Timestamps are in GMT/BST.
| 00:01:03 | raptor | ahh... Christmas day: 055c262ed095 |
| 00:01:42 | raptor | and e04ef44f6598 |
| 00:05:25 | kaen | these irclogs are fascinating |
| 00:05:36 | kaen | did I crawl out from under the bus on the 24th? |
| 00:06:16 | raptor | 20:36 is where I pose my question... |
| 00:06:20 | raptor | on th 25th |
| 00:06:23 | raptor | ah the memories |
| 00:08:39 | raptor | so it looks like it's just to avoid method calls for empty idle() methods on walls and textitems?? |
| 00:10:06 | kaen | that's in line with my expectations and understanding |
| 00:10:59 | kaen | "[20:43:40] <sam686> can make a difference on levels with millions of walls for example.." |
| 00:11:48 | kaen | ok |
| 00:11:49 | kaen | so |
| 00:11:49 | raptor | hmm... |
| 00:12:05 | raptor | i'm almost tempted to remove the complexity.. |
| 00:12:13 | kaen | if(obj->idles()) { obj->idle() } |
| 00:12:17 | kaen | effectively does this. |
| 00:12:30 | raptor | that's what watusimoto was suggesting? |
| 00:12:47 | kaen | hah! |
| 00:12:48 | kaen | you're right |
| 00:13:07 | kaen | sams' counter argument is weak ... |
| 00:13:30 | kaen | on objects without significant idle logic, they *only* thing you're saving is a single function call |
| 00:13:38 | kaen | per object per frame, I guess |
| 00:13:56 | raptor | yes |
| 00:14:05 | kaen | but even at 10,000 objects we're talking about like 50,000 cycles on a crappy architecture |
| 00:14:07 | raptor | so only in extreme cases would it be useful.. |
| 00:14:19 | kaen | what's 2,800,000,000 / 50,000 ? |
| 00:14:32 | raptor | 560000? |
| 00:14:35 | kaen | I guess inverted |
| 00:14:47 | raptor | oops, one too many zeros.. |
| 00:15:00 | kaen | so that would save 1 / 56,000 of my CPU time |
| 00:15:17 | kaen | if it saved 10,000 objects from calling idle ... |
| 00:15:31 | raptor | well.. sam686 did work off of an old Pentium 4, I think |
| 00:15:47 | kaen | these are all fermi estimations, but if we're even in this ball park then I say nix it |
| 00:16:14 | kaen | I don't even think we need obj->doesIdle() |
| 00:16:21 | kaen | we just need to not have logic there ... |
| 00:16:34 | raptor | yes, I'm starting to agree |
| 00:30:03 | raptor | kaen: notice anything different here?: http://imagebin.org/268715 |
| 00:34:39 | kaen | uh |
| 00:34:43 | kaen | ship looks elongated? |
| 00:34:51 | kaen | my gut also says there's more stars |
| 00:35:06 | raptor | stars are the same number... but... not the same colors! |
| 00:35:28 | kaen | ah ha! |
| 00:35:34 | kaen | then, nope :) |
| 00:35:44 | raptor | I tried to make it really subtle, it's more noticeable when you're moving the ship |
| 00:35:58 | raptor | and a slightly reddish streak runs by |
| 00:36:05 | raptor | but only if you're paying attention |
| 00:37:32 | raptor | I think it feels slightly less 'cold' when flying around - I wonder if that is good or bad thing? |
| 00:37:54 | kaen | sounds good to me |
| 00:38:00 | kaen | here's another good idea: |
| 00:38:00 | kaen | [21:04:15] <Watusimoto> one idea I had was to have the database track every type of object separately, the way it currently does for goalzones |
| 00:38:00 | kaen | [21:04:30] <Watusimoto> then idle could just idle selected lists of objects |
| 00:38:38 | kaen | maybe we could do this easily with templates |
| 00:39:14 | raptor | will that buy us some advantage for things other than idle()? |
| 00:39:30 | raptor | because... idle() seems like a (really small) diminishing return |
| 00:39:48 | kaen | I think it would make querying by object type much more efficient |
| 00:40:07 | kaen | you just return a const ref to the (sorted by object type) container |
| 00:40:39 | kaen | you could idle/not idle objects by type |
| 00:41:04 | kaen | it would absorb the separate goalzone list logic |
| 00:41:20 | kaen | I guess that's pretty much it |
| 00:45:25 | raptor | I'm not sure I'd want to implement that for 019 |
| 00:45:27 | | BFLogBot Commit: a67cdd497aa2 | Author: buckyballreaction | Message: Warm up deep space a little... would anyone notice? |
| 00:45:35 | raptor | but rip out the idle logic seems OK to me |
| 00:45:54 | raptor | although.. now I'm falling asleep |
| 00:46:26 | raptor | soo... good night! |
| 00:46:29 | kaen | night! |
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| 01:49:34 | raptor | yeah, so that didn't last so long.. |
| 01:49:55 | raptor | kaen: if you're still up, I can rip out the idle linked list stuff now... |
| 01:50:05 | kaen | ok |
| 01:50:11 | kaen | I'm wrestling with luadoc.pl |
| 01:50:12 | raptor | unless you've already started.. |
| 01:50:16 | raptor | ah ok |
| 01:50:29 | kaen | I guess I'll commit and push the robot stuff |
| 01:50:48 | kaen | should work fine after the idle list is gone |
| 01:50:48 | raptor | ok, does it still crash? |
| 01:50:51 | raptor | heh, ok |
| 01:51:45 | kaen | it only crashes after removeFromGame is called on a bot |
| 01:52:16 | kaen | whoa |
| 01:52:17 | kaen | wtf |
| 01:52:24 | kaen | somehow it doesn't crash anymore |
| 01:53:03 | raptor | clean recompile? |
| 01:54:06 | raptor | even if your bug is fixed, do you agree we should still remove the idle list? |
| 01:54:19 | kaen | I still agree |
| 01:54:26 | kaen | okay I'm actually going to hold on to this |
| 01:54:33 | raptor | ok |
| 01:54:38 | kaen | I'm getting weird new crashes and not getting the old one ... |
| 02:01:11 | raptor | the real question is what is going to happen when all this is cleaned-up... |
| 02:06:02 | kaen | heh |
| 02:06:13 | raptor | ok ripped out - time to compile |
| 02:11:05 | raptor | argh, missed an assert |
| 02:12:43 | raptor | my test object suite looks a lot different with the new zone icons: http://imagebin.org/268719 |
| 02:16:08 | raptor | works well |
| 02:16:10 | raptor | commiting.. |
| 02:17:56 | | BFLogBot Commit: 8ed05e4530b2 | Author: buckyballreaction | Message: Remove IdleLinkedList. The complexity was not worth the negligible performance gain |
| 02:17:58 | raptor | ok, going to bed |
| 02:18:02 | raptor | round 3 fight! |
| 02:19:08 | kaen | good work! |
| 02:19:22 | raptor | good night! may you merge successfully... |
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| 06:22:03 | YoshiSmb-Android | kaen, are you there? |
| 07:45:26 | kaen | I am now |
| 07:45:29 | kaen | morning, YoshiSmb-Android |
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| 12:37:13 | raptor | buenos! |
| 12:52:03 | | YoshiSmb has joined |
| 12:52:42 | YoshiSmb | Buenas Tardes Raptor. (spanish) |
| 12:53:10 | raptor | buenas tardes YoshiSmb |
| 12:53:36 | YoshiSmb | do you speak spanish= |
| 12:53:36 | YoshiSmb | ? |
| 12:53:42 | raptor | I used to |
| 12:53:51 | raptor | haven't spoken it in about 8 years |
| 12:54:21 | YoshiSmb | so long time. |
| 13:05:23 | raptor | yep |
| 13:14:32 | YoshiSmb | also, im in the mailing list. |
| 13:14:39 | YoshiSmb | (i think) |
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| 13:42:49 | kaen | hi again YoshiSmb |
| 13:42:52 | kaen | do you need something? |
| 13:44:01 | raptor | hi kaen |
| 13:44:06 | kaen | hi |
| 13:44:10 | kaen | good day! |
| 13:44:16 | raptor | good day! |
| 13:44:22 | kaen | (bad day actually :<) |
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| 13:44:26 | raptor | :( |
| 13:44:31 | kaen | BFBuildBot is down |
| 13:44:36 | raptor | take a look at my current iteration: http://bitfighter.org/bitpress/ |
| 13:44:47 | raptor | finally figured out submenus.. |
| 13:44:57 | kaen | in fact I can't log in to my instance management panel ... |
| 13:45:05 | raptor | uh oh |
| 13:45:08 | kaen | wow! |
| 13:45:10 | kaen | that looks great |
| 13:45:56 | kaen | whoa |
| 13:46:00 | kaen | I love that forum post feed |
| 13:46:09 | raptor | yeah, just figured that one out, too |
| 13:46:34 | raptor | i'm not sure how i feel about the bubbly posts |
| 13:46:50 | kaen | yeah... |
| 13:47:12 | kaen | I think it'd be fine without the nipple |
| 13:47:17 | raptor | and that header is going to be practically impossible to duplicate on the forums/wiki sites |
| 13:47:23 | raptor | ok |
| 13:48:11 | kaen | hmm... that's a good observation |
| 13:48:35 | raptor | but I bet I can create a static copy of it |
| 13:48:42 | raptor | with some persistence... |
| 13:48:54 | raptor | ok, i'll remove the nipple-like marker |
| 13:49:23 | kaen | could probably drop the "by foo" floating out in space there, too |
| 13:49:54 | raptor | yes, i think so, too |
| 13:50:02 | kaen | and maybe widen the post to fill in the space? |
| 13:50:49 | raptor | hmm... |
| 13:51:57 | kaen | yuck. just looking at the markup in a browser, that last bit is a non-trivial task |
| 13:52:03 | raptor | yeah... |
| 13:52:12 | raptor | ok, let me do this bit by bit |
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| 14:13:37 | YoshiSmb | hi again kaen. (sorry, afk) |
| 14:13:47 | kaen | hello |
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| 15:55:43 | raptor | 2 servers online! |
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| 22:29:52 | kaen | gtreignes, gletendcuk |
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| 22:39:51 | bobdaduck | I take exception to that. |
| 22:39:54 | bobdaduck | I challenge you to a duel. |
| 22:42:11 | kaen | so, I abandoned Robot.new() |
| 22:42:40 | kaen | I did, in fact, manage to make Robot.new() work |
| 22:42:49 | kaen | but robot:removeFromGame() crashed the server |
| 22:43:11 | kaen | and there was some myseterious wonkiness with bots... so I didn't want to chance introducing a release-breaking bug |
| 22:56:20 | bobdaduck | what about ship.new()? |
| 22:58:18 | kaen | I didn't even try that one |
| 22:58:36 | bobdaduck | being able to at least manipulate neutral ships would be pretty nice. |
| 23:01:56 | kaen | I agree. |
| 23:02:04 | kaen | but wat and raptor and I decided on a feature freeze |
| 23:02:15 | bobdaduck | probably a good idea... |
| 23:02:21 | bobdaduck | its okay |
| 23:02:30 | kaen | I think Ship, Robot, and a bunch of others deserve to be part of a more thorough, and much larger lua cleanup |
| 23:02:30 | bobdaduck | I can pretend neutral ships work... |
| 23:02:51 | bobdaduck | uh |
| 23:02:59 | bobdaduck | can you make it so I can put an ID on neutral ships in the editor? |
| 23:03:11 | bobdaduck | currently it doesn't "stick", just like IDs don't stick to walls |
| 23:03:33 | kaen | that sounds fine |
| 23:03:45 | bobdaduck | If I could do that I could at least make it so people can't murder their quest leader |
| 23:04:02 | bobdaduck | gotta night, |
| 23:04:03 | bobdaduck | go! |
| 23:04:04 | kaen | you can in nethack \o/ |
| 23:04:07 | kaen | night |
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| 23:10:43 | | BFLogBot Commit: 2731b814cd70 | Author: kaen | Message: add text effect for touchdown messages in retrieve and zone control |
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| 23:22:34 | raptor | hello |
| 23:27:02 | Nothing_Much | Hello |