#bitfighter IRC Log

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IRC Log for 2014-03-14

Timestamps are in GMT/BST.

00:14:20Nothing_Muchg'night everybody
00:15:36raptornight
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01:06:45Watusimotonight
01:07:33kaen"Although obvious, the text that shows +XP should be rendered only client side."
01:07:41kaenI don't think we do much rendering server-side :)
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01:42:43BFLogBot Commit: ba35f29dd097 | Author: buckyballreaction | Message: Increase extents slightly for screenshot so as to not chop off map edges
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03:36:09raptorgood evening!
03:37:50raptori created my first iBrick!
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04:05:22raptoroh my goodness, i think I got it
04:12:31raptorI got it!
04:12:36BFLogBot Commit: d40163cc4f5a | Author: buckyballreaction | Message: Merge GeomObject::onPointsChanged with onGeomChanged(). This should simplify the code paths
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04:36:24raptoris ServerGame supposed to be running in the editor?
04:37:15raptorI just did a memory profiler and memory keeps growing from the 'checkForZones' call in Ship on the ServerGame
04:40:12raptorwhat the heck
04:40:45raptoralso, since the 'Ship' is running in the editor, there seems to be a Spawn point created at ever location the mouse is
04:41:55raptorhere is the profile data: http://sam6.25u.com/upload/massif.out.1967.zip
04:45:17sam686My internet have massive packet loss (about 40% packet loss, creating so much lag spikes, it kindof started yesterday, and continued today for me
04:45:42raptoris your ISP actively sending reset packets to you?
04:46:05sam686Easy way to see my internet problem is.. running turrent and watching my connection.. Looks like my internet have heavy packet loss on upload direction.
04:46:24sam686UDP have no such reset state
04:46:35sam686both TCP UDP affected from packet loss
04:46:37raptorand for fun, the callgraph of my editor session: http://sam6.25u.com/upload/callgrind.png
04:47:11raptorsam686: it's standard practice for some ISP to drop packets to interrupt torrent traffic
04:47:13sam686I could stop torrent, but I continue to lag almost just as equally
04:48:30sam686I get lag yesterday and today with heavy packet loss and lag, including continuous ping showing several time out about 20% of time
04:49:19sam686I only did the torrent test from 1 hour ago, seems about same amount of lag as my turrent can't reach 5 Mbps upload, only reaching about 0.1 Mbps.
04:49:59sam686oh and my live stream to twitch constantly disconnects me yesderday and today was fine 3-10 days ago.
04:50:16raptorinteresting
04:50:19raptorwhat ISP?
04:50:37sam686midcontinent communications
04:50:48sam686using DOCSIS 3 modem (motorola)
04:51:21raptorcould it be the modem overheating or something weird like that?
04:51:32raptorbetter callgrind graph: http://sam6.25u.com/upload/1callgrind.png
04:52:00sam686continuous ping to cabme modem itself 192.168.100.1 never shows packet loss
04:52:14sam686that says nothing wrong with my computer/router/modem
04:52:36sam686and cable modem is only a little worm, not hot.
04:53:14raptora full 14% of the CPU usage is just for the stroke font
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04:58:33sam686My pings... http://sam6.25u.com/upload/text1403/140313_23-56-06.txt
05:01:14sam686I don't know if you can reliably use sam6.25u.com at the moment as that run from my home
05:01:37raptoryeah, it took a long while to upload that last graphic
05:03:09sam686good luck downloading, its even slower with my massive packet drop on my upload to anything or your download from sam6.25u.com
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06:55:27BFLogBot Commit: 51113e2ebc89 | Author: buckyballreaction | Message: Change warning font in editor
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15:30:59YoshiSmbhello ducky!
15:33:38bobdaduckHIUNFLhfqea
15:35:40bobdaduckkaen
15:35:42bobdaduckwhy you do this
15:35:47bobdaduck:(
15:55:04YoshiSmbducky, are you hosting?
15:57:56bobdaduckno
15:58:01bobdaduckI am scripting
15:58:38YoshiSmbok
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16:02:21bobdaduckHi Watusimoto_
16:02:27bobdaducker, Watusimoto__
16:02:30bobdaduck____________
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16:11:10raptorgood morning!
16:12:36raptorwatusimoto: i decided to profile the editor and see memory usage and CPU usage
16:12:45raptorfound some interesting data.
16:12:50raptorhere is CPU: http://sam6.25u.com/upload/1callgrind.png
16:13:22raptorhere is memory (you'll need a viewer like 'massif-visualizer'): http://sam6.25u.com/upload/massif.out.1967.zip
16:30:57kaenhuh. string rendering is taking more than I expected
16:31:26raptor14% is the stroke font alone
16:31:45raptorI replaced some of it with the texture fonts last night, but the dock is what really needs it
16:31:57kaenahh, yes
16:32:02raptorthe other thing that stands out: turret rendering
16:32:31raptori just added this issue: http://code.google.com/p/bitfighter/issues/detail?id=412
16:33:49bobdaduckSo I'm um
16:34:04bobdaduckstarting to feel like this is a developer problem
16:34:39raptorhi
16:34:52raptortest case!
16:34:55bobdaduckI see no way that getGeom can possibly just return a single number
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16:40:42kaentest case!
16:41:55Nothing_Much has joined
16:44:09kaenhaving just checked all of the endpoints of getgeom, neither do I
16:44:48raptorbobdaduck: is this on DnD or another script? maybe it's time to do a code audit...
16:44:57bobdaduckDifferent script
16:45:09raptorroughly how many lines?
16:45:14bobdaduck80
16:45:31raptorok, send me the whole thing with directions to duplicate
16:45:37raptor80 is manageable
16:47:04bobdaduckhttp://pastie.org/8919384
16:47:15bobdaduckTo duplicate:
16:47:24bobdaduckOpen new level, plug in script
16:47:26bobdaduckrun
16:47:32bobdaducklook at logs
16:47:34bobdaduckGG
16:48:00raptorok
16:48:44raptorjust after i unbreak my clone..
16:55:04raptorthat crazy 50 lines of junk
16:55:20kaenfirst thing I notice about turret rendering is that it's push_back'ing points into the vectors
16:56:10raptorremoving the tick event stabilizes it!
16:56:22raptorkaen: yeah, it's doing all the math every tick
16:56:35kaenyep, just saw this: Point pos = normal * cos(theta) + cross * sin(theta);
16:56:46raptorEVIL
16:56:57kaengetting hit 14 times per turret per frame
16:57:29raptormaybe we should just do a static array and rotate it
16:58:02raptor'dancetime' ??
16:58:48bobdaduckits a better version of deltatime
16:59:37raptorok, it's not crashy anymore
17:00:34bobdaduckIts not?
17:00:43raptorhere is your new onTick method: http://pastie.org/pastes/8919415/text
17:00:51raptori made two changes
17:00:59raptoripairs -> pairs (probably not needed)
17:01:12raptorand ObjType.LineItem -> ObjType.Line
17:01:28bobdaduck....what.
17:01:50raptorand i get this!: http://imagebin.org/299357
17:02:28raptorwhich *really* started to slow down the machine after like 10 iterations
17:02:29bobdaduckYeah its not supposed to do that but I'm already aware that my math is wrong somewhere
17:02:49bobdaduckThe luadocs state it as ObjType.LineItem
17:02:54raptordoes it?
17:03:00raptorthen that's our fault
17:03:20raptoroh ha
17:03:35raptorit doesn't, but... quick glance makes you think it does: ObjType.Line
17:03:39raptorhttp://bitfighter.org/luadocs/group___obj_type_enum.html
17:03:47raptorunless you see it differently on a different page?
17:04:17bobdaduckI was looking at the lineItem class
17:04:21bobdaduckand assumed it would be consistent
17:04:47raptorhmmm...
17:05:35bobdaduckAlso why was it working with LineItem then.
17:05:45raptorbecause
17:06:05raptorif you logprint 'ObjType.LineItem' you will get 'nil'
17:06:20raptorpassing in 'nil' into bf:findAllObjects will return *every* object
17:06:28raptorsome of which will be line items
17:07:11raptorothers will have non-2 point geometry (like the ship) and when you started accessing the [2] point in the geom, it would trigger a memory error
17:08:07raptoralso bobdaduck, you can actually specify math.tau now :)
17:09:10bobdaduckkk
17:09:29bobdaduckGonna use tau = math.pi * 2 anyway
17:09:38bobdaduckAnd then claim its somehow superior
17:09:46bobdaduckbecause I'm an old geezer
17:09:49raptorha
17:10:10raptortau = math.tau
17:11:55bobdaduckBLASPHEME
17:38:31bobdaduckOkay I need an algorithm
17:38:58raptore^it = 1
17:39:02bobdaduckThanks!
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17:42:48bobdaduckOkay but really
17:43:01bobdaduckSo for this thing
17:43:12bobdaduckI want to make it iterate like 10 times really fast
17:43:21bobdaduckin sequence, and then stop
17:43:34bobdaduckI guess I could use break; for the last part there
17:43:54bobdaduckbut since it requires iterating off of previous iterations
17:44:03bobdaduckhow to I make that work on a tick or timer or something? I see no way
17:44:37raptoruse Timer::scheduleRepeatWhileTrue
17:45:05raptoruse a counter that increments each time it is fired, when it hits 10, return false instead of true
17:45:15raptoroops
17:45:28raptoryeah, that's right
17:45:36raptori'll show you an example
17:46:55bobdaduckI think I see how it works
17:47:58raptorworking example: http://pastie.org/pastes/8919527/text
17:52:27bobdaduckAlright now time to see if I can make this work...
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18:18:02bobdaduckHow do I pull an angle towards another angle?
18:18:47raptorlittle by little?
18:19:32raptorfind the difference between them, divide up the difference into a step, then add a step to the first
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18:26:00bobdaduckMessy, messy math...
18:26:07raptorcalculus!
18:27:47bobdaduckNo
18:27:59raptorif it moves, it's calculus
18:28:07bobdaduckIts not moving
18:28:09bobdaduckjust geometry
18:28:24bobdaduckbut I've modified so many parts of the math so many times without thinking about the other part
18:28:29bobdaduck*parts
18:31:38bobdaduckOkay its only iterating twice despite the counter thing
18:32:16raptorprobably a logic issue
18:32:51raptorI have rediscovered shoutcast
18:33:01raptoryay music streams
18:33:06raptorwithout annoyances
18:34:16bobdaduckTimer:scheduleRepeatWhileTrue(function() iterate(ship) end, 200)
18:34:16bobdaduckcounter = counter + 1
18:34:16bobdaduckif(counter > 50) then
18:34:16bobdaduckcounter = 0
18:34:16bobdaduckreturn false
18:34:17bobdaduckelse
18:34:18bobdaduckreturn true
18:34:21bobdaduckend
18:34:40bobdaduckThat's my structure. That's right, isn't it?
18:36:10raptoris all of that (except the Timer) within your iterate() method?
18:36:32bobdaduckyeah
18:36:41raptorand 'counter' is outside the method?
18:36:43bobdaduckyes
18:36:47bobdaduckand it is returning true
18:36:52bobdaduckand then just never going again
18:37:35raptorcan you pastie me the full method in context?
18:38:12bobdaduckHeck, full levelgen
18:38:12bobdaduckhttp://pastie.org/8919647
18:38:39raptorcounter = counter + 1 must not be in the if() statement
18:39:18bobdaduckdidn't fix
18:40:25raptorumm... '30' ??
18:40:38raptora tick is usually 33 or higher
18:40:46bobdaduckdidn't change anything
18:40:49bobdaduckit used to be 200
18:43:00raptorha!
18:43:08raptorit's because you're using a lamnda
18:43:10raptorlambda
18:43:14raptorthis: function() iterate(ship) end
18:43:18raptordoes return true
18:43:30raptorchange it to: function() return iterate(ship) end
18:43:39raptor*doesn't return true
18:44:18bobdaduck gains 500 experience points
18:44:26raptorARGH
18:44:59raptori did something to make it spike the CPU and consume over 300MB of RAM
18:45:05raptorin that script of yours...
18:45:14bobdaduckYeah!
18:45:21bobdaduckI saw that it was cool
18:45:36bobdaduckI think its not returning false properly
18:45:43raptorno it is...
18:46:04bobdaduckokay it is
18:46:14bobdaduckits just not stopping the function when it does that. I think.
18:46:27raptorbut it made it only through 18 iterations before it overwhelmed the CPU
18:46:35bobdaduckOh yeah
18:46:38raptorI think you're adding too many objects
18:46:42bobdaduckthat's just because its exponential though
18:46:49raptorhaha
18:46:53bobdaduckNow I just need to figure out the math....
18:47:40bobdaduckIt shouldn't spiral like that
18:47:44raptor2^18 is... like 256000 LineItems
18:47:47bobdaduckit should go straight in a cone thing
18:47:50raptorand you wanted to go to 50!?
18:48:06bobdaduckNo
18:48:10bobdaduckI was just testing something
18:48:24bobdaduckHow to make it cone instead of spiral?
18:49:12raptoruh
18:49:28raptori'm not sure exactly what you mean
18:49:44bobdaduckI want all the things to shoot off in generally the direction the ship is facing
18:49:57bobdaduckbut as it is it just goes in a spiral around the ship
18:53:43raptorthen that means the starting point of each line is not saved from line-to-line
18:55:28bobdaduckuh?
18:57:36raptorso it creates a line
18:57:53raptorthen when it creates the next line it starts it at the ship instead of the end of the previous line
18:58:18raptorthis means you may need recursion!
18:58:35bobdaduckwell I still want the lines going off the lines
18:59:11raptoryes, that's what i mean, you need to save the end of one line for the beginning of the next
19:02:30bobdaduckgoing off the middle of lines
19:05:01raptoror that
19:05:41bobdaduckSo... how what?
19:05:48raptorrecursion!
19:06:02raptorit's what nature does!
19:06:02bobdaduckhow?
19:06:05bobdaduckxD
19:07:32raptorstep 1, realize recursion exists everywhere and that natural things are innately born with the ability to do it
19:07:38bobdaduckrofl
19:07:44raptorstep 2, figure out how to do in code
19:07:52raptorit turns out step 2 is quite difficult
19:08:03bobdaduckxDD
19:08:16bobdaduckUsually I cheat around it with global arrays
19:08:40raptoryes, and there is usually a non-recursive way to do any recursive problem
19:09:28raptorhere is ok explanation: http://www.cs.utah.edu/~germain/PPS/Topics/recursion.html
19:09:34bobdaduckI know what recursion is xD
19:09:34raptoreven close to home!
19:09:51bobdaduckJust not how to implement it here
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19:12:08raptorsory, i have to focus more here for a little while, i'll be back a bit later
19:12:40bobdaduckk
19:55:40kaenman, c++14 is like an entirely new language
19:55:42kaenauto add = [](auto a,auto b){return a + b;}
19:55:52raptorwhat?
19:55:59kaenthat's like one keyword away from javascript
19:56:10kaenit's a "generically typed lambda"
19:56:18raptoryou're kidding!
19:56:20kaennope
19:56:29raptoris that to replace templates?
19:56:35raptor(the generic part)
19:56:49kaenno, c++11 lambdas couldn't have generic types
19:57:32kaenauto is mostly to save you from typing std::map<std::string, std::vector<float>> all the time
19:57:37kaenor things like that
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19:58:43kaenbut in this context, it does allow for template-like behavior from that lambda literal
19:59:17kaenso basically it's like javascript with less sensible syntax now
20:00:40kaenhah! single quotation mark digit separators
20:00:45kaenint x = 1'000'000
20:02:26raptorwhat
20:06:04Nothing_MuchHey what's going on?
20:10:14bobdaduckpoor getting poorer, rich getting richer
20:11:01Nothing_Muchcool
20:22:48raptoryes everyone still gets a cell phone...
20:22:50raptor*yet
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21:03:16raptorWatusimoto: are you here?
21:03:21Watusimotoyes
21:03:30raptorhi
21:03:32raptorgreat
21:03:43raptorso... did you see my comments on my profiling the editor?
21:04:00Watusimotowas it about the turret rendering?
21:04:08raptorone bit, yes
21:04:13raptorbut
21:04:20raptorthe really interesting stuff was the heap profile
21:04:21WatusimotoI saw that, but nothing else
21:04:47raptorok, i'll sum it up: with CPU profiling, there were a couple of pain points:
21:04:52raptor1. turret rendering
21:05:01raptor2. stroke font rendering
21:05:25raptorthe stroke font rendering took about 15% of the CPU utilization in my editor tests
21:05:31raptorturret rendering 5%
21:06:03raptorbut the heap profile had some interesting results
21:06:25raptoreditor constantly consumes more and more RAM (but not too quickly)
21:06:56raptorand the memory that keeps increasing comes from Ship::checkForZones
21:07:09Watusimotoin the editor??
21:07:13raptoryep
21:07:18raptorlet me get you a nice screenshot
21:08:17Watusimotostroke font rendering in the editor? there's hardly any font!
21:08:43raptormost is from the dock
21:09:01raptorhere's the fun graphic on CPU utilization: http://sam6.25u.com/upload/1callgrind.png
21:09:27WatusimotocheckForZones is only called from ship::idle()
21:09:46raptorit's because ServerGame is runnign in the editor
21:10:02Watusimotowhile you're editing?
21:10:46raptoryep
21:10:48raptorand
21:11:12raptorwhen you move the screen around, it checks for zones everywhere
21:11:25raptorand... i think it creates spawn points at every point you focus one
21:11:27Watusimotowell, rendering is still where the action is
21:12:52Watusimotoso all those bars are basically bar graphs of cpu consumption?
21:13:21raptorconsumption, yes
21:14:51Watusimotoand the bars between show # calls and... what?
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21:15:58raptorhuh?
21:16:17Watusimotothere are bars, and #s with x beside them, and sometimes it looks like two numbers
21:16:29Watusimotothough 4 567 could be 4,567
21:16:34raptorthat is correct
21:16:39raptorspace is just 1000-delimited
21:16:44raptorthat is method calls
21:16:54Watusimotoand what do the bars show?
21:17:00Watusimoto(between the boxes)
21:17:15Watusimoto% of total calls everywhere?
21:17:24raptorall bars are absolute calls of total
21:17:36raptoror absolute percentage of total CPU consumption
21:17:41Watusimotook
21:18:13Watusimotoso I look at this and say if there is a problem it is all in the rendering
21:18:39raptorwell... wait until i get you a nice graphic with the memory
21:18:51raptorbut yes, with the rendering
21:19:00raptoron the CPU utilization metric
21:19:55WatusimotoI'd be interested to know if our TTF font rendering is faster than the stroke rendering
21:20:10Watusimotothere's not enough ttf in the editor to really know
21:20:43raptorit totally is
21:20:59Watusimotototally is more efficient?
21:21:04raptori've done tests on it
21:21:09Watusimotook
21:21:13WatusimotoI'll accept that
21:21:22raptorit uses about 1/10 to 1/2 the CPU processing
21:21:31Watusimotowow
21:21:32raptorusually on the 1/10 side after the textures are created and cached
21:21:39raptormaybe even more
21:22:41Watusimotook, so we should be using ttf where possible
21:22:53Watusimotothe only problem is the Play font looks pretty bad at small sizes
21:23:02Watusimotostroke is usually clearer
21:23:06raptoryes, however - i tried it on the doc... and yes, Play was horrendous that small
21:23:31Watusimotoso we either need another ttf that is readable at small fonts, or just stick with stroke
21:23:48Watusimotowith small stuff, styishness is not so important
21:23:55Watusimotoreadibility is the main thing
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21:27:52Watusimotowell, looking at the turrets... I don;t see why they are so slow
21:28:07raptorok
21:28:19raptori uhh, uploaded a graphic for the heap stuff... but its 57MB
21:28:24Watusimotosome sins and coses
21:28:32Watusimotook with me
21:28:54raptorhere it is - i'm abusing sam686's server: http://sam6.25u.com/upload/heap.png
21:29:19Flynnn Quit (Ping timeout: 264 seconds)
21:29:46raptorbut this may be more immediately informative: http://imagebin.org/299381
21:29:51Watusimotomaybe we should be using sprites for some of this stuff
21:30:17raptorwe can probably do a static array and rotate it
21:30:22raptorthat would be 100x faster
21:30:55Watusimotooh yes, that's a good idea
21:31:00Watusimotorather than compute it every time
21:31:06Watusimotowe can probably do that for a lot of things
21:31:24raptoryes... and that would be one step towards GLES 2 as well
21:31:27Watusimotoyes
21:31:52raptoras you can see from that second graphic
21:31:58raptorthe heap keeps going up
21:32:30raptor(this was in about a 3-5 min editor session doing any actions I could think of)
21:32:41Watusimotoso undo/redo is growing
21:32:45raptorno
21:33:07raptorlook at major offenders, in the right pane
21:33:15raptorZap::Spawn and l_alloc
21:33:36Watusimotowhat??
21:33:41raptorexactly!!
21:33:51Watusimototime to put a breakpoint on spawn!
21:34:00raptorit shows the stack there...
21:34:03raptorsort of
21:34:58raptorthis level had no levelgen, by-the-way
21:35:34raptorand I only tested a plugin once - the curve tool - near the end of my test
21:36:00Watusimotoweird
21:37:57raptorso I'm curious as to why ServerGame is running in the editor?
21:38:10raptorI don't knwo enough of the editor design to really know if it's needed or not
21:38:41Watusimotonot sure
21:38:46Watusimototo be honest
21:39:23WatusimotoI'm going to get my current work to a stable place, check it in to a private unnamed branch, then look at this other stuff
21:39:35raptorok
21:39:55raptorhonesly, i didn't think there was a problem - i just decided to profile it for fun
21:40:02raptorand so these are my findings
21:40:05Watusimotothat memory graphic is pretty big
21:40:33WatusimotoIt might be good to do a analysis of the server
21:40:47Watusimotowith client in a different process
21:40:54Watusimotoperhaps with and without bots
21:40:58raptoryes, i agree
21:43:05raptorthe real question is why is firing an event creating a Spawn point
21:43:47raptoranyways, i need to focus a bit more here at work
21:43:51raptorback a bit later
21:44:14Watusimotook, enjoy!
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22:09:04amgine123 has joined
22:09:06amgine123zupe
22:09:23amgine123raptor are you here i want to ask you somthing
22:10:58bobdaduckamgine123: I will do a bitfighter party soon.
22:11:17bobdaduckYou always complain about nobody telling you, so I'm telling you now.
22:11:21bobdaduckProbably like, next week.
22:11:33amgine123what day ?
22:11:48bobdaduckDunno
22:11:52bobdaduckfriday or saturday
22:14:46bobdaduck Quit (Remote host closed the connection)
22:16:17amgine123time ?
22:20:18Nothing_Much Quit (Ping timeout: 252 seconds)
22:20:53tommyazbob can I have one level from me be in the party?
22:22:23amgine123by chance no one knows a good site for getting computer games free illegialy do you....
22:23:56tommyaznope.. I've stuck to the same games for over ten years. have you tried abandonware though?
22:24:14tommyazabandonware sites have lots of old games for free..
22:25:34amgine123well its somewhat new.....
22:26:20amgine123its not 30 years old moreso 10
22:26:49kaen Quit (Ping timeout: 240 seconds)
22:26:49LordDVG Quit (Ping timeout: 240 seconds)
22:30:29amgine123I used to own it but the disk was destoryed long ago i want to play it again Xd
22:31:44tommyazmann this reminds me of all my age of empires disks
22:31:58tommyazand my crash bandicoot games
22:32:02kaen has joined
22:32:04amgine123:)
22:32:07tommyazbought the games like 5 times
22:32:10tommyazeach!
22:32:27amgine123yeah im trying to find this game really badly
22:32:33tommyazwhat game is it?
22:32:41tommyazi dont know where to get it
22:32:46tommyazbut my criousity is piqued
22:33:44amgine123worms armageddon
22:34:07amgine123i dont care if i get it legaly or not XD
22:37:42tommyazheard of thattt
22:37:46tommyazbut didnt like it
22:37:51tommyazthe looks i mean
22:37:59kaen Quit (Ping timeout: 240 seconds)
22:38:09tommyazdoes anyone know what nothing_much is called on the forums
22:38:14tommyazI have a P_M for him
22:38:47Invisibl1 Quit (Quit: Invisibl1)
22:42:44Watusimotoraptor: when you get back, there is a problem with the centroid on polywall objects. You can see it on in the editor, when the label is rendered up in the UL corner of the screen. The problme is that the centroid is still at (0,0).
22:44:22sam686filesize of raptor's uploaded heap.png: 57041
22:44:24sam686Converted to uncompressed heap.bmp filesize: 56946 KB
22:44:29sam686Converted back to heap.png filesize: 540 KB
22:44:46sam686Was the PNG not compressed?
22:46:23tommyaz Quit (Quit: Page closed)
22:47:07Watusimotoit's a biiiig file
22:47:17raptorhi
22:47:25Watusimotohi
22:47:48raptorsam686: sorry! i did export as PNG from the viewer, i guess it didn't really do it...
22:48:02raptorWatusimoto: i don't see what you're seeing: upper-left?
22:48:08raptorwhat label for polywall?
22:48:29raptoroh odd... i see it now
22:48:38Watusimotoplaying in the editor, 1) spawns don't seem to be being created or idling in any surprising ways; 2) ServerGame::idle() is never called; 3) luaW_defaultAllocator() is not called at any surprising moments
22:48:44raptorthat's for the editor polywall block on the doc
22:48:50Watusimotoyes
22:48:58Watusimotothe centroid for that item is not getting set
22:49:05raptorthat's... weird
22:49:08WatusimotoI assume it is a direct result of your recent refactor
22:49:13raptori'm sure it is
22:49:14raptorbut
22:49:27Watusimotoyou probably just missed a spot -- I've seen that problem before
22:49:36raptorso my refactor pulled out 2 bugs with extents/centroids... maybe there was another i missed
22:49:52Watusimotoprobably.
22:50:22Watusimotoit should be easy enough to find as there no client/server -- it's just a straight object creation + centroid not being set
22:50:38WatusimotoI would track it down myself, but I am falling asleep
22:50:48raptori have a feeling that the spawn creation has something to do with having one auto-created when there are none
22:50:53sam686 Quit (Ping timeout: 246 seconds)
22:51:07amgine123interesting fact im creating a plugin that must find the center ofg objects
22:51:11WatusimotoI haven;t been testing levels
22:51:15amgine123but it seems to be broken
22:51:22amgine123im stuck onthis part not sure how to program it
22:52:00Watusimotooh goodie... the editor crashes on me when I test!
22:52:54raptormake clean!
22:53:10Watusimotogood idea
22:53:18amgine123lol wattismo i think we are working on te same thing
22:54:35sam686 has joined
22:54:35ChanServ sets mode +v
22:54:50amgine123im stukc on this part of my program
22:54:55amgine123http://pastie.org/8920256
22:56:26Nothing_Much has joined
23:00:38amgine123raptor wattismo are you here ?
23:00:49amgine123i deleted that part im changing it now or trying at least
23:01:59WatusimotoI'm here, but am mostly asleep
23:03:45amgine123ah im trying to write this plugin but im stuck
23:04:38kaen has joined
23:05:01amgine123hi kaen
23:05:04amgine123you busy ?
23:07:02Watusimotowhat are you stuck on?
23:07:26amgine123oh just a plugin im working on
23:07:44amgine123you oculd probably blink a eye and finish this plugin for me
23:07:52amgine123http://pastie.org/8920275
23:10:06Watusimotowhat's the problem?
23:10:09Watusimotothis looks odd:
23:10:10WatusimotoobjPosNew = [objectPos]-[objPosavg]
23:10:33WatusimotoI don't think there should be []s in that statement, but not sure withotu knowing what you are doing
23:11:34WatusimotoI'm probably not going to be able to help much more tonight, but it would be very helpful if you explained what the problem was... is the plugin crashing, or working and not doing what you expect, or...
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23:16:28Watusimotoamgine123: here is the problem... you are missing lots of things like "then" and "end"
23:16:35Watusimotoand those []s need to be removed
23:16:52amgine123but im declaring varibles ?
23:17:14amgine123not knowing how to write the last section of code
23:17:14Watusimotoafter the plugin crashes, it will tell you in the console what needs to happen, what word it is looking for, and where it thinks it should go
23:17:25amgine123its not that i jsut dont know how to write the end
23:17:45amgine123i have tio find te cneter of a gruop of objects then move that center to a new location
23:17:45Watusimotowell, that's not your biggest problem
23:18:05Watusimotoget it to run without doing the end part, and make sure the structure is ok
23:18:11Watusimotothen start playing with the end bit
23:18:20Watusimotoright now, it won;t run, regardless of what you put in the end
23:18:38WatusimotoI'm going to bed, but you should start by resolving all the errors lsited in the console
23:19:03Watusimotoyou'll knwo you are making progress if the line numbers keep increasing (meaning you have fixed one problem so the compiler can find a later problem)
23:19:31Watusimotoeventually it will run, and probably not do what you want... but that is the time to ask for help on getting the logic right
23:20:30Watusimotothat is the advice I have to offer for the moment
23:20:39WatusimotoI can talk to you again about it when I'm less sleepy
23:20:42Watusimotoso... good night!
23:20:45Watusimotoand good luck!
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