#bitfighter IRC Log

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IRC Log for 2013-07-30

Timestamps are in GMT/BST.

01:19:58koda has joined
01:20:21Flynnn Quit (Quit: This computer has gone to sleep)
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09:09:04Skybax has joined
10:01:10bobdaduckAS;LDKFJA;GSH
10:01:14bobdaduckRAPTOR I SUMMON THEE
10:09:26kaeninsufficient mana
10:09:33kaenyou can get a kaen for what you have though.
10:10:21kaenbobdaduck ^
10:12:01bobdaducklol
10:12:23bobdaduckWell, here I am, programming along, and I realize I'm pretty much just making the levelgen script of "dough"
10:12:39bobdaduckand was gonna ask raptor if the creator of dough said he would release it or not
10:15:47bobdaduckSo I don't think a kaen is what I'm really looking for at the moment
10:21:00raptor has joined
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10:21:16SkybaxHalla
10:21:41raptorhello!
10:21:59bobdaduckThere we go.
10:22:02raptorour farty friend is online!
10:22:24bobdaduckSee kaen, just had to focus!
10:22:30bobdaduckNow raptor
10:22:33raptorhahaha
10:22:39raptorinsufficient mana...
10:23:04raptormana might be a good name for the dough pieces in "Dough"
10:23:17bobdaduckSo did the maker of dough say he would release the script and stuff?
10:23:42raptorthere is a possibility that the maker of 'dough' will wait to release until the level is more complete
10:24:16Skybaxbobdaduck wants to code it himself... like a boss
10:24:43bobdaduckAlright I'll just do it myself then
10:25:34raptorthat sounds like a... threat?
10:26:18SkybaxxD
10:26:59bobdaduckMe doing anything with levelgens is pretty much a threat
10:27:06watusimoto Quit (Ping timeout: 245 seconds)
10:27:25raptorlet's see how the polls are doing...
10:27:39thread_ has joined
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10:34:29SkybaxI lost
10:35:11raptorshhhh!
10:35:29bobdaduckI bet footloose wins
10:35:48raptorshhhhh!
10:36:24kaenis "cinnamon's on a roll" a reference to adventure time?
10:36:32kaenit sounds like it but I don't remember the line.
10:36:54bobdaducklol dunno
10:36:56raptorI have no idea
10:37:12bobdaduckI can go ask her if you want
10:37:19raptorshhhhhhhhhhhhhhhhhhhHHHHHHHHHHHHHHH!
10:37:32SkybaxHahahaha xD
10:39:17kaenI'm 99% sure the author is actually a translucent crystalline mineral whose name I won't mention
10:39:31kaenI typed the levels name into google and found a pastebin :P
10:39:36bobdaduckrofl
10:39:46bobdaduckNah they're all by footloose
10:39:49bobdaduckAll of them
10:39:51kaenoh right
10:40:05bobdaduckshe probably just got help
10:40:22kaenwhoa
10:40:30kaenso, this pastebin
10:40:36kaenchrome is offering to translate it
10:40:38kaenfrom dutch
10:40:42bobdaduckfrom dutch?
10:40:46bobdaduckyeah bitfighter is in dutch
10:40:49bobdaduckold news bro
10:40:49kaenwtf is with chrome thinking level code is dutch
10:40:58kaenI thought that was just a weird bug of pleiades
10:41:20bobdaduckif you translate it it basically just adds a space between "barrier" and "maker"
10:41:35kaenheh
10:42:13SkybaxYay Chome
10:42:31kaenchrome is aight
10:42:40SkybaxAh laik et
10:42:41kaenmy favorite parts of chrome are actually V8 and webkit
10:42:58SkybaxI like how you can see what HTML code is used where on every webpage
10:43:02SkybaxIt's good for webbuilding
10:43:14kaenthat's all part of webkit
10:43:18kaensafari has that stuff, too
10:43:31SkybaxIt's not as easy to access in Safari tho
10:43:39SkybaxChrome I just right click what I want lol
10:43:50Watusimoto has joined
10:43:57kaenthat's true
10:44:24kaenyay farty's back!
10:44:25SkybaxYay I got all 22 of my mods to work! Happiness!
10:45:13kaen#minecraft is that way ->
10:47:59SkybaxShhh
10:48:16SkybaxI didn't even say minecraft
10:50:19bobdaduckIts always minecraft
10:53:34raptorquestion for Watusimoto and kaen: I'm merging the Lua API method 'findGlobaObjects' in levelgen: and bot: but I find that the bot: implementation does magic stuff
10:53:37raptorspecifically
10:53:52raptorit skips over itself and any cloaked ships around
10:54:24raptorand to do that it needs the Ship object of the bot
10:54:39kaensounds like a fundamentally different function
10:54:44raptorexactly
10:54:50kaensimilar in interface, different in semantics
10:54:54raptoryep
10:55:07kaenso I'd rename it and keep it there.
10:55:16raptorok, that was my question - what to do with it?
10:55:45raptorso findGlobalObjects will do exactly what it's supposed to without filtering
10:56:12raptorand we'll use another method for filtering out things in a bot-specific way
10:56:45raptorfindBotSeeableObjects
10:56:48raptoror something..
10:57:29bobdaduckfindBotSeeableObjects will be available for levelgen use?
10:57:47raptorno
10:58:04raptorlevelgen has full access to finding anything
10:58:04kaenhow about bot:findVisibleObjects() ?
10:58:08kaendoes it do LoS testing?
10:58:13bobdaduckaw.
10:58:28bobdaduckLoS testing would be cool..............
10:58:47raptorhmmm... it does not do LoS testing...
10:58:52kaenif you have a list of all objects you can do LoS testing yourself
10:58:53kaenhmm... okay
10:58:54raptorbut I plan on adding that method for bots
10:59:00kaenok
10:59:14raptorthere is a pointCanSeePoint() method on levelgen: that I moved to bf: (so available to everything)
11:00:04raptormaybe we should provide a combined search + LoS testing method for bots?
11:00:16raptorinstead of each separately
11:00:57kaenhmm
11:01:01kaenthat would be nice
11:02:21kaenhow about: bf:findGlobalObjects(), bot:findDetectableObjects(), bot:findVisibleObjects()
11:02:48kaenthe difference between detectable and visible being the LoS test
11:03:00raptorwhich do you consider which?
11:03:24kaenhmm, if that's not clear then they are actually bad names I think :P
11:03:35kaenbut findVisibleObjects would have the LoS test
11:04:06kaenBotSeeable really makes sense
11:04:33raptorfindSeeableObjects?
11:05:02kaenI think the distinction between Seeable and Visible is as unclear as Detectable and Visible
11:05:13kaenhow about
11:05:21kaenfindObjects() and findObjectsInSight()
11:05:54kaenWe should drop the "global" prefix imo because this is not a true global search as we're applying some rules
11:06:01raptori agree
11:06:03raptoractually
11:06:20raptorLoS is not a really good test sometimes, because humans have a viewport
11:06:28raptorand can see other players behind walls
11:06:39kaenah, that's true
11:06:44bobdaduckBut they can't shoot others behind walls
11:06:52bobdaduckExcept in DnD
11:06:53kaenheh
11:07:09kaenokay, so maybe we actually need three O_O
11:07:26kaenfindObjects, findObjectsInScope, findObjectsInSight
11:07:28bobdaduckfindObjects(), findObjectsInSight(), findObjectsInDnD()
11:07:42bobdaduckscope is confusing
11:07:48raptormaybe that's what pointCanSeePoint is for... a simple LoS test that is used only when needed
11:07:51bobdaduckfindObjectsInArea()
11:08:09bobdaduckand then make sight area a bot attribute!
11:08:20kaenyes, but you'd have to get the list, then filter it with pCSP()
11:08:21bobdaduckfindObjectsInArea(botSightRange)
11:08:31kaenhmm
11:08:52kaenbut that doesn't respect the bot's visibility rules
11:09:05kaenunless you meant for it to be bot-only
11:09:21kaenhmm
11:09:29kaenmaybe you're right raptor
11:10:18kaenwe shouldn't write a ton of helper functions when you can just get a full list and filter it
11:10:34bobdaduckYeah
11:11:09kaenwhat we *should* do is add a few functional programming helpers
11:11:31kaenlike at least map and filter
11:12:21kaenand curry
11:12:33bobdaduckCurry is good
11:12:33kaenand maybe bind
11:12:34raptori just found bot:hasLosPt
11:12:49raptorman, bot: is ugly
11:12:52kaencurry is better than you even know, regarding functional programming
11:13:11bobdaduckIt also goes well with rice and stuff
11:13:24kaenremember those weird anonymous function closures I showed you so you can pass arguments to timeout callbacks?
11:13:37kaencurry is a function to make those so you don't have them all over your code
11:14:11kaenTimer:scheduleOnce(interval, curry(fn, arg1))
11:14:37kaenrather than Timer:scheduleOnce(interval, function() fn(arg1) end)
11:15:00kaeneven better for use with map and filter
11:15:04bobdaduckhuh..
11:15:31kaenfilter(table, curry(isEqualTo, x))
11:16:19bobdaduckand that works in lua?
11:16:21kaenfilter(objects, curry(canSee, bot))
11:16:33kaenuh it will once we add the filter and curry helper functions :P
11:16:35bobdaduckI thought the exact problem was that timers can't take function arguments or whatever
11:16:39kaenyes
11:16:40bobdaduckoh xD
11:16:49kaenthat is the exact problem which currying solves
11:17:03kaenclosures also solve it, but they're ugly, error-prone, and expensive
11:20:42WatusimotoI agree that a findVisibleObjects makes sense
11:20:45Watusimotofor bots
11:21:12raptorhi Watusimoto
11:21:17Watusimotoremember that ships/players.bots/etc can see things even out of their los
11:21:28Watusimotoso what would the purpose of the los function be?
11:21:34raptorso here are the dimensions: gridsearching, scope, los, filtering
11:21:46Watusimotohi
11:22:01raptorlos is so a bot doesn't try to shoot you through the wall
11:22:03bobdaduck Quit (Remote host closed the connection)
11:22:11Skybax Quit (Quit: Skybax)
11:22:32Watusimotomaybe findVisibleObjects, findAllObjects, and findTargetableObjects
11:22:51Watusimotoalso, it might make sense to shoot at something behind a wall if you think he's rounding the corner
11:23:30raptorfindTargetableObjects is good name
11:23:39kaenagreed
11:23:48Watusimotowoudl that take account trajectory/leading?
11:23:59kaenI say no
11:24:27Watusimotomaybe findLOSObjects?
11:24:32raptori wasn't planning on doing algorithmic analysis yet... just API exposure
11:24:36WatusimotofindLosObjects
11:24:43Watusimotook
11:24:59Watusimotoso visible means in scanner range and not cloaked
11:25:06Watusimotoall means... all
11:25:12raptorok
11:25:21Watusimotoand targetable or los means not blocked by wall
11:25:31Watusimoto?
11:25:33raptorok
11:25:49Watusimotojust putting that down so I am clear on what we are talking about
11:25:50raptorso I moved findGlobalObjects to bf: and that will be available (as your 'all' method)
11:26:03Watusimotosure
11:26:08Watusimotobf:findAllObjects()
11:26:16raptorwe already have a scanner range method: bot:findObjects()
11:26:17Watusimotobot:findVisibleObjects()
11:26:35Watusimotodoes findObjects take account cloaking?
11:26:38raptoryes
11:26:40kaenas an aside, I really prefer "All" to "Global"
11:26:45Watusimotoas do I
11:26:49kaenok
11:27:04raptorok
11:27:07Watusimotooriginally, bots were intended to be limited to "not cheating"
11:27:08raptorwritten down on my TODO
11:27:12Watusimotohence findObjects
11:27:21Watusimotobut then there was a need for navigating to distant objects
11:27:28Watusimotohence findGlobalObjects
11:27:40Watusimotoand the cracking of the door to cheating bots
11:27:46Watusimotowhich they all are pretty much now
11:27:51kaenah I see
11:28:06Watusimotobut I've come to the conclusion that cheating bots aren't bad
11:28:13Watusimotoif they make more entertaining bots
11:28:15kaenI have to agree
11:28:25raptorgo repairbot!
11:28:28raptor:)
11:28:30Watusimotooriginally I thought people would write bots for bot-on-bot combat
11:28:36Watusimotoso rules were important
11:28:43raptorha! bot-fights
11:28:44Watusimotobut that doesn't seem to be the way we're going
11:29:11Watusimotoentire bot v bot games could be simulated in a second
11:29:57Watusimotook, well it sounds like we're all on the same page
11:30:15kaenI fixed http://bitfighter.org/luadocs/ so it finds the index
11:30:18raptorok, should I rename findObjects to something?
11:30:26raptorfindVisibleObjects?
11:30:37kaenI think so
11:30:39Watusimotosure
11:30:47Watusimotoit's clearer
11:31:02Watusimotocan the levelgen access the bot's findVisibleObjects method?
11:31:09Watusimotoprobably yes
11:31:14raptorno
11:31:30Watusimotoif it has a bot object, it can't ues that method?
11:31:37raptoroh
11:31:38raptoroh sure
11:31:50Watusimotoso the levegen has access to what the bot can see
11:32:00Skybax has joined
11:32:04kaenthat wouldn't work for a player though, would it?
11:32:12Watusimotoor the player, for that matter... if we put it on the ship instead of the bot
11:32:12raptorinteresting... i've never thought about doing that...
11:32:21kaenthat would be interesting
11:32:40Watusimotohell, put it on the turrets as well :-)
11:32:44kaenso, a levelgen can actually control the bots that are playing?
11:32:54kaenthat's really interesting.
11:33:10raptoryeah...
11:33:11WatusimotoI think a levelgen can alter a bot the way it can alter a player, but th ebot script will still keep doing stuff
11:33:12raptorhuh
11:33:12SkybaxI want floating turrets that can shoot 360˚
11:33:25raptorif i make a skeleton bot script
11:33:29WatusimotoSkybax: what would they look like?
11:33:36raptorfind the bot in the levelgen, then control it from the levelgen...
11:33:45kaenwow
11:33:49kaenraptor you just blew my mind
11:33:52raptorthat's cool!
11:34:08raptordon't tell bobdaduck
11:34:34Skybaxwatusimoto: like a normal turret, but instead of having the white box at the bottom, have the circle go all the way around, and then a white circle inside the colored circle that can have a round health bar
11:35:18kaenhey
11:35:33kaenmaybe we could tweak the turrets we have now to do that if they aren't on a wall?
11:35:44SkybaxYes
11:35:57raptorwait wait
11:36:01raptorfloating turrets?
11:36:05SkybaxI'd rather have one floating turret than a square wall with four turrets on it
11:36:25raptorinteresting idea..
11:36:26SkybaxI posted a threat about it a long time ago
11:36:29SkybaxActually
11:36:29kaenalthough that has implications for engineering
11:36:32Skybaxthread*
11:36:48kaenI don't know. interesting idea but I have to think about it more.
11:36:51raptorwhat do you think Watusimoto? if a turret isn't on a wall it turns into a full-tau shooting circular turret
11:38:40SkybaxI found my drawing that I posted on the forums http://i657.photobucket.com/albums/uu294/RealSkybax/FloatingTurret.jpg
11:39:07SkybaxThe long and detailed thread was here http://www.bitfighter.org/forums/viewtopic.php?f=4&t=1071&hilit=floating+turrets
11:39:19Watusimototo be fair, he's been asking about this for some time
11:39:34Watusimotowe could... try it?
11:39:46raptoroh my... that was a discussion with cleverbot
11:39:56SkybaxHe liked my idea
11:39:58Watusimotoyou couldn;t position floating turrets too close to walls (else they'd snap), but maybe that's ok
11:40:07Skybax^^ Yes
11:40:19WatusimotoI'm skeptical, but not overly hostile to the idea
11:40:29Watusimotoit doesn't seem like a huge change to the game
11:40:39kaenI'm skeptical, but hopeful because it's an elegant solution to floating turrets
11:41:00Watusimotomore elegant than a small square wall with a turret on each side?
11:41:16Skybax^^ YES
11:41:25kaenI meant to the problem of what to do with a turret that is floating
11:41:25raptorit would have slow aim
11:41:36Watusimotoah, in the editor, you mean
11:41:36raptorkick the level creator in the shins?
11:41:47kaenand also in-game
11:42:10WatusimotoSkybax will ask that then can move soon I predict
11:42:19Watusimotofly around and be lua scriptable
11:42:23Skybaxlol
11:42:26Watusimotoand be in the shape of a triangle
11:42:27raptorit's called a 'bot'
11:42:29SkybaxNo that's what bots are for
11:42:29kaenhehe
11:42:44WatusimotoSkybax: you could create a turret bot now, you know!
11:43:00kaenbut seriously this skeleton bot business is the new shiny thing in my field of vision.
11:43:03SkybaxYes, but a bot explodes and a turret does not
11:43:46kaeninteresting point.
11:45:36SkybaxIn the thread it was discussed the turrets being able to be pushed around once "dead", as well as them being on a "rail" of some sort, that would be visible in-game, to slowly move back and forth along a predetermined path
11:46:11raptorfeature creep!
11:46:59Skybax?
11:47:07kaenyour feature is creeping
11:47:11SkybaxAh
11:47:51Watusimotoyour creep is featuring!
11:48:05Watusimotoin Soviet Russia, the creeps feature you!
11:48:12Watusimotoor soemthing
11:48:30SkybaxI say that Soviet Russia thing all the time, except with a perfect Russian accent lol
11:48:46Watusimotogood, comrade!
11:52:06kaenХорошо!
11:55:33Watusimotoxopowo right back at you! :-)
11:58:58bobdaduck has joined
12:04:20Watusimotogoing to make dinner... back later
12:07:45thread_So, I know this is taboo, but I really want to move walls via levelgen
12:08:32raptornot taboo - just not able
12:09:29thread_nuts
12:11:14thread_life is hard
12:15:50bobdaduckmake testitem walls
12:16:14bobdaduckQuestion though
12:16:29thread_well, those only accomplish function. It's much better if it looks like a wall
12:16:32bobdaduckIs removing/adding walls via levelgen on the fly also bad for the same reason?
12:16:58raptoryou can technically do it
12:17:04thread_I think it has to do with the level on the client's side being recieved and built before play.
12:17:09raptorbut only the server knows about it
12:17:18thread_ah, I was right
12:17:19raptorclient's don't get the update
12:17:23raptor*clients
12:17:38raptorand wall transmission is much, much different than anything else
12:17:55bobdaduckWell I can't stick an ID on a wall
12:18:12raptorso it requires a lot of re-architecture work
12:18:16bobdaduckuh uh
12:18:30thread_I tried creating walls once. Even the server side wasn't up to snuff, as the created walls were invisible
12:18:34bobdaduckcan I do local var = levelgen:addLevelLine(testitem blah blah)?
12:18:52kaenI doubt it
12:18:56raptoryou can add walls with addItem(WallItem.new())
12:19:05kaenask the interpreter, bobdaduck :P
12:19:19bobdaduckI'm trying to figure out a way to get a wall as a variable
12:19:26bobdaduckbecause you can't put IDs on walls
12:19:27raptorbut they'll only show up if they're done in main() of a levelgen, which is before wall transmission is sent to the clients
12:19:59raptorwhy can't you, bobdaduck?
12:20:00bobdaduckThats's fine
12:20:09bobdaduckBecause it arbitrarily removes IDs from walls
12:20:22raptoroh, saving in the editor fails?
12:20:25raptordid i fix that?
12:20:40kaenit's still on the RBL I think
12:21:00thread_as a point of interest, what happens if I call getLoc on a wall or line item? do I get the centroid?
12:21:13bobdaduckYou can't
12:21:19bobdaduckbecause you can't get the wall in the first place
12:21:26bobdaduckline item maybe though....
12:21:41raptorin 019, i just saved a wall ID...
12:21:55raptorbut i doubt it could be transmitted with /showids on the client..
12:22:15kaen1. you *can* have a wall reference if you create the wall
12:22:35kaen2. I'm 99% sure you get the centroid if it has poly geometry
12:22:59kaen3. I ran out of things to say
12:23:10raptor#1 is a good point... i hadn't thought of that
12:23:17raptorcreate the wall in main() store the ID
12:23:22thread_so it could well return a point not on the line at all, if it was something like a semicircle
12:23:33kaensure
12:23:58thread_I'll admit, I can't see a use case for this, but interesting none the less
12:24:17kaenmostly, getLoc() just has to return something since it's on the inheritance chain
12:24:28kaena centroid is a sensible default
12:25:11kaenseems slightly less useless than geom[0]
12:25:41thread_Actually, if it would return the midpoint of the line, bots could use that to figure out the best way to mauver around things in battle
12:25:42kaenand once the wall update bug gets fixed it'll let you easily center a wall of any shape on a point.
12:25:55kaenmidpoint of which line?
12:26:29thread_the wall object. I can't think of a good way for figuring it out though, since it has several segments
12:26:39thread_potentially
12:26:55thread_nm, that thought process is too muddy
12:27:36kaenI've done something like that in a plugin
12:28:05kaenin fact I wrote a function to get the point at x percent of the wall's actual length
12:28:42kaenwhich happens to be incredibly useful for modulating walls with math
13:07:35bobdaduckOkay
13:07:41bobdaduckSo I'm getting orbital decay
13:07:47bobdaduckHow do I fix
13:08:05raptorincrease velocity
13:08:15bobdaduckuhhh
13:08:17raptor(or reduce mass of gravitational source)
13:08:30bobdaduckno like its spreading out
13:08:34raptoryou know... if we could control stars
13:08:51raptorreduce velocity
13:08:59raptoror fix your maths
13:09:24Watusimotoat some point we should probably add a mechanism for removing a single wall
13:09:33Watusimotoif we did that, we could add and remove walls at will
13:09:42bobdaduckI'm using your maths
13:09:50Watusimotosince we can add walls (at least I've always said this, not sure if it's really true!!!)
13:10:11bobdaduckput it in 020...
13:11:41bobdaduckokay but reducing velocity breaks it
13:22:26bobdaducknew kid in bitfighter is online
13:22:39bobdaduckthink he's lying?
13:37:35thread_In other news, my BitBuilder tool now includes freehand drawing, RepairItems, and EnergyItems!
13:37:43thread_http://jsfiddle.net/thread/Q68Ua/embedded/result/
13:45:32kaenwow dude
13:45:41kaenyou should put that on github so I can contribute
13:45:50kaenalso we should add that as a draw mode in the editor
13:46:44thread_It's all javascript and HTML5 canvas. I don't know how hard that would be to move into C++ :/
13:47:25raptorwhat is the goal of that?
13:47:26kaeneasy enough. remember that we already have working wall-building code :P
13:47:42kaenit lets you draw more freely if you choose "freehand" mode instead of "point"
13:48:09thread_Don't forget the image loader :)
13:48:15kaenah yes
13:48:19kaenso you can trace stuff
13:48:56thread_I thought it was a much needed addition
13:50:05SkybaxAny more thought on the floating turrets..? x)
13:50:39kaenhey that's really good javascript man!
13:51:42kaencheck out this js networking library I'm writing, thread_: https://github.com/kaen/wasabi
13:53:39kaenactually I haven't pushed in a week, so the API on that readme is outdated
13:55:19thread_Skybax: I'm all for it, but I have no say in the matter
13:55:33SkybaxHaha xD
14:04:06thread_kaen: The project is sitting on jsfiddle. you can find my projects at http://jsfiddle.net/user/dashboard/
14:04:39thread_You are free to improve it and push update. then I can merge after I review it
14:05:15kaenthat actually takes me to my fiddles :)
14:05:15thread_(sorry wrong url... let me find the right one)
14:05:51thread_http://jsfiddle.net/user/thread/fiddles/
14:07:33thread_oooh, ooh, idea... idea. If there is interest, four different people should use my tool (work space 5) and make whatever...
14:07:42thread_Pm me the result and I will combine them into a level
14:08:38thread_Actually, a thread for this should be made first
14:15:19thread_ has left #bitfighter
14:18:27WatusimotoEver notice how, even on close inspection, showNextLevelHander looks a lot like showNextLevelHandler
14:19:04WatusimotoSomeday I'm going to write a compiler where those to symbols are the same
14:34:12bobdaduckCan someone explain orbital motion to me?
14:35:22bobdaduckLike the math part
14:48:21bobdaduckSerious quesiton
15:08:35Watusimotodirection of velocity is tangential to the gravitational pull
15:10:20bobdaduckBut I don't understand that programmatically
15:15:23BFLogBot Commit: 76e2a2d2dbdb | Author: watusimoto | Message: Fixes #178 -- Added a /nextlevel command to show the name of the next level in the queue
15:15:24BFLogBot Commit: 15f02f780aa6 | Author: watusimoto | Message: Rename /nextlevel to /shownextlevel to reduce confusion about what this command actually does
15:15:25Watusimotoyou can look at the code of orbitbot... if you haven;t already
15:15:47bobdaduckI did
15:16:01bobdaduckAnd I managed to get it working in a few levelgens
15:16:07bobdaduckbut like, I don't understand any of it xD
15:17:25Watusimotowell, it looks like the math is not reflective of actual orbital mechanics
15:17:38Watusimotowe have an ever increasing angle: orbitAng = orbitAng + .0015 * deltaTime
15:17:59Watusimotothe .0015 is just what worked
15:18:22Watusimotothen we aim toward a point
15:18:23Watusimotodest = point.new( itemLoc.x + orbitRadius * math.cos (orbitAng),
15:18:23WatusimotoitemLoc.y + orbitRadius * math.sin (orbitAng) )
15:18:51Watusimotobased on our current location and that ever increasing angle
15:19:12Watusimotox/y and cos/sin are related by basic triangles
15:19:24Watusimotodo you know about how that works?
15:19:45Watusimotothat is, do you understand the relationship between sin/cos and x/y?
15:19:48bobdaduckWell enough
15:20:28Watusimotowell then, we just cauclate a new destination point that will guide the ship around in a circle
15:20:44Watusimotoyou might draw a circle
15:20:50bobdaduckhm...
15:21:08Watusimotocentered on a coordinate axis
15:21:33Watusimotoand draw a right triangle like this:
15:22:11Watusimotohttps://en.wikipedia.org/wiki/File:Unit_circle.svg
15:22:13bobdaduckStarting to get it
15:22:24Watusimotoimagine the ship is at the dot
15:22:32Watusimotothen increase t a little bit
15:22:51Watusimotothat formula I pasted above will tell you where the next x,y is
15:23:10Watusimotothe legnth of the diagonal line is labeled in that diagram as 1
15:23:19Watusimotobut in orbitbot it is orbitradius
15:24:05Watusimotoand the center of the circle is at itemLoc
15:24:53Watusimotothat;s the best I can explain it
15:25:06bobdaduckI think that'll work
15:25:18bobdaduckcopied so I can reference it...
15:25:27bobdaduckI'll have to apply it sometime but not yet.
15:25:30bobdaduckThanks!
15:31:34BFLogBot Commit: 82319c8d22ad | Author: watusimoto | Message: Show energy guage on cmdrs map
15:37:55LordDVG Quit (Remote host closed the connection)
15:41:23bobdaduck Fake Commit 812d230dsl35fz3 | Author: bobdaduck | Message: SUNS SUNS SUNS SUNS
15:45:12BFLogBot Commit: 9ef55380cdee | Author: watusimoto | Message: Remove scoreboard indicator info from help -- not needed here (it's on scoreboard now), and creates room for more badges
15:45:42raptoreverything you need to know about circles: http://upload.wikimedia.org/wikipedia/commons/9/9d/Circle-trig6.svg
15:46:06raptorhahaha bobdaduck, nice commit message...
15:46:07bobdaduckYou guys sure like that picture don't you... xD
15:46:30Watusimotoalso includes a couple of things you don't need to know about circles
16:02:42raptorex co secant
16:03:29Watusimotojust tried something with circles, got an interesting result
16:03:33Watusimototake a unit circle
16:03:34koda has joined
16:03:46Watusimotodraw a radius along the horizontal
16:03:51Watusimotogo half way along that radius
16:04:02Watusimotodraw a vertical chord through that half way point
16:04:07Watusimotowhat is the length of that chord?
16:04:29raptorthe radius?
16:04:46Watusimotoyou know, line from the center to the edge
16:05:01Watusimotooh, radius = 1 in a unit circle
16:05:07raptorshow me here: http://www.twiddla.com/1256302
16:05:44Watusimotoyes
16:05:50Watusimotolength of that vertical line
16:06:04raptorhmmm...
16:06:07WatusimotoI thought it would be tricky, but it's quite simple to do
16:06:11raptorsqrt(2)
16:06:12raptor?
16:06:15Watusimotono
16:06:17kodaso can i has merge? ^^
16:06:24Watusimotoyou like my son... he starts guessing
16:06:33raptor:)
16:06:36Watusimotoand if he happens to guess right, I'll tell him it's wrong
16:06:46raptorhaha
16:06:46Watusimotoand then he gets pissed when he actually figures it out
16:06:58Watusimoto"But I knew that!"
16:07:07Watusimotokoda: go for it!
16:07:14raptorkoda: I think I'm the one to do the merge, but I need to find the time... so a tentative 'yes'
16:07:21koda\o/
16:07:42raptorI may revert the plist stuff, though...
16:08:27raptorsqrt(.75) ?
16:08:50Watusimotommm.... no, but close
16:09:16Watusimotothat's the answer to a question I did not ask
16:09:36raptoroh ha
16:09:37Watusimotoand you shoudl reduce your sqrts to a nicer number in any event
16:09:38raptortimes 2
16:10:11Watusimotoyes, times 2, but when you clean it up it's more interesting
16:10:27raptorroot3
16:10:28raptorok
16:10:30Watusimotoyes
16:10:38Watusimotowhich I think is kind of cool for some reason
16:10:41raptorinteresting...
16:10:47Watusimotowell... cool might not be quite the right word
16:11:09Watusimotomaybe if the sqrt(3) were riding a skateboard or something
16:11:14raptorso if i took two other radii at tau/3 apart then i get an equilateral triangle?
16:11:15bobdaduckrofl
16:11:21kodaraptor: if you edit my commits i'll have to reclone and reset my repo /O\
16:11:35raptorkoda: I won't, i'll just make a commit or two on top of it..
16:11:51raptorto keep the universe in equilibrium
16:12:04raptoryou OK with that?
16:12:07Watusimotoi don't think so...
16:12:54Watusimotowhat do you guys think about our scrolling message to scroll vertically like our chat messages do?
16:13:22raptorWatusimoto: the MOTD
16:13:22Watusimotokind of zip into place, pause, then zip up and out of the display area
16:13:27raptor?
16:13:29Watusimotoyes
16:13:38Watusimotothen we could have multiple messages
16:13:51Watusimototrying to find a way to make it look cooler
16:13:59Watusimotoother than giving it a skateboard
16:14:24raptoralso, i win - that segment is one side of a circled equilateral triangle
16:14:57Watusimotooh, sorry, I misunderstood
16:15:10bobdaduck Quit (Remote host closed the connection)
16:15:18WatusimotoI thought you were talking about that line with two radius lines
16:15:21raptori didn't explain well enough...
16:15:26raptor:)
16:15:28Watusimotowhich acautlly doesn't even make a triangle
16:15:44raptorhaving multiple messages might be good
16:15:55raptorand my skateboard needs wheels
16:16:06WatusimotoNew Level Contest!
16:16:12WatusimotoEntries Due Thursday
16:16:24WatusimotoParty Friday 8PM EST
16:16:37Watusimotothat sort of thing might work better as a vertical scroller
16:16:37raptorwe could do one-per-line in the motd file, then parse the newline character on the client?
16:16:49Watusimotoperhaps
16:16:54Watusimotothat might be easiest
16:17:01raptoror a fancy box that shows multiple lines..
16:17:11Watusimotowe don't ahve room for multiple lines
16:17:20raptor4 point font!
16:17:27WatusimotoYes!
16:17:42Watusimotowe could print an entire NYTimes article there!
16:18:04raptori suppose fiction fits with the game...
16:18:38Watusimotoyou'd be hard pressed to find a more reliable source of news than the Nyt
16:19:29raptorthat doesn't falsify my statement... :)
16:19:49Watusimotofair enough
16:19:51BFLogBot Commit: 73564650857f | Author: watusimoto | Message: Create a font context for MOTD. Remove lines. Not sure how to make this look good.
16:19:58Watusimotook, I'm heading to bed
16:20:07raptorok
16:20:09Watusimotogood night!
16:20:12raptornight!
16:20:30Watusimoto Quit (Remote host closed the connection)
16:27:21raptorI hope I didn't upset him with my NYT joke...
16:52:05raptorback later!
16:52:08raptor Quit ()
17:20:54BFLogBot Commit: cc5977274d87 | Author: kaen | Message: add bitfighter-client target to speed up compile times when working with tests
18:28:23koda Quit (Quit: koda)
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22:57:58ChanServ sets mode +o
22:58:19raptoryay CMake enhancement!
23:01:48kaenhopefully it works ok for wat in vc++
23:04:40raptoryeah, that'll be good
23:09:35raptori just did a self-appraisal of my car... it's worth $400!
23:09:44bobdaduckWoah!
23:09:59bobdaduckThat's how much I spent fixing my air conditioning when I came in ranting about sleazy mechanics!
23:10:05raptorI'm good at making things last longer than they should, I guess..
23:10:31raptorI just bought a new battery for it - it was 1/4 the value!
23:21:37raptorbah. i should stop reading news and code something..
23:21:57raptorair conditioning! ha! who needs that...
23:27:46raptorkaen: page 9 of the instructions - are you seeing a wrong description at the top?
23:27:53raptorit's the page that watusimoto just edited..
23:30:47raptorI think i see the problem..
23:33:38BFLogBot Commit: da0cec40ac72 | Author: buckyballreaction | Message: Finish cleaning instructions page on game indicators. Also fix memory issue with bad array index
23:39:41kaenraptor, any idea what font the bitfighter logo is in?
23:43:17raptori remember this...
23:43:22raptori do, i really do..
23:43:40raptorthis one!: http://www.urbanfonts.com/fonts/Checkbook.htm
23:44:28raptorwatusimoto said he spent a looooong time creating a point array for just the letters he needed for the logo
23:45:01raptorI made some changes to his original code, but i don't remember what exactly
23:45:41kaenyeah that code is bonkers
23:45:59kaenI'm thinking of extracting it and submitting it to the obfuscated C contest :P
23:46:12raptorhahaha
23:46:24raptori remember it took me days to figure out what he did..
23:46:56raptori think it was done close to the start of when he took over zap and was teaching himself c++

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