make some quick adjustments |
| 05:59:00 | raptor | really? yuk |
| 06:02:00 | raptor | oh yeah, much better with ball > ship at 1 |
| 06:03:00 | raptor | let me see about that impact sound.. |
| 06:06:00 | raptor | karamazovapy: do you think I should get rid of the sound completely? |
| 06:06:00 | karamazovapy | yes |
| 06:06:00 | raptor | when ball hits ship or vice/versa |
| 06:06:00 | raptor | ok, i think that's easy... |
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| 06:14:00 | raptor | karamazovapy: still up? |
| 06:14:00 | karamazovapy | yep. I'm teaching AP Calc on friday, so I'm reviewing some stuff |
| 06:17:00 | raptor | ok, here is another adjustment: http://208.107.52.15/upload/Bitfighter-Installer-016-soccer2.exe |
| 06:17:00 | raptor | tell me what you think |
| 06:22:00 | karamazovapy | I like it |
| 06:23:00 | raptor | great! |
| 06:23:00 | raptor | i do too |
| 06:23:00 | karamazovapy | the only thing I'd tweak is that the ball seems to stutter on continued contact |
| 06:23:00 | raptor | the ball or the ship? |
| 06:23:00 | karamazovapy | the ball |
| 06:24:00 | karamazovapy | although it's hard to say by memory...let me look |
| 06:25:00 | karamazovapy | yeah, it's the ball that I notice, although the ship's motion is halted in the process |
| 06:25:00 | raptor | did you look at it via commander's map? |
| 06:26:00 | karamazovapy | no...I can give that a shot |
| 06:26:00 | raptor | yeah, do that - it actually looks like all ship from that view... |
| 06:27:00 | karamazovapy | yeah, you're right |
| 06:27:00 | karamazovapy | the ship might be the real source of the stutter |
| 06:28:00 | karamazovapy | maybe it's some kind of minor ball>ship pushback? |
| 06:28:00 | raptor | yes, there is still a minor vector pushback on all objects that move when they collide |
| 06:28:00 | raptor | originally it was this that i multiplied by the ratio |
| 06:29:00 | raptor | but i removed it |
| 06:29:00 | karamazovapy | yeah |
| 06:30:00 | raptor | how do you disallow soccer pickup in 015a? |
| 06:30:00 | karamazovapy | I think it's soccerpickup=no in the level file |
| 06:31:00 | karamazovapy | SoccerPickup no |
| 06:31:00 | karamazovapy | (fixed) |
| 06:32:00 | karamazovapy | yeah, the 015 ball reaction seems way overblown after that 016 test |
| 06:32:00 | raptor | haha, sure does |
| 06:32:00 | karamazovapy | it just jumps off the ship |
| 06:33:00 | raptor | yep |
| 06:33:00 | raptor | do you think the current ratio is OK? |
| 06:33:00 | raptor | for 016? |
| 06:34:00 | raptor | also, i'm not quite sure how to fix that stuttering with the ship... yet |
| 06:34:00 | raptor | i'll need to sleep on it |
| 06:35:00 | raptor | actually i'm slipping into unconsciousness now... have a good night |
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| 06:36:00 | Zoomber | and im back |
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| 06:40:00 | karamazovapy | holler |
| 06:41:00 | Zoomber | hi |
| 06:41:00 | karamazovapy | how's it goin? |
| 06:48:00 | Zoomber | i just went to see this jazz concert (http://www.jasonleebruns.com/) in news, it shows he was having a jazz collective today |
| 06:50:00 | karamazovapy | I didn't realize Jamie Kennedy was a percussionist |
| 06:50:00 | Zoomber | oh, in other news, i finally turned my "qwop" netbook into shiny platinum by finally getting QuartzGL to work |
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| 06:58:00 | Zoomber | hi sam686 |
| 06:59:00 | Zoomber | _k friends with blackbird |
| 06:59:00 | Zoomber | blackbird _k |
| 06:59:00 | Zoomber | zoomber nazigold |
| 06:59:00 | karamazovapy | nazigold zoomber |
| 06:59:00 | Zoomber | blackbird karamazov bb |
| 07:00:00 | Zoomber | _k is acquaintance blackbird |
| 07:00:00 | Zoomber | _k karamazovapy batman karamazov |
| 07:02:00 | Zoomber | karamazovapy billydeewillams bobsaget santana joedirt donaldtriumph snoopd |
| 07:02:00 | Zoomber | and more |
| 07:02:00 | Zoomber | pointblank points at blank points blanking out to point out that blanking points point blanks out |
| 07:19:00 | Zoomber | checking out karamazovapy 's new zc |
| 08:51:00 | Zoomber | zoomberout goodnight karamazovapy karamazov batman pointblank |
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| 14:02:00 | raptor | good morning! |
| 14:07:00 | raptor | watusimoto, sam686: is dynamic_cast an expensive operation? |
| 14:08:00 | sam686 | not sure, speed test? |
| 14:09:00 | raptor | I don't want to spend the time to build test code at the moment... I'm almost done with these soccer changes |
| 14:11:00 | sam686 | i don't know the speed to dunamic cast, though i guess it might be slow due to having to search for if it can be dynamic_cast |
| 14:12:00 | raptor | found this: http://tinodidriksen.com/2010/04/14/cpp-dynamic-cast-performance/ |
| 14:19:00 | raptor | that's a neat blog - there are lots of c++ performance comparison tests on it |
| 15:11:00 | raptor | sam686: are you free to help me a bit? |
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| 15:15:00 | sam686 | pl |
| 15:15:00 | sam686 | ok |
| 15:16:00 | raptor | let me get you a diff |
| 15:16:00 | raptor | here: http://208.107.52.15/upload/soccer.diff |
| 15:16:00 | raptor | it is my attempt at increasing the ball 'mass' |
| 15:16:00 | raptor | for issue 64: http://code.google.com/p/bitfighter/issues/detail?id=64 |
| 15:16:00 | raptor | works relatively well |
| 15:16:00 | raptor | except there are a couple of physics problems |
| 15:17:00 | raptor | one is that constantly pushing the soccer ball makes the ship jump backwards |
| 15:20:00 | raptor | there are three physical interactions with the ball that need to be accounted for |
| 15:20:00 | raptor | ship hits ball, ball hits ship, weapon hits ball |
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| 15:21:00 | raptor | ship hits ball, weapon hits ball interactions have their velocity adjusted |
| 15:21:00 | raptor | ball hits ship is left alone - other wise the ship goes flying in other directions |
| 15:22:00 | sam686 | i think i have a stupid problem with my computer having 2 ethernet bridged, if one connect or disconnect, i get disconnected from IRC... |
| 15:23:00 | sam686 | as usual.. compiling with that patch.. |
| 15:30:00 | sam686 | ok, i see ball mass is higher, but shooting won't affect from mass.. |
| 15:30:00 | raptor | shooting does affect it, just less |
| 15:31:00 | sam686 | it still look like shooting don't affect it at all.. |
| 15:31:00 | raptor | hmmm, maybe i gave you wrong path.. |
| 15:31:00 | raptor | patch |
| 15:31:00 | raptor | one second... |
| 15:32:00 | sam686 | in some cases, shooting burst at the soccer make burst blow up immediately |
| 15:32:00 | raptor | yes, that another minor problem |
| 15:32:00 | raptor | yeah i gave you th right patch |
| 15:33:00 | raptor | shooting still affects it but should be slower |
| 15:34:00 | raptor | compare with 015a to notice the difference |
| 15:34:00 | sam686 | i think you only did it on GrenadeProjectile, not phaser or bouncer (Projectile) |
| 15:35:00 | raptor | i did in soccergame.cpp |
| 15:35:00 | raptor | in SoccerBallItem::damageObject |
| 15:35:00 | sam686 | look at http://208.107.52.15/upload/soccer.diff |
| 15:36:00 | raptor | yes |
| 15:36:00 | raptor | Projectile is not a moveObject |
| 15:36:00 | raptor | do I had to add the velocity adjustment to SoccerBallItem::damageObject |
| 15:36:00 | sam686 | - mMoveState[ActualState].vel += iv * dv.dot(iv) * 0.3f; |
| 15:36:00 | sam686 | + mMoveState[ActualState].vel += (iv * dv.dot(iv) * 0.3f) / VELOCITY_TRANSFER_RATIO; |
| 15:36:00 | sam686 | (basically, nothing changed) |
| 15:37:00 | sam686 | oh, now i see |
| 15:37:00 | raptor | well, there is a noticeable change when shooting the ball compared to 015a |
| 15:37:00 | sam686 | its just that that patch somehow hates soccerGame.cpp while patching and did nothing with it |
| 15:37:00 | raptor | ah |
| 15:37:00 | raptor | haha |
| 15:38:00 | raptor | be right back... |
| 15:39:00 | sam686 | should mines blow up when soccer ball get too close to mines? |
| 15:40:00 | sam686 | right now, soccer just go over mines, and mines don't blow up |
| 15:43:00 | sam686 | while it takes a lot to move, ships can often instantly stop the soccer from moving when soccer hits ship |
| 15:43:00 | sam686 | part of it is due ship's very high acceleration and deceleration |
| 15:47:00 | sam686 | it is likely "Mass" need to be created in MoveObject instead of soccerBall |
| 15:59:00 | raptor | ok back |
| 15:59:00 | raptor | yes |
| 16:00:00 | raptor | the 'instantly stop' piece is because we have what karamazovapy called 'newton's cradle physics' |
| 16:00:00 | sam686 | there is mMass in Item class, whick all MoveObject use Item class |
| 16:00:00 | raptor | yes, but mMass isn't used anywhere |
| 16:00:00 | raptor | i don't htink |
| 16:00:00 | sam686 | can make it use mMass instead |
| 16:01:00 | raptor | http://en.wikipedia.org/wiki/Newton's_cradle |
| 16:01:00 | sam686 | as, Mass can be useful to more then one object |
| 16:01:00 | raptor | that would probably be ideal |
| 16:01:00 | raptor | but there is no math or logic done with mass anywhere |
| 16:01:00 | sam686 | can add some logic to mass.. |
| 16:02:00 | raptor | maybe long term the mass solution is better |
| 16:03:00 | raptor | my code is really a hack |
| 16:03:00 | raptor | because i |
| 16:03:00 | sam686 | that is a mess of dynamic_cast |
| 16:03:00 | raptor | am simulating mass with velocity |
| 16:03:00 | raptor | big mess |
| 16:03:00 | raptor | and i don't like it |
| 16:04:00 | raptor | i know how to solve it |
| 16:04:00 | raptor | with a virtual method on MoveObject - at lease as far as the sound goes |
| 16:05:00 | raptor | but the real reason I asked for your help is to make better code with the velocity transfer, or if needed introduce mass |
| 16:05:00 | sam686 | mMass is often set in constructor |
| 16:10:00 | sam686 | TEST_ITEM_MASS = 4 it seem like someone want more mass to huge bouncy object |
| 16:10:00 | raptor | huh, i see varying masses throughout the code |
| 16:10:00 | raptor | yeah just saw that.. |
| 16:10:00 | raptor | but i see no math with the mass |
| 16:10:00 | raptor | let me try increasing soccer mass to like 20 |
| 16:13:00 | sam686 | your math has a problem, a slow moving TestItem with mass=4 can send ResouceItem flying at 4 times the speed with Mass=1 |
| 16:14:00 | raptor | where is the math that takes mass into account? |
| 16:14:00 | sam686 | MoveObject.cpp line 458 (i added some things) |
| 16:14:00 | sam686 | v2f = v2f * mMass / moveObjectThatWasHit->mMass; v1f = v1f / mMass * moveObjectThatWasHit->mMass; |
| 16:15:00 | sam686 | v1f = v1f / mMass * moveObjectThatWasHit->mMass; |
| 16:15:00 | sam686 | that is mostly the same as your soccer mass idea.. |
| 16:16:00 | raptor | is there any math in the code that uses mass, that you have not written? |
| 16:17:00 | sam686 | i don't see any mass code used in moveObject for calculation |
| 16:17:00 | raptor | ok, so this is new |
| 16:17:00 | raptor | good |
| 16:17:00 | raptor | that means this will alter the fundamental physics of the game |
| 16:17:00 | raptor | so we have to be careful |
| 16:17:00 | raptor | i'm trying your code now... |
| 16:20:00 | raptor | i htink i like your solution with the mass better, but it still has the kickback to the ship... |
| 16:22:00 | raptor | yeah with these physics you can really get a galileo's cannon going |
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| 16:46:00 | raptor | be back in 4 hours... |
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| 18:24:00 | watusimoto | is dynamic_cast an expensive operation? >>> yes |
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| 18:36:00 | watusimoto | http://stackoverflow.com/questions/332030/when-should-static-cast-dynamic-cast-and-reinterpret-cast-be-used |
| 18:36:00 | watusimoto | Recently, I've been using dynamic_cast when I'm going to check for NULL, c style casts when I;m pretty sure of the result... I think I'll start migrating teh c-style casts to static_casts |
| 18:46:00 | | BFLogBot - Commit cab25a8004e8 | Author: sam8641 | Log: Make Mass work, move mMass to MoveObject |
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| 18:52:00 | watusimoto | I've been looking at the bot stuff, and think we would improve server perofrmance if we didn't keep wiping out and recreating our L object every time a script runs |
| 18:52:00 | watusimoto | here is one possible solution |
| 18:52:00 | watusimoto | http://www.keplerproject.org/venv/index.html#status |
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| 20:19:00 | Zoomber | hi |
| 20:20:00 | | raptor has joined |
| 20:20:00 | | ChanServ sets mode +o raptor |
| 20:20:00 | raptor | howdy folks |
| 20:20:00 | Zoomber | hi raptor |
| 20:23:00 | raptor | good clean-up sam686 with the mass code |
| 20:28:00 | raptor | hi watusimoto |
| 20:30:00 | raptor | so essentially instead of using (S32), we should be happily verbose with static_cast<S32>() |
| 20:33:00 | raptor | oh my goodness sam686, you made mass transfer work really nicely |
| 20:33:00 | raptor | wow, waaaaay better than before |
| 20:33:00 | raptor | good job |
| 20:35:00 | raptor | interesting, you added elasticity to the other moveObject that is hit |
| 20:35:00 | raptor | was that the key? |
| 20:36:00 | watusimoto | hi all |
| 20:36:00 | raptor | hello |
| 20:36:00 | watusimoto | well... (S32) seems like such a trivial case |
| 20:36:00 | raptor | :) |
| 20:36:00 | watusimoto | we don't want to take it too far, do we? |
| 20:37:00 | raptor | yeah - we don't want our code to look like boost headers |
| 20:37:00 | watusimoto | best to resolve those by changing the types where possible |
| 20:37:00 | watusimoto | :-) |
| 20:37:00 | watusimoto | so I'd say stick with c-style for int->int casts and such. |
| 20:37:00 | raptor | me too |
| 20:37:00 | watusimoto | use static_cast for pointers |
| 20:37:00 | watusimoto | unless you want to check the results, then use dynamic_cast |
| 20:37:00 | raptor | agreed |
| 20:38:00 | watusimoto | but if you don't check, it seems pointless to use dynamic |
| 20:38:00 | raptor | yep |
| 20:38:00 | watusimoto | so here's a bot question |
| 20:38:00 | raptor | ok |
| 20:38:00 | watusimoto | do we want to continue to support bots that have no script? |
| 20:38:00 | raptor | ?? |
| 20:38:00 | watusimoto | that is, that just sit there and do nothing? |
| 20:38:00 | watusimoto | or, if a bot has no script, should it just never be created? |
| 20:38:00 | Zoomber | ? |
| 20:39:00 | raptor | you mean those white ghost ships? |
| 20:39:00 | watusimoto | white ghost bots, I think |
| 20:39:00 | watusimoto | I'm not sure how to create one, but we have code to allow them to exist |
| 20:39:00 | raptor | those were never actually bots, technically... right? |
| 20:39:00 | raptor | i thought they were 'Ship' in the level code or something like that.. |
| 20:39:00 | Zoomber | how about a re-entry of the "Botsperteam" feature? |
| 20:40:00 | watusimoto | it's what the variable isRunningScript is used for, I think |
| 20:40:00 | Zoomber | they are SHIP 0 x y |
| 20:40:00 | Zoomber | or ship x y |
| 20:40:00 | Zoomber | dont remember |
| 20:40:00 | watusimoto | I'm not talking about ships, only bots here |
| 20:40:00 | watusimoto | ships is a different conversation |
| 20:40:00 | raptor | ah ok |
| 20:40:00 | watusimoto | I'd like to get rid of that variable |
| 20:41:00 | raptor | well, i've never seen bots that actually don't do anything... |
| 20:41:00 | watusimoto | we have other checks that may prevent them |
| 20:41:00 | raptor | scrap it, i'd say |
| 20:41:00 | watusimoto | but I *think* that variable only supports scriptless ships |
| 20:41:00 | watusimoto | part of the problem is that I find it's usage a bit confusing |
| 20:41:00 | Zoomber | what exactly do you mean by scriptless ship. a ship thats added wihtout the use of scripts folder? |
| 20:41:00 | watusimoto | I may have added it for some reason when I first started implementing bots |
| 20:42:00 | raptor | yeah i ran in to that confusion when trying to build bot spawning function once... |
| 20:42:00 | watusimoto | I mean a bot tha thas an empty or invalid script can, theoretically, live on |
| 20:42:00 | raptor | maybe you thought that a bot could be implemented in c++? |
| 20:42:00 | watusimoto | No, I never did, though Sam talked about that once |
| 20:43:00 | watusimoto | I'd argue for using a different class in that case, one with no in-built lua support |
| 20:43:00 | watusimoto | but I'm not in favor of a c++ bot anyway |
| 20:43:00 | watusimoto | I like ahving a default script, but why have 2 mechanims for supporting bots? |
| 20:44:00 | raptor | agreed |
| 20:44:00 | raptor | yeah try to get rid of it, i say |
| 20:44:00 | watusimoto | especially if we can make lua bots more efficient |
| 20:44:00 | raptor | yes!! |
| 20:44:00 | watusimoto | by, say, resuing the lua environment |
| 20:44:00 | raptor | yes yes yes!! |
| 20:44:00 | watusimoto | which I may take a crack at |
| 20:44:00 | Zoomber | so, there will always be a scripts folder required? |
| 20:44:00 | watusimoto | maybe... maybee... we could run all bots in one environment |
| 20:45:00 | watusimoto | @z yes, nothing we're discussing would change that one way or the other |
| 20:46:00 | watusimoto | ok, I'll try removing the variable and see what happens |
| 20:46:00 | watusimoto | Maybe I'll check in my cleaned up scripting first |
| 20:46:00 | raptor | i spoke with the 'naev' developers about running all their AI in one environment |
| 20:46:00 | watusimoto | I've merged a lot of levelgen and bot stuff |
| 20:46:00 | watusimoto | is that what they do? |
| 20:46:00 | raptor | yes |
| 20:47:00 | watusimoto | our bots are supposed to be autonomous; I could see AI elements cooperating |
| 20:47:00 | raptor | they said they keep a container with information for each AI (or bot) and then use one LUA environment and switch the data pointers as they loop through each AI |
| 20:48:00 | raptor | or something to that effect... |
| 20:50:00 | watusimoto | that's similar to what I've been reading about |
| 20:50:00 | watusimoto | http://www.lua.org/pil/14.3.html |
| 20:51:00 | watusimoto | I'm going to try implementing something like this |
| 20:52:00 | watusimoto | case 133 finished? |
| 20:52:00 | raptor | did i close that? |
| 20:52:00 | watusimoto | oh wait... |
| 20:52:00 | watusimoto | haven't refreshed my case list for a while |
| 20:52:00 | watusimoto | that's what intermittent internet does... I keep everything open |
| 20:53:00 | watusimoto | and end up with a whole mass of crap |
| 20:53:00 | raptor | hehe |
| 20:53:00 | watusimoto | forget it... closed |
| 20:53:00 | raptor | i closed a few in last couple days |
| 20:56:00 | raptor | watusimoto: here was my conversation: http://colabti.org/irclogger/irclogger_log/naev?date=2011-07-18#l37 |
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| 21:01:00 | | BFLogBot - Commit 96238ae666c6 | Author: buckyballreaction | Log: Fewer magic numbers |
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| 21:06:00 | | watusimoto has joined |
| 21:06:00 | watusimoto | hrm... |
| 21:06:00 | raptor | welcome back |
| 21:06:00 | raptor | twice! |
| 21:09:00 | raptor | hey karamazovapy, you've gotta try sam686's implementation of soccer; much better than mine, I think: http://208.107.52.15/upload/Bitfighter-Installer-016-soccer3.exe |
| 21:09:00 | raptor | if you've got the time.. |
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| 21:12:00 | | watusimoto has joined |
| 21:12:00 | watusimoto | !!!!! |
| 21:13:00 | raptor | i suggest using an old coat hanger to boost the signal |
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| 21:22:00 | karamazovapy | so the difference is that the ball pushes you a bit without launching you? |
| 21:23:00 | karamazovapy | I like it...but I still think the sound effect has to go if there's going to be sustained ship/ball contact |
| 21:23:00 | raptor | oh yeah... |
| 21:23:00 | raptor | i can do that |
| 21:25:00 | raptor | i'm just impressed because his code is so much cleaner than mine, and the 'mass' increase can be applied to any object tha tmoves now |
| 21:29:00 | karamazovapy | I think asteroids should have mass added to them |
| 21:29:00 | raptor | they do |
| 21:29:00 | raptor | default mass is 1 |
| 21:30:00 | raptor | testitem soccerballitem asteroiditem have mass of 4 |
| 21:30:00 | karamazovapy | ...then mass should be *added* |
| 21:30:00 | raptor | unless you think they should have more? |
| 21:30:00 | karamazovapy | ah |
| 21:30:00 | karamazovapy | I don't know if I'd change it for everything by default |
| 21:30:00 | karamazovapy | I mean, asteroids are "supposed" to be heavy, but testitems don't exist |
| 21:31:00 | karamazovapy | I dunno...maybe it'd be neat if they were heavy and resources were light |
| 21:31:00 | karamazovapy | do smaller asteroid bits have less mass? |
| 21:31:00 | | watusimoto Quit (Ping timeout: 244 seconds) |
| 21:31:00 | raptor | hmmm... not sure |
| 21:31:00 | raptor | probably not |
| 21:31:00 | karamazovapy | that'd be cool |
| 21:31:00 | raptor | let me check |
| 21:31:00 | raptor | yeah... |
| 21:31:00 | karamazovapy | if they went 4:2:1 |
| 21:31:00 | raptor | i agree |
| 21:31:00 | raptor | should i reduce testitem mass? |
| 21:32:00 | karamazovapy | I'm open minded on that one |
| 21:32:00 | karamazovapy | but it'll be cool if the smaller asteroids are more deadly because they accelerate more readily |
| 21:32:00 | raptor | good thinking |
| 21:32:00 | raptor | well, test out the testitems in conjunction with resource items |
| 21:33:00 | raptor | to get a feel for their mass and affects |
| 21:33:00 | karamazovapy | I'm gonna get some food and then go see Moneyball for a little mental vacation |
| 21:33:00 | karamazovapy | I've heard it's good |
| 21:33:00 | raptor | haha, ok |
| 21:33:00 | raptor | enjoy |
| 21:47:00 | | BFLogBot - Commit 8ab2beb24ab6 | Author: buckyballreaction | Log: Reduce mass on asteroid split |
| 21:52:00 | | BFLogBot - Commit 2299a5745141 | Author: buckyballreaction | Log: Make second asteroid piece have adjusted mass, too |
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| 22:31:00 | raptor | sam686: your new zeros look nice |
| 23:05:00 | raptor | i think soccor scores on both goals gives a point to team 1 |
| 23:05:00 | raptor | or your team, i mean |