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IRC Log for 2013-08-25

Timestamps are in GMT/BST.

00:01:03raptorahh... Christmas day: 055c262ed095
00:01:42raptorand e04ef44f6598
00:05:25kaenthese irclogs are fascinating
00:05:36kaendid I crawl out from under the bus on the 24th?
00:06:16raptor20:36 is where I pose my question...
00:06:20raptoron th 25th
00:06:23raptorah the memories
00:08:39raptorso it looks like it's just to avoid method calls for empty idle() methods on walls and textitems??
00:10:06kaenthat's in line with my expectations and understanding
00:10:59kaen"[20:43:40] <sam686> can make a difference on levels with millions of walls for example.."
00:11:48kaenok
00:11:49kaenso
00:11:49raptorhmm...
00:12:05raptori'm almost tempted to remove the complexity..
00:12:13kaenif(obj->idles()) { obj->idle() }
00:12:17kaeneffectively does this.
00:12:30raptorthat's what watusimoto was suggesting?
00:12:47kaenhah!
00:12:48kaenyou're right
00:13:07kaensams' counter argument is weak ...
00:13:30kaenon objects without significant idle logic, they *only* thing you're saving is a single function call
00:13:38kaenper object per frame, I guess
00:13:56raptoryes
00:14:05kaenbut even at 10,000 objects we're talking about like 50,000 cycles on a crappy architecture
00:14:07raptorso only in extreme cases would it be useful..
00:14:19kaenwhat's 2,800,000,000 / 50,000 ?
00:14:32raptor560000?
00:14:35kaenI guess inverted
00:14:47raptoroops, one too many zeros..
00:15:00kaenso that would save 1 / 56,000 of my CPU time
00:15:17kaenif it saved 10,000 objects from calling idle ...
00:15:31raptorwell.. sam686 did work off of an old Pentium 4, I think
00:15:47kaenthese are all fermi estimations, but if we're even in this ball park then I say nix it
00:16:14kaenI don't even think we need obj->doesIdle()
00:16:21kaenwe just need to not have logic there ...
00:16:34raptoryes, I'm starting to agree
00:30:03raptorkaen: notice anything different here?: http://imagebin.org/268715
00:34:39kaenuh
00:34:43kaenship looks elongated?
00:34:51kaenmy gut also says there's more stars
00:35:06raptorstars are the same number... but... not the same colors!
00:35:28kaenah ha!
00:35:34kaenthen, nope :)
00:35:44raptorI tried to make it really subtle, it's more noticeable when you're moving the ship
00:35:58raptorand a slightly reddish streak runs by
00:36:05raptorbut only if you're paying attention
00:37:32raptorI think it feels slightly less 'cold' when flying around - I wonder if that is good or bad thing?
00:37:54kaensounds good to me
00:38:00kaenhere's another good idea:
00:38:00kaen[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
00:38:00kaen[21:04:30] <Watusimoto> then idle could just idle selected lists of objects
00:38:38kaenmaybe we could do this easily with templates
00:39:14raptorwill that buy us some advantage for things other than idle()?
00:39:30raptorbecause... idle() seems like a (really small) diminishing return
00:39:48kaenI think it would make querying by object type much more efficient
00:40:07kaenyou just return a const ref to the (sorted by object type) container
00:40:39kaenyou could idle/not idle objects by type
00:41:04kaenit would absorb the separate goalzone list logic
00:41:20kaenI guess that's pretty much it
00:45:25raptorI'm not sure I'd want to implement that for 019
00:45:27BFLogBot Commit: a67cdd497aa2 | Author: buckyballreaction | Message: Warm up deep space a little... would anyone notice?
00:45:35raptorbut rip out the idle logic seems OK to me
00:45:54raptoralthough.. now I'm falling asleep
00:46:26raptorsoo... good night!
00:46:29kaennight!
00:46:36raptor Quit ()
01:48:52raptor has joined
01:48:52ChanServ sets mode +o
01:49:34raptoryeah, so that didn't last so long..
01:49:55raptorkaen: if you're still up, I can rip out the idle linked list stuff now...
01:50:05kaenok
01:50:11kaenI'm wrestling with luadoc.pl
01:50:12raptorunless you've already started..
01:50:16raptorah ok
01:50:29kaenI guess I'll commit and push the robot stuff
01:50:48kaenshould work fine after the idle list is gone
01:50:48raptorok, does it still crash?
01:50:51raptorheh, ok
01:51:45kaenit only crashes after removeFromGame is called on a bot
01:52:16kaenwhoa
01:52:17kaenwtf
01:52:24kaensomehow it doesn't crash anymore
01:53:03raptorclean recompile?
01:54:06raptoreven if your bug is fixed, do you agree we should still remove the idle list?
01:54:19kaenI still agree
01:54:26kaenokay I'm actually going to hold on to this
01:54:33raptorok
01:54:38kaenI'm getting weird new crashes and not getting the old one ...
02:01:11raptorthe real question is what is going to happen when all this is cleaned-up...
02:06:02kaenheh
02:06:13raptorok ripped out - time to compile
02:11:05raptorargh, missed an assert
02:12:43raptormy test object suite looks a lot different with the new zone icons: http://imagebin.org/268719
02:16:08raptorworks well
02:16:10raptorcommiting..
02:17:56BFLogBot Commit: 8ed05e4530b2 | Author: buckyballreaction | Message: Remove IdleLinkedList. The complexity was not worth the negligible performance gain
02:17:58raptorok, going to bed
02:18:02raptorround 3 fight!
02:19:08kaengood work!
02:19:22raptorgood night! may you merge successfully...
02:19:49raptor Quit ()
03:16:51koda has joined
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06:22:03YoshiSmb-Androidkaen, are you there?
07:45:26kaenI am now
07:45:29kaenmorning, YoshiSmb-Android
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12:37:13raptorbuenos!
12:52:03YoshiSmb has joined
12:52:42YoshiSmbBuenas Tardes Raptor. (spanish)
12:53:10raptorbuenas tardes YoshiSmb
12:53:36YoshiSmbdo you speak spanish=
12:53:36YoshiSmb?
12:53:42raptorI used to
12:53:51raptorhaven't spoken it in about 8 years
12:54:21YoshiSmbso long time.
13:05:23raptoryep
13:14:32YoshiSmbalso, im in the mailing list.
13:14:39YoshiSmb(i think)
13:33:58Nothing_Much_ has joined
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13:42:49kaenhi again YoshiSmb
13:42:52kaendo you need something?
13:44:01raptorhi kaen
13:44:06kaenhi
13:44:10kaengood day!
13:44:16raptorgood day!
13:44:22kaen(bad day actually :<)
13:44:25Wuzzy has joined
13:44:26raptor:(
13:44:31kaenBFBuildBot is down
13:44:36raptortake a look at my current iteration: http://bitfighter.org/bitpress/
13:44:47raptorfinally figured out submenus..
13:44:57kaenin fact I can't log in to my instance management panel ...
13:45:05raptoruh oh
13:45:08kaenwow!
13:45:10kaenthat looks great
13:45:56kaenwhoa
13:46:00kaenI love that forum post feed
13:46:09raptoryeah, just figured that one out, too
13:46:34raptori'm not sure how i feel about the bubbly posts
13:46:50kaenyeah...
13:47:12kaenI think it'd be fine without the nipple
13:47:17raptorand that header is going to be practically impossible to duplicate on the forums/wiki sites
13:47:23raptorok
13:48:11kaenhmm... that's a good observation
13:48:35raptorbut I bet I can create a static copy of it
13:48:42raptorwith some persistence...
13:48:54raptorok, i'll remove the nipple-like marker
13:49:23kaencould probably drop the "by foo" floating out in space there, too
13:49:54raptoryes, i think so, too
13:50:02kaenand maybe widen the post to fill in the space?
13:50:49raptorhmm...
13:51:57kaenyuck. just looking at the markup in a browser, that last bit is a non-trivial task
13:52:03raptoryeah...
13:52:12raptorok, let me do this bit by bit
14:08:31LordDVG Quit (Ping timeout: 240 seconds)
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14:13:37YoshiSmbhi again kaen. (sorry, afk)
14:13:47kaenhello
14:46:07koda Quit (Ping timeout: 240 seconds)
15:42:11YoshiSmb Quit (Quit: Page closed)
15:54:32YoshiSmb has joined
15:55:43raptor2 servers online!
16:00:12YoshiSmb Quit (Ping timeout: 250 seconds)
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22:29:52kaengtreignes, gletendcuk
22:31:59Wuzzy Quit (Quit: Wuzzy)
22:39:51bobdaduckI take exception to that.
22:39:54bobdaduckI challenge you to a duel.
22:42:11kaenso, I abandoned Robot.new()
22:42:40kaenI did, in fact, manage to make Robot.new() work
22:42:49kaenbut robot:removeFromGame() crashed the server
22:43:11kaenand there was some myseterious wonkiness with bots... so I didn't want to chance introducing a release-breaking bug
22:56:20bobdaduckwhat about ship.new()?
22:58:18kaenI didn't even try that one
22:58:36bobdaduckbeing able to at least manipulate neutral ships would be pretty nice.
23:01:56kaenI agree.
23:02:04kaenbut wat and raptor and I decided on a feature freeze
23:02:15bobdaduckprobably a good idea...
23:02:21bobdaduckits okay
23:02:30kaenI think Ship, Robot, and a bunch of others deserve to be part of a more thorough, and much larger lua cleanup
23:02:30bobdaduckI can pretend neutral ships work...
23:02:51bobdaduckuh
23:02:59bobdaduckcan you make it so I can put an ID on neutral ships in the editor?
23:03:11bobdaduckcurrently it doesn't "stick", just like IDs don't stick to walls
23:03:33kaenthat sounds fine
23:03:45bobdaduckIf I could do that I could at least make it so people can't murder their quest leader
23:04:02bobdaduckgotta night,
23:04:03bobdaduckgo!
23:04:04kaenyou can in nethack \o/
23:04:07kaennight
23:04:07bobdaduck Quit (Remote host closed the connection)
23:10:43BFLogBot Commit: 2731b814cd70 | Author: kaen | Message: add text effect for touchdown messages in retrieve and zone control
23:22:20raptor has joined
23:22:20ChanServ sets mode +o
23:22:34raptorhello
23:27:02Nothing_MuchHello

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