#bitfighter IRC Log

Index Search ←Prev date Next date→

IRC Log for 2013-04-25

Timestamps are in GMT/BST.

00:00:32raptorok
00:00:38BFLogBot Commit: bb17908ca7d8 | Author: buckyballreaction | Message: Update PPC type in tnlTypes.h
00:00:39raptoryour fix should you choose to do it
00:00:51raptoredit tnl/tnlTypes.h
00:01:05raptorabout line 343 (or nearby) is this line:
00:01:10raptor#elif defined(__ppc__)
00:01:15raptorchange that line to:
00:01:19raptor#elif defined(__ppc__) || defined(__PPC__)
00:01:33raptorand run 'make' again
00:02:00raptorIi recommend sticking with 018a - 019 is a bit volatile
00:02:05raptorok gotta run!
00:02:12SolumnMushroomBye
00:02:17raptorbye
00:02:21raptor Quit ()
00:09:14SolumnMushroomRunn al the things as SU
00:09:25SolumnMushroom*Run all
00:11:37kaenSolumnMushroom I hope that was a joke :<
00:12:39SolumnMushroomWell, I'm running make a SU
00:12:57SolumnMushroom*as. Stupid keyboard
00:14:10kaenthat will cause you trouble
00:14:51kaenyou never, ever, need to (or should) run `make` as root
00:14:58kaenonly `make install`
00:15:22SolumnMushroomDoes it mess anything up very badly?
00:15:34kaenwell, not permanently
00:15:55kaenbut all of the files it makes will be owned by root, so you'll have to sudo in order to rm them
00:16:01kaenor to `make clean`
00:16:28kaenor actually to run `make` from now on
00:16:45SolumnMushroomGreat.
00:17:00SolumnMushroomWell, there's always sudo
00:17:01kaenso it's best just to `sudo make clean` and start again (as a normal user)
00:17:29kaenyou're already doing tricky stuff, you really don't want to complicate it with building as root
00:17:30kaentrust me
00:18:14SolumnMushroomWell, too late for that.
00:18:37kaenctrl + c in the terminal
00:18:39kaenwill kill the make
00:19:15kaenor build it like that, have problems, and tell me I was right later :)
00:20:19SolumnMushroommake clean only said *** No rule to make target 'clean'. Stop
00:21:22SolumnMushroomProbably because I'm not in the right directory
00:21:26SolumnMushroom:P
00:24:14SolumnMushroomI sincerely hope nothing in my computer melts...
00:26:34kaennah its not damaging
00:26:46kaenjust would cause you trouble building
00:26:52SolumnMushroomTake 2, this time without sudo or SU
00:27:18SolumnMushroomJust my standard account
00:27:33kaenyep, just like that
00:30:10SolumnMushroomWe're at 36%
00:30:49SolumnMushroomAnd crash...
00:31:00kaencrash?
00:31:04kaenor build errors?
00:31:45SolumnMushroomRight. New folder Unsupported CPU nonsense. BRB
00:34:24SolumnMushroomAnd I'm back
00:35:37SolumnMushroomTNL got a refresh back to it's former ways, so I had to change it back to something that works
00:37:33SolumnMushroomWe're at 51%
00:41:38Platskies has joined
00:47:26SolumnMushroomWe're at 66%
00:54:39SolumnMushroomNow 82%
01:01:00SolumnMushroom93%
01:02:30SolumnMushroomSo close to finishing
01:03:29SolumnMushroom98%
01:03:53SolumnMushroomDone
01:04:10SolumnMushroomGoodnight/bye
01:04:13SolumnMushroom Quit (Quit: Leaving)
01:40:49bobdaduck has joined
01:42:05bobdaduck Quit (Remote host closed the connection)
01:54:51bobdaduck has joined
01:55:50raptor has joined
01:55:51ChanServ sets mode +o raptor
02:27:35Platskies Quit (Remote host closed the connection)
02:28:05Platskies has joined
02:53:47bobdaduck Quit (Ping timeout: 258 seconds)
03:01:37bobdaduck has joined
03:06:37bobdaduck Quit (Remote host closed the connection)
03:20:26raptorFWIW, I reopened my fontstash issue: https://github.com/akrinke/Font-Stash/issues/5
04:12:39bobdaduck has joined
04:25:23raptorbobdaduck: has that mine bug in FFA maps been around a while?
04:34:33bobdaduckuh
04:34:35bobdaduckyeah since like
04:34:39bobdaduckthe beginning of bitfighter
04:36:01raptorhuh
04:36:05raptoryeah, it looks like it
04:39:26bobdaduckIF ONLY DND HAD WHIPS
04:40:40bobdaduckI gave Quartz my sword editor so he'll take a big workload off me though
04:42:52raptorthis mine bug explains so many anomalies i've seen...
04:43:56bobdaducklike what?
04:44:14raptorlike spybugs disappearing at odd times..
04:44:37raptorI always thought it was my poor spybug fixes for last release
04:45:22bobdaducklo
04:45:27bobdaduckaight
04:45:28bobdaducknight
04:45:30bobdaduck Quit (Remote host closed the connection)
04:49:28raptoryay
04:49:39BFLogBot Commit: 3775091907d4 | Author: buckyballreaction | Message: Fix really old bug with mines/spybugs losing player ownership if another client connects to the same server
05:02:06BFLogBot Commit: 96ac6453ced4 | Author: buckyballreaction | Message: Minor performance improvements in various places involving .len()
05:05:17raptorSolumnMushroom will be happy: http://sam6.25u.com/upload/bitfighter-018a-5.1.ppc.rpm
05:05:40raptorhe'd be our first linux PPC player
05:22:51raptor Quit ()
05:50:16Darrel has joined
06:16:04Watusimoto has joined
06:23:30BFLogBot Commit: 90adafabfab3 | Author: watusimoto | Message: Clean up old messes
06:23:32BFLogBot Commit: b27ac6731dcc | Author: watusimoto | Message: Merge
06:28:05Watusimoto Quit (Ping timeout: 255 seconds)
06:57:55Watusimoto has joined
07:14:28Watusimoto Quit (Ping timeout: 246 seconds)
07:29:45watusimoto has joined
07:29:45ChanServ sets mode +o watusimoto
07:36:13watusimoto Quit (Quit: Leaving.)
07:54:48Darriel has joined
07:57:46Darrel Quit (Ping timeout: 258 seconds)
08:31:17LordDVG has joined
08:31:28LordDVG Quit (Remote host closed the connection)
08:31:48LordDVG has joined
09:07:35LordDVG Quit (Remote host closed the connection)
10:17:08Platskies Quit (Remote host closed the connection)
12:42:10Watusimoto has joined
13:30:12Watusimoto Quit (Ping timeout: 256 seconds)
15:09:45raptor has joined
15:09:45ChanServ sets mode +o raptor
15:09:58raptorgood morning!
15:31:10watusimoto has joined
15:31:10ChanServ sets mode +o watusimoto
15:33:52bobdaduck has joined
16:06:32bobdaduckRaptor come see?
16:25:10bobdaducknevermind
16:31:27raptorhi
16:31:32raptorsorry was in meeting
16:33:56bobdaduckthat's fine
16:34:14bobdaduckwas just wondering if you wanted to see the new evil in DnD
16:34:20bobdaduckI got whips working
16:34:20raptorsure!
16:34:23bobdaduckJUST KIDDING.
16:34:23raptorwhat
16:34:26raptorok
16:34:32bobdaduckOH MAN
16:34:39bobdaduckBUT I TOTALLY JUST FIGURED OUT A WAY TO DO IT
16:34:44bobdaduckhehehehehehehehehe
16:34:57bobdaduckhosting
16:41:27raptorBAD bobdaduck
16:41:31bobdaducklol
16:42:24bobdaduckI'm working on something else evil right now
16:42:43bobdaduckCompletely aside from dnd
16:42:59bobdaducktotally have an idea for how to do the whip now though so IN YOUR FACE.
16:45:52raptorok
16:53:09bobdaduckokay so raptor
16:53:35bobdaduckI need to tie several objects to a player and do something to each object each turn
16:54:24bobdaduckAnd also create each object dynamically
16:55:06raptoryou'll need arrays!
16:55:14bobdaduckYeah I know xD
16:55:18raptorerr... dictionaries!
16:55:22bobdaduckI've got a for loop that creates the items
16:56:34watusimoto Quit (Quit: Leaving.)
16:56:44bobdaduckhow do I set up the dictionaries?
16:59:10raptorjust like the way that is done with the swords
16:59:15raptorsomeArray = {}
16:59:34raptorthen you insert by player name: someArray['raptor'] = someData
16:59:48raptorand remove using those removal helper mehtods
16:59:52raptori made
17:00:23bobdaduckokay so how does the for loop go to do it for each of the objects?
17:00:35bobdaduckthe sword code only does one
17:10:09watusimoto has joined
17:10:09ChanServ sets mode +o watusimoto
17:13:06Watusimoto_ has joined
17:14:42bobdaduckoh cool I crashed it again
17:16:36bobdaduckGuys recursively calling a function within itself is crashing it
17:16:45bobdaduckWhat do I do
17:16:46raptorstackoverflow!
17:16:53raptor(sorry busy at work)
17:16:58raptoruhh... don't do the crash
17:17:35bobdaducklol
17:17:42bobdaduckYeah I got a stack overflow. Thing.
17:19:18bobdaduckDon't do the crash?
17:20:45bobdaduckBah fine I'll do it through a timer
17:21:44bobdaduckokay now I need an object that collides with itself but not the ship.
17:21:45bobdaduckxD
17:25:26bobdaduckIf I gave you a simpler way to do the whip would you be willing to do it?
17:26:00bobdaduck Quit (Remote host closed the connection)
18:10:43BFLogBot Commit: ead0f13a8d4d | Author: watusimoto | Message: More refactor of new help system; demonstrates how to handle loadout changes when there is a loadout zone available, and when there isn't
18:15:23SolumnMushroom has joined
18:15:43bobdaduck has joined
18:16:38SolumnMushroomHello all!
18:17:08raptorhi SolumnMushroom
18:17:11bobdaducksup mush
18:17:14raptorI have a present for you:
18:17:16raptorhttp://sam6.25u.com/upload/bitfighter-018a-5.1.ppc.rpm
18:17:29SolumnMushroomYay!
18:17:33raptor^^ openSUSE 12.2 ppc rpm
18:18:47SolumnMushroomWoo! The make worked, but the graphics are quite glitchy. Do you know of a way to take a screencap in 12.2?
18:19:13raptorctrl +q
18:19:22raptorthen look in screenshots folder
18:19:29raptori'll be back later...
18:21:13bobdaduckRaptor here's my idea for a simpler whip
18:25:07bobdaduckWe use like eight or so resource items
18:25:12bobdaduckand have them chained together
18:25:43bobdaduckand then have zones follow each of them which trigger the bursts
18:26:45bobdaduckEasier?
18:26:57bobdaduckI mean it sure sounds easier in my head
18:33:32Watusimoto_ Quit (Ping timeout: 252 seconds)
18:44:58raptorhi
18:45:08raptorSolumnMushroom: did that RPM work for you?
18:46:19raptorbobdaduck: honestly, I think I currently would rather put my efforts towards 019 of bitfighter, you're level is practically a new game to which I don't have as much loyalty :)
18:46:46bobdaduckok ok
18:47:11bobdaduckuh, I'm getting the -1.#IND location on a resourceItem again...
18:47:18raptorha!
18:47:35raptorI don't remember if we found out how that was possible - maybe kaen fixed it for 019?
18:47:43bobdaduckI doubt it
18:47:49bobdaduckI'm the only one who experienced it
18:48:16bobdaduckOoh I got it working with testitems too
18:49:09bobdaduckWant script?
19:03:53bobdaduckOkay
19:04:01bobdaduckraptor help me with math?
19:04:17bobdaduckI want to set an item at a random angle but 255 distance away from the ship
19:05:03bobdaduckI'll probably need like, sine or cosine or whatever but I don't remember how those work.
19:05:16bobdaduckIf you wanna just link me to a site telling me what math to do that's fine
19:06:19bobdaduckSorry I'm loud today
19:08:20raptorhi
19:08:35raptoreasy to understand: http://en.wikipedia.org/wiki/File:Circle-trig6.svg
19:08:46raptorok, not really
19:08:58bobdaducklol
19:09:48raptorok
19:09:50raptorso
19:09:59raptordo you remeber: soh cah toa ?
19:10:05bobdaduckyeah
19:10:27raptoryou need that and one other rule: sine is for y coordinates, cosine for x coordinates
19:10:46raptornow for the y coordinate use the 'soh' equation
19:11:01raptorbut your hypotenuse is the 255 distance
19:11:41raptorsoh: sine(theta) = opposite side of angle / hypotenuse
19:11:58raptory = opposite; hypotenuse = 255
19:12:09raptorso sine(theta) = y / 255
19:12:14raptornow solve for y
19:12:56bobdaduck is processing
19:13:12raptormaybe a twiddla might help?
19:13:37bobdaduckmight
19:13:38raptorhttp://www.twiddla.com/1164116
19:18:29Watusimoto_ has joined
19:21:00raptorgood bobdaduck
19:21:07bobdaduckWHOO MATH
19:21:14bobdaduckIS FINALLY USEFUL
19:21:18raptorso y = 255 * math.sin(math.random(360))
19:21:24raptoroh OOPS
19:21:27raptoruhh
19:21:28raptorradians
19:21:31raptornot degrees
19:21:35raptorso don't use 360
19:21:39raptoruse tau
19:21:45raptorerr, 2*math.pi
19:22:12raptorso: y = 255 * math.sin(math.random(2*math.pi))
19:22:24raptoris the Lua syntax
19:22:26bobdaduckis tau just the radians term for 360 degrees?
19:22:32raptoryes
19:22:36raptormost people use 2pi
19:22:42raptorbut i'm a nerd
19:22:55raptorhttp://tauday.com
19:22:56bobdaducklol
19:23:45bobdaduckokay if this works
19:23:54bobdaduckI will soon be coming out with like eight new stupid levelgen levels
19:24:39raptorplease tell me you're not moving something each tick?
19:25:18bobdaduckI'm ALWAYS moving something each tick
19:25:23bobdaduckin like every one of my levelgens
19:25:24bobdaduckxD
19:26:06bobdaduckokay so instead they're created around center instead of the shiploc
19:27:05raptorthat means you have to add your x,y to the ship location
19:27:42raptorpoint.new(shipLoc.x + mathyX, shipLoc.y + mathyY)
19:28:00SolumnMushroomraptor I haven't tried yet.
19:28:45bobdaduckIts making a square
19:29:57raptororbitbot uses similar code
19:31:05bobdaduckhm
19:37:09bobdaduckitem:setLoc(point.new(shipLoc.x + 255 * math.cos(math.random(tau)), shipLoc.y + 255 * math.sin(math.random(tau))))
19:37:27raptoryeah, that should work
19:37:32bobdaduckIt makes a square
19:37:34bobdaduckand
19:37:41bobdaduckonly at specific points in the square
19:38:06raptorhmmm
19:38:33raptorlet me try..
19:41:18raptordid you define 'tau'?
19:41:35bobdaduckyeah
19:41:43bobdaduck2*math.pi
19:49:49SolumnMushroomHow do I use a command line to copy a file on to a flash drive?
19:50:16bobdaduckin what linux?
19:50:29SolumnMushroomUbuntu 12.04
19:51:31bobdaduckGoogle says this: http://ubuntuforums.org/showthread.php?t=1774562
19:52:02raptoroh haha
19:52:16raptorbobdaduck: don't call math.random(tau) for both the x and y
19:52:24raptorcall it once, and use that angle for both x and y
19:53:35bobdaduckokay so its a circle shape now
19:53:41bobdaduckbut still only 8ish points?
19:54:00bobdaduck6 points
19:54:04raptorwell, you're calling it in onTick
19:54:15raptoroh
19:54:17raptorwait
19:54:26raptormaybe math.random only returns integers...
19:54:31raptorthat would be bad
19:54:36bobdaduckuhhh
19:54:36bobdaduckxD
19:54:40bobdaduckyeah pretty sure
19:54:56SolumnMushroomWoo chown!
19:55:03raptorah ok
19:55:06raptori think i have it...
19:55:18SolumnMushroomsudo chown ***** /media/Lindrive
19:55:28raptorsince radians go from 0 to ~6.285
19:55:34bobdaduckIf I divide math.random(tau) by math.random(tau) it makes a smily face
19:56:54SolumnMushroomI quote Cave Johnson: "I punch those numbers into my calculator and it makes a happy face."
19:56:58bobdaduckxD
19:57:00raptorbobdaduck: bad math!
19:57:12bobdaduckBAD MATH MAKES A SMILY FACE.
19:57:22bobdaduckHow can it be bad if its smiling at me? HMMM?
19:57:28raptorok bobdaduck: http://pastie.org/7720527
19:57:37raptori broke it up to make sense
19:57:39raptorenjoy
19:57:41raptor goes back to work
19:59:16bobdaduckhah sorry for time leech xD
20:00:05bobdaduckWhoo
20:00:16bobdaduckIt works!
20:03:23SolumnMushroomI <3 chown
20:03:52SolumnMushroomAnd now I have cookies
20:04:15kaenI POSSESS MAD DIGITS, I DD BLOCKS
20:04:25kaenTHEN I CHOWN YOUR /HOME AND MOUNT SLASH PROC
20:04:41kaen- yt cracker
20:04:52kaenbest nerdcore rapper that ever was or will be
20:05:37bobdaduckroflwhat
20:05:43kaenit's a thing
20:05:51bobdaduckxD
20:05:55kaencomputer scientists occasionally have freestyle rap battles
20:06:12bobdaduckxD
20:06:53SolumnMushroomDo you have that face on your clipboard?
20:07:10bobdaduckno
20:07:20kaenif it came from random over random, he'll probably never see it again
20:07:33bobdaduckI didn't listen to my mom and my face froze that way
20:07:39kaenlol
20:07:40bobdaduckand now its the only emote I can make
20:07:46SolumnMushroomOkay then
20:10:32bobdaducknerdcore
20:10:37bobdaduckbeautiful
20:10:57kaenrevel in its glory
20:11:26kaenmc frontalot is generally recognized as the progenitor of the genre (and also as one of maybe three good nerdcore rappers)
20:15:39SolumnMushroomNow booting off the disc
20:16:10bobdaduckOkay! I broke gameplay again.
20:16:37kaen-- imagine that :P
20:18:06SolumnMushroomNow booting off the disc... AGAIN
20:18:59SolumnMushroom2121 is the magic combo...
20:19:43SolumnMushroomEntered password...
20:20:08SolumnMushroomAnd, I'm in.
20:20:43bobdaduckyay
20:21:43SolumnMushroomraptor: What's the YaST thing to fix the bootloader?
20:23:34bobdaduckYet another Stupid Terminal
20:23:39bobdaduckObviously
20:24:47SolumnMushroomI could see that, but it has modules
20:24:59SolumnMushroomSo it's even MORE confusing
20:26:57SolumnMushroom checks raptor's breathing...
20:27:20SolumnMushroom checks raptor's pulse...
20:27:40SolumnMushroomHmm...
20:28:56SolumnMushroomThere it is
20:29:24SolumnMushroomIt's faint, but it's there
20:30:45bobdaducklol
20:30:55bobdaduckHe's prolly in a meeting or something
20:30:59bobdaduckjust google it?
20:32:15SolumnMushroomNo, when I found his pulse, I found a note that said where to look. I'm now attempting to figure it out...
20:35:35SolumnMushroomTrying something...
20:36:04SolumnMushroomFAIL
20:37:09SolumnMushroomWhy is watusimoto away as op and here as just a user?
20:37:22kaenhe's on at home and work
20:37:24kaenmost likely
20:37:34kaendo you need help, SolumnMushroom ?
20:37:41kaensounds like you can't get it to boot...
20:38:08SolumnMushroomIn one form or another... I may need therapy...
20:38:23kaenyes, that's a common side-effect of linux
20:38:29kaenespecially installing a new distro
20:39:04kaenbut that means the medicine is working :)
20:39:11SolumnMushroomI'm taking a YouTube break
20:39:39bobdaduckxD
20:39:48bobdaduckI feel like youtube is the wrong place to go for a break
20:39:53bobdaduckbitfighter is a much better choice
20:40:44kaenI just tried playing with a new player
20:40:58kaenhe didn't move the entire time, but joined and left two different servers
20:41:07bobdaducklol
20:41:41bobdaduckwho?
20:42:11kaenwas a weird name b[something I forgot] alpha
20:44:02bobdaduckokay so as way of compensation for breaking the gameplay again
20:44:08bobdaduckI'm gonna make another real levelgens level xD
20:44:13SolumnMushroomhttp://www.youtube.com/watch?feature=endscreen&NR=1&v=PZ-GedM4ePg
20:44:25bobdaduckMan mush, you and your creepy gaming
20:50:09SolumnMushroomI don't know. The bad writing just amuses me
20:53:17LordDVG has joined
20:57:20SolumnMushroomStupid diet ad man. You know nothing
21:01:59Watusimoto_ raptor: are you still looking for memory optimizations for copying points between Vector<Point> and whatever poly2tri uses?
21:02:32Watusimoto_i just tried casting a Vector<Point> to an F32 array... and it worked!
21:02:52Watusimoto_so if the memory arrangement is similar, and its just a question of what things are called, a direct cast might work
21:03:19Watusimoto_my next checkin will have this code... see void renderTestItem(const Vector<Point> &points, F32 alpha = 1) implementation
21:06:36Watusimoto_I only hope it is platorm independent
21:07:45SolumnMushroomSonic R's OST would be more fitting in Katamari Damacy
21:15:31kaenwatusimoto, assuming you're doing "(F32*) points.address()" then it should be cross platform
21:16:23kaenSO says std::vector is specified to be contiguous, and cites this: http://www.open-std.org/jtc1/sc22/wg21/docs/lwg-defects.html#69
21:20:23raptorback!
21:20:33raptorWatusimoto_: what
21:20:36raptoryou can do that?
21:20:54Watusimoto_seems so
21:21:03Watusimoto_kaen: yes, that
21:21:12raptorok good
21:21:13kaenpoint's only members are F32, and the inner std::vector is laid out like an array
21:21:19Watusimoto_(F32 *)&point[0]
21:21:26raptoryes, we use a std::vector as the backing for TNL::Vector
21:21:36raptorWatusimoto_: looks beautiful!
21:21:37Watusimoto_that was my theory... and it worked!
21:21:50kaennice one, I never would have thought of it
21:21:56raptorSolumnMushroom: yAst has a bootloader module
21:22:03Watusimoto_so anyay, that's a really fast way to convert a bunch of points into stuff that can be rendered by opengl
21:22:22raptorWatusimoto_: I think the main issue is that poly2tri uses pointers everywhere
21:22:33Watusimoto_we have pointers!
21:22:38raptorso it passes a p2t::Point object around with just the pointer
21:22:51Watusimoto_oh
21:22:52Watusimoto_wait
21:23:08Watusimoto_their Point object is based on S64s
21:23:14Watusimoto_or something like that
21:23:16raptoroh yeah... that too
21:23:18Watusimoto_I remember looking
21:23:18raptordoubles
21:23:31Watusimoto_not doubles; they're ints, I think
21:23:45SolumnMushroomI found it, but I need to experiment with some stuff
21:24:09Watusimoto_no, they're doubles
21:24:46Watusimoto_maaaaybe we could convert them to floats, and then we can do a direct conversion
21:25:35Watusimoto_ha, therey's a comment in poly2tri that starts:
21:25:39Watusimoto_See: J. Shewchuk, "Triangle: ..."
21:26:49raptorhaha
21:26:52kaenlol
21:28:13Darriel Quit (Read error: Connection reset by peer)
21:28:21raptorWatusimoto_: did he ever write you back?
21:28:49Watusimoto_no
21:29:14Watusimoto_but you're happy with the switch to poly2tri?
21:29:17raptoryes
21:29:21raptoralmost
21:29:27Watusimoto_then it doesn't matter
21:29:38raptori mean, our implementation is about as good as it can get without adjusting poly2tri itself
21:29:38Watusimoto_but still...
21:29:50Watusimoto_how would you adjust it?
21:30:01Watusimoto_F32 instead of F64?
21:30:04raptorno no no
21:30:16Watusimoto_no
21:30:16raptorthe sweepline algo that triangulates a region
21:30:30raptorwhat it does is triangulate *everything*
21:30:33raptorthen
21:30:47raptorupon finalization of the mesh, it searches for triangles within holes and removes them
21:31:49raptorwhat we currently do is call poly2tri for each possible playable aread, including concentric areas within continuous (donut-like) holes
21:32:05raptorso we may call poly2tri 20 times
21:32:18Watusimoto_ok
21:32:28Watusimoto_so doing it all in one pass would be better
21:32:40raptorbut it can be done in one pass if we can figure out how to clean up triangles appropriately
21:32:41raptoryes
21:33:06raptori was working on this to avoid studying for finals, then finals happened, and I haven't look back yet
21:33:22Watusimoto_how would you clean them up? remove triangles in ccw polys that are not in cw polys?
21:33:53raptoryes something like that, see http://code.google.com/p/poly2tri/issues/detail?id=74#c4
21:34:15Watusimoto_well, I just spent 15 minutes trying to fix the orientation of testitems that I somehow broke
21:34:20raptorin light of our current conversation, that comment should make more sense
21:34:23raptorwhat?
21:34:32Watusimoto_reading...
21:34:55Watusimoto_only to find out that they have had this same "broken" orientation since about Bitfighter 003
21:35:05raptorheh
21:35:07Watusimoto_maybe even longer
21:36:15raptori've fixed two bugs so far that might have come from zap!
21:36:17Watusimoto_yes, makes mroe sense
21:36:22Watusimoto_wow!
21:36:32Watusimoto_you mean recently, or lifetime total
21:36:36raptorrecently
21:36:41Watusimoto_great
21:36:46Watusimoto_always fun to do that
21:37:03raptoryes, it's good to know I'm not the only fallible programmer...
21:37:12Watusimoto_hardly
21:37:28raptoreven our forebearers made mistakes!
21:37:49raptorbobdaduck: can you create the levelgen section?
21:37:53Watusimoto_better than debugging this:
21:37:54Watusimoto_http://kottke.org/13/04/dont-mess-with-texass-old-computers
21:37:57bobdaduckwhat
21:38:10raptorwhat
21:38:25bobdaduckcan I create the levelgen section of what?
21:38:46raptorforums
21:38:56raptorsorry, missed a noun in my previous sentence
21:39:21bobdaduckoh
21:39:27bobdaduckuhh
21:40:41bobdaduckyeah sure
21:40:50bobdaduckI guess
21:41:56Watusimoto_kaen, do you happen to know if the memory layout of vectors/structs/etc. is part of the C++ spec?
21:42:47Watusimoto_I guess I want to know if my point/F32 trick works by spec, or works because it's the most logical way for a compiler to work (but could break somehow somewhere)
21:43:13Watusimoto_and if you don't happen to know, that's fine
21:43:37raptorWatusimoto_: you could always just commit and see if we're broken :)
21:44:05raptoractually...
21:44:11Watusimoto_I'm not really that worried, but memory tricks like this always make me a tad nervous
21:44:43raptoractually
21:44:44raptorha!
21:44:55raptorI use that same trick already in my poly2tri implementation
21:45:01bobdaduckokay done
21:45:11raptorthanks bobdaduck!
21:45:12bobdaducksomeone should take a look at it at some point
21:45:43raptorWatusimoto_: &currentPoly[0]
21:45:46LordDVG Quit (Remote host closed the connection)
21:45:51raptorto convert from vector to array
21:45:57Watusimoto_yes
21:46:03Watusimoto_we use that a fair bit
21:46:11Watusimoto_that made me nervous at first too
21:46:19raptoroh, are you talking about some other trick?
21:46:27Watusimoto_casting that to F32*
21:46:53kaen[14:17:03] <kaen> SO says std::vector is specified to be contiguous, and cites this: http://www.open-std.org/jtc1/sc22/wg21/docs/lwg-defects.html#69
21:46:56Watusimoto_this: (F32 *)&point[0]
21:47:15Watusimoto_and structs are also, I suppose
21:47:27Watusimoto_because otherwise half the C programs in existance would be broken
21:47:30raptorWatusimoto_: I think that'll work as long as the F32 members are the first things declared in the struct/class
21:47:32Watusimoto_(broken more)
21:47:46Watusimoto_they're the only data members
21:47:48raptorso as long as the primitives are aligned at the start
21:47:59Watusimoto_well... we'll see!!
21:48:52raptorbobdaduck: do you think the section should go under 'development'?
21:49:07bobdaduckI think the bots section should be under "community"
21:49:12kaenmaybe bots, levegens, plugins should all be one
21:49:16kaencall it "scripting"
21:49:34raptormost people will post their code with levels so I figure the 'gallery' would be more like code snippets or generic things
21:49:35bobdaduckOnly if there's three subsections there.
21:49:52bobdaduck"script gallery" works
21:50:09raptorthat's a good idea
21:50:31raptorScript gallery - and put levelgen and editor stuff there
21:50:44raptoras for bots
21:50:54bobdaduckthree subsections: Levelgens, plugins, bots
21:51:02raptormaybe only move over the topics that actually have example code?
21:51:34bobdaduckChange the "bots" section to a "scripting chat" section or somesuch
21:51:41raptorand put the rest in 'technical discussion' ? Or do we need a section just for technical help with scripting
21:51:54bobdaduckhm
21:52:11bobdaduckTechnical scripting discussion might be a good idea but technical discussion will work
21:57:29raptorok
22:02:09kaenI linked #debian-mentors to our google code repo... the feedback has been fairly pessimistic
22:05:03bobdaduckyeah?
22:44:02Watusimoto_bummer
22:47:18raptorkaen: how so?
22:47:27raptorjust because it isn't github? :)
22:49:11raptorhey should be forgiving because we're a cross-platform project :)
22:57:07Watusimoto_my latest push was not recorded in these forums
22:57:19Watusimoto_oops
22:57:22Watusimoto_take that back
22:58:12BFLogBot Commit: c08cfda8ed53 | Author: watusimoto | Message: Nice outlines for testItems and resourceItems; includes refactor of way these items are rendered
22:58:27Watusimoto_there we go
22:58:56bobdaduckhmmmm
22:59:25raptoruh oh
22:59:28Watusimoto_I have enough objects for the moment... now I need to make the logic of when to show what help a little nicer
23:00:50raptorWatusimoto_: can y ou do me a flavor?
23:00:57Watusimoto_sure
23:01:05raptori reopened this issue: https://github.com/akrinke/Font-Stash/issues/5
23:01:12raptorcan you please host a game
23:01:14Watusimoto_oh brother
23:01:18Watusimoto_sure
23:01:19raptorand do alt + enter a few times
23:01:23Watusimoto_ok
23:01:32Watusimoto_and see what happens font wise?
23:01:38raptorand see if on one of the full screen modes, you see minor edge artifacts on the game timer?
23:01:41raptoryes please
23:01:47Watusimoto_ok, back in a sec
23:01:54raptorthanks
23:02:56Watusimoto_ok
23:03:03Watusimoto_did 20 cycles of all screen modes
23:03:16Watusimoto_I see no artifacts in full screen or in normal modes
23:03:24raptorargh!
23:03:30raptorstink
23:03:31Watusimoto_I did not check stretched, however, but I think that proves the point
23:03:38raptordo stretched!
23:03:43Watusimoto_ok
23:03:48raptorplease
23:03:58bobdaduckI'll check it in a bit myself
23:04:18bobdaduck Quit (Remote host closed the connection)
23:04:58Watusimoto_the only artifact I saw was a scratch on my screen
23:05:04BFLogBot Commit: 45ecb0d5d942 | Author: buckyballreaction | Message: Add new class to CMake
23:05:12Watusimoto_now including stretched
23:05:20Watusimoto_win7
23:05:44raptorok
23:05:46raptorthank you
23:07:40Watusimoto_I'm going to check one more time after reviewing your case notes
23:07:42Watusimoto_just to be sure
23:07:53raptoron that issue, if you click on the last image, you see what I consider an artifact?
23:07:56raptorok
23:08:57Watusimoto_no
23:09:04Watusimoto_definitely not
23:09:05raptorzoom in
23:09:09raptorlook at the time
23:09:13Watusimoto_no
23:09:14Watusimoto_no
23:09:17raptorzoom into 100%
23:09:28Watusimoto_I mean my retest definitly showed not artifacts
23:09:32Watusimoto_I see them on your drawing
23:09:38raptorah ok, phoew
23:09:57raptorall right - i'll check in my mac VM...
23:21:05raptorartifacts on osx!
23:25:31raptorupdated the fontstash issue
23:44:13raptor Quit ()

Index Search ←Prev date Next date→

These logs were automatically created by BFLogBot on irc.freenode.net.