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IRC Log for 2015-03-28

Timestamps are in GMT/BST.

00:16:15raptor has joined
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00:16:26raptorgood evening!
00:16:34raptoralmost done with the first part of this refactor
00:46:13raptornight!
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11:23:21raptorlarge refactor coming in!
11:30:15Nothing_Muchrefactor?
11:30:22Nothing_Muchis that a new Bitfighter feature? o.o
11:31:08raptor'refactor' means a reorganization of code
11:31:37Nothing_Muchohh
11:31:39Nothing_Muchnice
11:31:48raptorusually for some purpose. in this case it's to abstract our OpenGL layer for someday moving to GLES2
11:35:14BFLogBot Commit: dde08c9ba3 | Author: buckyballreaction | Message: Large rendering refactor: - Move gameObjectRender and RenderUtils methods into their own classes - Move many methods from GameObjectRender into RenderUtils - Make any class that needs access to the GL object be a sub-class of RenderManager - Remove OpenglUtils class
11:35:15BFLogBot Commit: dd1355c247 | Author: buckyballreaction | Message: Rename gameObjectRender to GameObjectRender
11:54:34raptorok, i think that's about half done...
11:54:42raptorgotta go, later!
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14:24:32JeffMB has joined
14:24:38JeffMBhi guys :D
14:24:46raptorhi JeffMB
14:24:56JeffMBraptor: what version of lua are you using in BF. 5.1 or 5.3?
14:25:19JeffMBi haven't been able to find the JIT compilier for 5.3 :(
14:26:07raptor5.1
14:26:14raptorthere is no LuaJIT for 5.3
14:26:15raptoronly 5.1
14:26:25JeffMBah
14:26:41raptorso basically, if you want JIT, then you're stuck with 5.1
14:26:44JeffMBi saw something regarding 64bit for 5.3....does 5.1 run on 64bit compiled programs?
14:26:53raptorsure does
14:27:04JeffMBhmm
14:27:14JeffMBwelp
14:27:15raptorthere may have been 64bit enhancements added to 5.3
14:27:22JeffMBsaw something like 64bit ints
14:27:25JeffMBbeing a thing
14:27:26raptorah
14:27:29raptoryeah, ok
14:27:31JeffMBand bitwise mathematics
14:27:33raptor5.1 only uses floats
14:27:55raptoryeah, that was added, too - but luajit does have an added bitwise library
14:28:22JeffMBhmm
14:28:36JeffMBif you were going to use lua in a new project, would u use 5.3 and skip the JIT or use 5.1 in ur opinion
14:28:47raptordepends on what i'd need it for
14:29:03raptorif i think processing is going to be intense on the Lua side of things, i would definitely use LuaJIT
14:29:03JeffMBuse it for an engine script engine :P
14:29:19JeffMBi wana replace TorqueScript in Torque2D with Lua
14:29:27raptorWHOA BIG PROJECT
14:29:33JeffMBxD
14:29:51JeffMBnot as big on that end as u'd think. im not using torque2d as a 2d thing
14:29:58raptorah ok
14:30:19raptorI've become very fond of LuaJIT...
14:30:20JeffMBim actually going to be doing some voxel based rendering using torque2d as a base, and adding 3d too it. cuz its lightweight and it has 6 platforms support. torque3d is way to bloated
14:30:35JeffMBgotta remove all the 2d shit first
14:31:05raptorbut it doesn't integrate as nicely with build systems
14:31:11raptorLuaJIT, that is
14:31:16JeffMBah
14:31:25JeffMBi mean
14:31:30JeffMBlua itself is faster thanTS :P
14:31:42JeffMBby a lot :P
14:31:48JeffMBsomeone did benchmarks :p
14:31:55raptoryeah - so i'd probably use lua 5.1, then if it isn't fast enough, hook in luajit
14:32:21JeffMBhowever if its fast enough why not just use 5.3 to get all the cool features? :P
14:32:23JeffMBsee what i mean
14:32:38raptortru
14:32:40raptortrue
14:33:09JeffMBi planned on having a lot of the bulk being in C++, and exposing things to script for things like modding and stuffs
14:33:18raptorunless its *not* fast enough, then you have to do the backporting, which i'm guessing is more difficult than migrating 5.1 -> 5.3
14:33:23raptor*it's
14:33:37raptorah, so, funny thing -
14:34:09raptorwe found that luajit runs code faster (in most cases) than if you use lua to call c++ methods
14:34:37JeffMBsee I don't plan on having heavy duty tings being in lua though :P
14:34:43raptorbecause the overhead in using the Lua C API slows it down that much (but it's still fast)
14:34:55raptorwell there's your answer :)
14:34:58JeffMBhehehe
14:35:07raptorstraight Lua
14:35:32raptori know several games that have decided to move to luajit instead of lua 5.2/5.3
14:36:01JeffMBhowever, hypothetically speaking here, say i wanted a per frame callback on X number of objects. i guess that's more for a JIT than straight
14:36:03raptorxmoto, naev, hedgewars (i think?), bitfighter...
14:36:27JeffMBdepends on whats in the callback though i guess too, how much ur doing
14:36:28fordcarsTalking about Naev, I've been playing for an hour
14:36:34raptorfordcars: how do you like it?
14:36:46raptorit's pretty!
14:36:54fordcarsIt's fun :D I didn't expect a huge universe like that
14:37:12raptoryeah, it's gotten about 2.5x bigger since last release
14:37:31JeffMBraptor too bad zap wasn't included in torque2d, u could be using a modern engine :P
14:37:54JeffMBcuz the netcode still exists
14:38:01raptormodern/shmodern - our game runs fine and dandy... and fast! :)
14:38:21JeffMBsuprised u guys didn't port it to the pi yet ;)
14:38:28JeffMBthat'd be a lightweight game to run on that
14:39:42fordcarsIt does run on it
14:39:45fordcarsKind of
14:39:55fordcarsNo hardware acceleration
14:40:01JeffMBya no opengl ES :P
14:40:21JeffMBcould rap the immediate mode around ES calls ;) but that sounds shitty :P
14:40:25JeffMBES 1.1 calls lol
14:40:25fordcarshttps://github.com/lunixbochs/glshim
14:40:37fordcarsThese kind of shims or whatever seem promising though, maybe
14:40:43fordcarsMaybe not though
14:40:46raptorbitfighter runs ES 1.1
14:40:54JeffMBi thought
14:40:55fordcarsOh, maybe
14:40:58JeffMBit only ran desktop gl
14:40:59JeffMB:p
14:41:03raptorand, actually, we're in the middle of a refactor so we can support ES 2
14:41:10JeffMBoh nice
14:41:12fordcarsYess
14:41:38raptorCanseco ported it to the pandora: http://repo.openpandora.org/?page=detail&app=bitfighter
14:41:54fordcarsOpenGL ES 1 though
14:41:58raptorES 1.1, yes
14:42:11raptorwhich is a subset of desktop GL 1.3
14:42:18fordcarsThat must be so awesome to play on there
14:42:19raptorso it wasn't that hard to port
14:43:03fordcarsI mam getting a RPi 2 soon
14:43:11fordcars*am
14:43:42JeffMBraptor u said floats/strings for lua 5.1 right? does it support signed integers at all?
14:43:44raptoroh? i didn't know one was in the works..
14:44:01raptorJeffMB: nope, everything is saved as a Lua Number
14:44:13fordcarsraptor: Yeah, 1gb of Ram and Quad-core
14:44:13JeffMBwhat's a lua number count as lol
14:44:14raptorwhich ends up being a float
14:44:17JeffMBoh
14:44:18fordcars*900mghz
14:44:31JeffMBya that quad core A7 looks awesome
14:44:32fordcarsAround 6x faster, still 35$
14:44:35JeffMBim considering buying one
14:44:42raptor$35!?!?!?
14:44:48JeffMByes
14:44:50JeffMB$35
14:44:54fordcarsYess
14:44:57raptori don't believe it
14:45:00JeffMBwell u should :p
14:45:12JeffMBhttp://www.raspberrypi.org/raspberry-pi-2-on-sale/
14:45:37JeffMBwindows 10 ARM for pi will be free too
14:45:39JeffMBaccording to microsoft
14:45:52JeffMBhowever I wouldn't put windows on it
14:45:57JeffMBthats putting cancer on a good device ;)
14:45:58fordcarsHaha yeah, no
14:46:43raptori see it, and i don't believe it
14:46:47JeffMBlol!
14:47:07fordcarsHahaha
14:47:12JeffMBits like....as powerful as most cell phones for the cost of 1/10th of the phone!
14:47:26JeffMB:P
14:48:23JeffMBraptor: how do you deal with java. it makes me cry. no unsigned variables.
14:49:16raptorJeffMB: very carefully...
14:49:42raptorfor the most part, you don't have to think about it unless you're doing network programming or something crazy that does bitmasks
14:51:10JeffMBhehe
14:51:36JeffMBit doesn't help when im used to managing my own memory :(
14:51:44JeffMBand then java's like NOPE GC pls
14:52:10raptoryep. it makes coding quite a bit faster
14:52:20raptoralthough it does consume lots of RAM
14:52:24JeffMBya
14:52:29JeffMBthats what pisses me off :P
14:52:31JeffMBthe RAM consumption :p
14:52:49raptorBFLogBot: was written in java
14:52:49BFLogBotBe careful or be road-kill.
14:53:01JeffMB^ lol!
14:53:03JeffMBwtf
14:53:09JeffMBBFLogBot you pleb
14:53:09BFLogBotMom and dad say I should make my life an example of the principles I believe in. But every time I do, they tell me to stop it.
14:53:09raptorbecause i wanted something to log IRC, and i wanted to write it quickly
14:53:22JeffMBheh
14:53:38JeffMBI'm lol'ing at "be careful or be road-kill" not u writing it in java fyi
14:53:45raptorbut the RAM consumption was an issue, so i took the time to rewrite it in python
14:53:45JeffMBjust to clarify
14:53:46JeffMB:p
14:53:52raptorhaha, yeah
14:53:59raptori'm glad he still speaks..
14:54:07JeffMBBFLogBot speak to me, im lonely
14:54:07BFLogBotI imagine bugs and girls have a dim perception that nature played a cruel trick on them, but they lack the intelligence to really comprehend the magnitude of it.
14:54:09JeffMBawe
14:54:11JeffMBthats so cool :p
14:55:41raptorhmmm... i'm not sure that quote will get us any female programmers here..
14:55:52JeffMBhaha
14:56:17JeffMBwe had a girl playing mb the other day i was like ooo wow a female playing marble blast! and it happened to be footie :P
14:56:27JeffMBshoulda expected :p
14:56:52JeffMBfordcars was playing mb the other day for about an hour with me
14:56:58fordcarsYep, I suck
14:57:02JeffMBnaw
14:57:04JeffMBit was ur first time
14:57:14raptormy kids ask me to play MB almost every day
14:57:20JeffMBhaha
14:57:27JeffMBit is quite addicting ....for all ages :P
14:57:50raptordoesn't make me sick like neverball
14:57:53JeffMBask IsraeliRD the head admin if u don't believe me. hes 26 and he still plays all the time :P
14:58:28JeffMBmb is by far the best marble game imo
14:58:35JeffMBin terms of marble control and physics
14:59:51raptoryeah, i'm impressed
15:00:33JeffMBunfortunatly no one has acess to the code. it's locked and sealed inside of the executable file and the company that owns MB don't give a flying fig about it.
15:00:45JeffMB:(
15:01:13JeffMBthats one nice thing bout BF. you guys actually have hte sauce code :P
15:01:15raptorthere's one game that i like that is like that - it's called 'Stars!'
15:05:19JeffMBtime to start ripping out the 2D stuff from Torque2D! :P
15:05:22JeffMBlike box2d :p
15:05:31raptori follow a variety of open source games: bitfighter, hedgewars, naev, freeorion, and supertuxkart
15:05:44raptori've contributed to all of them except supertuxkart
15:07:06JeffMBso basically, marble2 (who i think is on here before, f00tie's brother), myself, and a moderator over at marbleblast.com have all decided that we wanted to do a minecraft-like-sorta game. So that's what were using toqrue2d for
15:07:28JeffMBopen source, MIT license, using c++ and lua, and must be cross platform. those were the requirements
15:07:36raptorminetest?
15:07:41raptoroh, it'll be 2d
15:07:42raptor?
15:07:43JeffMBno
15:08:09JeffMBbasically minetest but..i think eventually once the base is done, maybe actually make it different :P
15:08:18JeffMBlol
15:08:47JeffMBminetest theres no core gameplay to it, u gotta add and install a buncha mods, and i heard the api for modding was pretty bad.
15:08:57JeffMBi didn't look into it though
15:09:50JeffMB+ who doesn't like torque's networking :D hahahahahaa
15:11:33JeffMBi noticed they use irchlet for rendering engine
15:11:42JeffMBor however u spell it
15:11:53raptorwho?
15:11:57JeffMBminetest
15:12:04raptorah, like supertuxkar
15:12:08raptorsupertuxkart
15:12:47JeffMBim not using no rendering engine.
15:13:07JeffMBraw opengl is for the strong, rendering engines are for the weak.
15:13:09JeffMB;)
15:14:40raptorhah
15:14:50raptorstrong-stomached, maybe
15:15:09JeffMBi gotta make some sort of wrapper functions though.
15:15:26JeffMBso that way inside of the wrapper functions, it can map calls to GL fixed function, gl shaders, or gles
15:15:51JeffMBfigured vbos for shaders/gles and client side vertex arrays for fixed function. and no immediate mode because ew.
15:16:12raptorthat's what i've been doing this week in bitfighter code
15:16:19JeffMBoh haha
15:16:21raptorbuilding a wrapper
15:16:28JeffMBya i plan on making a tGL layer which stands for...Torque GL :P
15:16:49JeffMBthen anywhere outside of the layer, just call tglDraw* tglBind* or w/e
15:17:25JeffMBdebating on shaders to go with opengl 2.1 or opengl 3.2
15:17:53JeffMBi know wiht 2.1 u can mix FFP still
15:18:12JeffMBbut 3.2 is like "the core" :P
15:18:32JeffMBbut 2.1 shaders are more compatiable with gles 2.0 :P
15:18:38JeffMBugh so much decisions!
15:18:56JeffMBhow about we screw it and just implement vulkan, eh raptor ;)
15:20:47raptorthen how will we run on OSX ppc!?
15:20:54JeffMBD:
15:20:58JeffMBam cry.
15:21:08JeffMBbut your droping PPC in 20 u said :C
15:21:09JeffMBlol
15:21:39JeffMB backports bitfighter 20.0 to have a wrapper around FFP for shaders.
15:21:54raptorit's likely yes
15:22:01raptorwe'll see how much work it'll require
15:22:08JeffMBhey my powerpc mac is supposed to run shaders
15:22:10JeffMBit has a FX card
15:22:16JeffMBit runs them at like 3fps, but it runs them :D
15:22:39JeffMBthats with HW acceleration too :C
15:22:53JeffMBnvidia screwed up the fx 5200 ultra. such a shitty card.
15:23:21JeffMBi have a radeon agp flashed mac 9600 pro. but i haven't put it in the G5 yet to see what it would do
15:23:43JeffMBthat actually has opengl 2.0 support.
15:23:47JeffMBshocking
15:24:11raptori figure we'll stay at GL/GLES 1.1 for everything unless it requires ES 2 (when we get to that point)
15:24:33JeffMBoh i thought u were going all shaders
15:24:34JeffMBlol
15:27:32raptorno, that's crazy
15:34:05JeffMBbut im crazy :^) so i guess thats why i thought that
15:41:00JeffMBgeeze 2800fps in this torque2d demo?
15:41:33JeffMBguess thast why i have a 750ti :p
15:48:29JeffMBanyone know anything about x86 asm here? i got a question :p
15:48:53raptora tiny bit - but if you're at the ASM level in code, then you're probably doing it wrong
15:49:10JeffMBnope nope i think i found a bug in the their math asm
15:49:18JeffMBreally short function
15:49:19JeffMBsec
15:49:35JeffMBhttps://github.com/JeffProgrammer/Torque2D/blob/master/engine/source/platformWin32/winMath_ASM.cc#L40
15:49:52JeffMBshouldn't that be a U32 r;
15:50:49raptornot sure - it could be either, honestly - at the ASM level weird things can happen
15:51:16JeffMBhehe
15:53:07JeffMBdamn u know this code is cold when they have a check for cpu intel 486
15:53:13JeffMBold*
15:55:50fordcarsIsn't Asm removing some cross-platoformaty?
15:55:58raptorit is
15:56:05fordcarsAs in, no Arm or ppc
15:57:00raptornormally, you'd #ifdef out the asm for a specific platform and use normal code
15:57:39JeffMB99.99% of torque's code isn't asm, thank god. because i wouldn't be using it :P
15:57:51fordcarsHah
15:57:57JeffMBluckilly it has x86, arm, and ppc asm, or so i think..?
15:58:12JeffMBshould have arm, it has driod/ios support
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15:59:05fordcarsI wish I could C++
15:59:33raptorme too
16:00:02fordcars:)
16:00:20JeffMBme three.
16:00:41JeffMBi don't code c++. i hack c++ :P
16:00:44JeffMBlel
16:00:53fordcarsI couldn't get the c++ std to link under Ubuntu
16:01:00JeffMB:l
16:01:05fordcars:l
16:01:06JeffMBawe fordy
16:01:07JeffMB:c
16:01:16JeffMBalso why the hell am i still using windows
16:01:28fordcarsBecause
16:01:42JeffMBVS 2013 is just so sexy :c
16:02:32fordcarsI hate Vs since I discovered dynamic libraries haha
16:02:37fordcarsBut Windows isn't bad
16:02:40JeffMBha!
16:03:08JeffMBafter i scrape Torque2D to the bare min, i gotta add cmake support.
16:03:10JeffMBthis will be fun.
16:03:13fordcarsPlus, I picked up a cool monitor for 5$
16:03:17JeffMB"fun"
16:03:33JeffMBya those plebbags didn't use a build system in torque. they just commited their project files.
16:03:37fordcarsCmake is cool, never figured what it really was doing though haha
16:04:18fordcarsOh, and btw http://www.simple2d.com/ is cool, simplified SDL
16:04:50fordcarsOh, supports Rpi too, nice
16:08:11JeffMB"only 140 bugs to fix for SDL 2.0.4"
16:08:16JeffMBsounds like torque3d.
16:15:10raptorif i ever get this GL abstraction layer done, i may consider going full SDL2 and removing the SDL 1.2 code
16:20:23JeffMBi thought you already used SDL2 because u had it compiled for ppc :P
16:22:00raptoryes
16:22:27raptorLinux is the only platform still using SDL2
16:22:37raptorsorry, still using SDL 1.2
16:22:50raptorbut SDL2 has been defaulted for the last release
16:25:52JeffMBah okay
16:26:25JeffMBya Torque2D doesn't use any SDL at all. those poor souls ported all 6 platforms with native platform code.
16:27:17JeffMBi think linux was using sdl, and someone took out the SDL and ported all of the x86Unix layer himself,
16:27:18JeffMBidk why
16:33:38raptorreduction of dependencies is a good idea in libraries
16:45:56fordcarsSdl sounds fun though
16:57:04JeffMBwoo cleand out a shitload of 2d specifics
16:57:07JeffMBnow to box2d!
17:03:37JeffMByess 10K errors
17:03:39JeffMBthats right
17:03:45JeffMBfeel the errors flowing through your veins
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17:22:28fordcarslol
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18:11:52raptorsomeday we may move to a real physics engine
18:22:48LordDVG Quit (Remote host closed the connection)
18:47:58JeffMBhighly recommend box2d
18:48:00JeffMBseems to be "the shit"
18:49:24raptori looked into it once, but it seemed like it'd be difficult to retro-fit with what we have
18:49:41raptorspecifically, i was interested in its object database for faster queries
18:49:57JeffMBis there any need for a physics engine though?
18:50:20raptorsure there is - like managing collisions
18:50:30raptorand object searching, of course
18:50:37JeffMBah
19:09:04fordcarsAnybody knows what happened to sky? He hasn't released the contest results yet...
19:09:23raptorhe sent me a message a little while ago... let me see
19:10:10raptorok, the last message was from 21 Feb.
19:10:15raptorhe said he got a job
19:11:28fordcarsOh sweet
19:12:12raptorand he was hoping to post the results by the end of February...
19:17:08fordcars:/
19:32:35JeffMB is now known as JeffMB[afk]
20:00:28JeffMB[afk] is now known as JeffMB
20:20:05fordcars Quit (Ping timeout: 246 seconds)
20:51:53raptori definitely broke something with the render system: http://sam6.25u.com/upload/9screenshot_4.png
21:01:50JeffMBraptor that means ur doing it right when u get stuff like that
21:01:51JeffMB;)
21:55:55BFLogBot Commit: 4b5d2c8447 | Author: buckyballreaction | Message: Consolidate some more rendering blocks into the GL* object
21:55:58raptorthere, fixed it
22:08:35JeffMB:)
22:08:44JeffMBim happy to see you guys aren't using immediate mode
22:11:13raptorhad to ditch that for GLES 1.1 compat
22:11:29raptorbaby steps to GLES 2...
22:29:54JeffMByep
22:30:02JeffMBGLES 2.0 has no ffp either
22:30:11JeffMBafaik
22:32:20raptorthis has one of the best intros to migrating GL: https://wiki.maemo.org/OpenGL-ES
22:32:23raptorit's old, though
22:34:05JeffMB" Finally, porting OpenGL 1.0 or OpenGL ES 1.1 applications to OpenGL ES 2.0 requires a rewrite to replace fixed function API usage with programmable shaders. "
22:34:08JeffMBsounds bout right
22:35:13JeffMBwould make porting easier if u used VBOs instead of client side vertex arrays hehehee
22:35:30raptormany people say that, but fail to give an example :)
22:37:35raptorbecause the code looks identical except for a few extra calls at the front
22:37:54raptorand i think all the APIs are the same so don't need porting
22:38:04raptorbut then again, i'm new at some of this...
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23:32:47raptorneat site!: http://docs.gl/
23:36:05JeffMB Quit (Ping timeout: 246 seconds)
23:59:45raptorngiht!
23:59:49raptor Quit ()

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