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| 00:16:15 | | raptor has joined |
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| 00:16:26 | raptor | good evening! |
| 00:16:34 | raptor | almost done with the first part of this refactor |
| 00:46:13 | raptor | night! |
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| 11:23:21 | raptor | large refactor coming in! |
| 11:30:15 | Nothing_Much | refactor? |
| 11:30:22 | Nothing_Much | is that a new Bitfighter feature? o.o |
| 11:31:08 | raptor | 'refactor' means a reorganization of code |
| 11:31:37 | Nothing_Much | ohh |
| 11:31:39 | Nothing_Much | nice |
| 11:31:48 | raptor | usually for some purpose. in this case it's to abstract our OpenGL layer for someday moving to GLES2 |
| 11:35:14 | | BFLogBot 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 |
| 11:35:15 | | BFLogBot Commit: dd1355c247 | Author: buckyballreaction | Message: Rename gameObjectRender to GameObjectRender |
| 11:54:34 | raptor | ok, i think that's about half done... |
| 11:54:42 | raptor | gotta go, later! |
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| 14:24:32 | | JeffMB has joined |
| 14:24:38 | JeffMB | hi guys :D |
| 14:24:46 | raptor | hi JeffMB |
| 14:24:56 | JeffMB | raptor: what version of lua are you using in BF. 5.1 or 5.3? |
| 14:25:19 | JeffMB | i haven't been able to find the JIT compilier for 5.3 :( |
| 14:26:07 | raptor | 5.1 |
| 14:26:14 | raptor | there is no LuaJIT for 5.3 |
| 14:26:15 | raptor | only 5.1 |
| 14:26:25 | JeffMB | ah |
| 14:26:41 | raptor | so basically, if you want JIT, then you're stuck with 5.1 |
| 14:26:44 | JeffMB | i saw something regarding 64bit for 5.3....does 5.1 run on 64bit compiled programs? |
| 14:26:53 | raptor | sure does |
| 14:27:04 | JeffMB | hmm |
| 14:27:14 | JeffMB | welp |
| 14:27:15 | raptor | there may have been 64bit enhancements added to 5.3 |
| 14:27:22 | JeffMB | saw something like 64bit ints |
| 14:27:25 | JeffMB | being a thing |
| 14:27:26 | raptor | ah |
| 14:27:29 | raptor | yeah, ok |
| 14:27:31 | JeffMB | and bitwise mathematics |
| 14:27:33 | raptor | 5.1 only uses floats |
| 14:27:55 | raptor | yeah, that was added, too - but luajit does have an added bitwise library |
| 14:28:22 | JeffMB | hmm |
| 14:28:36 | JeffMB | if 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 |
| 14:28:47 | raptor | depends on what i'd need it for |
| 14:29:03 | raptor | if i think processing is going to be intense on the Lua side of things, i would definitely use LuaJIT |
| 14:29:03 | JeffMB | use it for an engine script engine :P |
| 14:29:19 | JeffMB | i wana replace TorqueScript in Torque2D with Lua |
| 14:29:27 | raptor | WHOA BIG PROJECT |
| 14:29:33 | JeffMB | xD |
| 14:29:51 | JeffMB | not as big on that end as u'd think. im not using torque2d as a 2d thing |
| 14:29:58 | raptor | ah ok |
| 14:30:19 | raptor | I've become very fond of LuaJIT... |
| 14:30:20 | JeffMB | im 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 |
| 14:30:35 | JeffMB | gotta remove all the 2d shit first |
| 14:31:05 | raptor | but it doesn't integrate as nicely with build systems |
| 14:31:11 | raptor | LuaJIT, that is |
| 14:31:16 | JeffMB | ah |
| 14:31:25 | JeffMB | i mean |
| 14:31:30 | JeffMB | lua itself is faster thanTS :P |
| 14:31:42 | JeffMB | by a lot :P |
| 14:31:48 | JeffMB | someone did benchmarks :p |
| 14:31:55 | raptor | yeah - so i'd probably use lua 5.1, then if it isn't fast enough, hook in luajit |
| 14:32:21 | JeffMB | however if its fast enough why not just use 5.3 to get all the cool features? :P |
| 14:32:23 | JeffMB | see what i mean |
| 14:32:38 | raptor | tru |
| 14:32:40 | raptor | true |
| 14:33:09 | JeffMB | i planned on having a lot of the bulk being in C++, and exposing things to script for things like modding and stuffs |
| 14:33:18 | raptor | unless its *not* fast enough, then you have to do the backporting, which i'm guessing is more difficult than migrating 5.1 -> 5.3 |
| 14:33:23 | raptor | *it's |
| 14:33:37 | raptor | ah, so, funny thing - |
| 14:34:09 | raptor | we found that luajit runs code faster (in most cases) than if you use lua to call c++ methods |
| 14:34:37 | JeffMB | see I don't plan on having heavy duty tings being in lua though :P |
| 14:34:43 | raptor | because the overhead in using the Lua C API slows it down that much (but it's still fast) |
| 14:34:55 | raptor | well there's your answer :) |
| 14:34:58 | JeffMB | hehehe |
| 14:35:07 | raptor | straight Lua |
| 14:35:32 | raptor | i know several games that have decided to move to luajit instead of lua 5.2/5.3 |
| 14:36:01 | JeffMB | however, 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 |
| 14:36:03 | raptor | xmoto, naev, hedgewars (i think?), bitfighter... |
| 14:36:27 | JeffMB | depends on whats in the callback though i guess too, how much ur doing |
| 14:36:28 | fordcars | Talking about Naev, I've been playing for an hour |
| 14:36:34 | raptor | fordcars: how do you like it? |
| 14:36:46 | raptor | it's pretty! |
| 14:36:54 | fordcars | It's fun :D I didn't expect a huge universe like that |
| 14:37:12 | raptor | yeah, it's gotten about 2.5x bigger since last release |
| 14:37:31 | JeffMB | raptor too bad zap wasn't included in torque2d, u could be using a modern engine :P |
| 14:37:54 | JeffMB | cuz the netcode still exists |
| 14:38:01 | raptor | modern/shmodern - our game runs fine and dandy... and fast! :) |
| 14:38:21 | JeffMB | suprised u guys didn't port it to the pi yet ;) |
| 14:38:28 | JeffMB | that'd be a lightweight game to run on that |
| 14:39:42 | fordcars | It does run on it |
| 14:39:45 | fordcars | Kind of |
| 14:39:55 | fordcars | No hardware acceleration |
| 14:40:01 | JeffMB | ya no opengl ES :P |
| 14:40:21 | JeffMB | could rap the immediate mode around ES calls ;) but that sounds shitty :P |
| 14:40:25 | JeffMB | ES 1.1 calls lol |
| 14:40:25 | fordcars | https://github.com/lunixbochs/glshim |
| 14:40:37 | fordcars | These kind of shims or whatever seem promising though, maybe |
| 14:40:43 | fordcars | Maybe not though |
| 14:40:46 | raptor | bitfighter runs ES 1.1 |
| 14:40:54 | JeffMB | i thought |
| 14:40:55 | fordcars | Oh, maybe |
| 14:40:58 | JeffMB | it only ran desktop gl |
| 14:40:59 | JeffMB | :p |
| 14:41:03 | raptor | and, actually, we're in the middle of a refactor so we can support ES 2 |
| 14:41:10 | JeffMB | oh nice |
| 14:41:12 | fordcars | Yess |
| 14:41:38 | raptor | Canseco ported it to the pandora: http://repo.openpandora.org/?page=detail&app=bitfighter |
| 14:41:54 | fordcars | OpenGL ES 1 though |
| 14:41:58 | raptor | ES 1.1, yes |
| 14:42:11 | raptor | which is a subset of desktop GL 1.3 |
| 14:42:18 | fordcars | That must be so awesome to play on there |
| 14:42:19 | raptor | so it wasn't that hard to port |
| 14:43:03 | fordcars | I mam getting a RPi 2 soon |
| 14:43:11 | fordcars | *am |
| 14:43:42 | JeffMB | raptor u said floats/strings for lua 5.1 right? does it support signed integers at all? |
| 14:43:44 | raptor | oh? i didn't know one was in the works.. |
| 14:44:01 | raptor | JeffMB: nope, everything is saved as a Lua Number |
| 14:44:13 | fordcars | raptor: Yeah, 1gb of Ram and Quad-core |
| 14:44:13 | JeffMB | what's a lua number count as lol |
| 14:44:14 | raptor | which ends up being a float |
| 14:44:17 | JeffMB | oh |
| 14:44:18 | fordcars | *900mghz |
| 14:44:31 | JeffMB | ya that quad core A7 looks awesome |
| 14:44:32 | fordcars | Around 6x faster, still 35$ |
| 14:44:35 | JeffMB | im considering buying one |
| 14:44:42 | raptor | $35!?!?!? |
| 14:44:48 | JeffMB | yes |
| 14:44:50 | JeffMB | $35 |
| 14:44:54 | fordcars | Yess |
| 14:44:57 | raptor | i don't believe it |
| 14:45:00 | JeffMB | well u should :p |
| 14:45:12 | JeffMB | http://www.raspberrypi.org/raspberry-pi-2-on-sale/ |
| 14:45:37 | JeffMB | windows 10 ARM for pi will be free too |
| 14:45:39 | JeffMB | according to microsoft |
| 14:45:52 | JeffMB | however I wouldn't put windows on it |
| 14:45:57 | JeffMB | thats putting cancer on a good device ;) |
| 14:45:58 | fordcars | Haha yeah, no |
| 14:46:43 | raptor | i see it, and i don't believe it |
| 14:46:47 | JeffMB | lol! |
| 14:47:07 | fordcars | Hahaha |
| 14:47:12 | JeffMB | its like....as powerful as most cell phones for the cost of 1/10th of the phone! |
| 14:47:26 | JeffMB | :P |
| 14:48:23 | JeffMB | raptor: how do you deal with java. it makes me cry. no unsigned variables. |
| 14:49:16 | raptor | JeffMB: very carefully... |
| 14:49:42 | raptor | for the most part, you don't have to think about it unless you're doing network programming or something crazy that does bitmasks |
| 14:51:10 | JeffMB | hehe |
| 14:51:36 | JeffMB | it doesn't help when im used to managing my own memory :( |
| 14:51:44 | JeffMB | and then java's like NOPE GC pls |
| 14:52:10 | raptor | yep. it makes coding quite a bit faster |
| 14:52:20 | raptor | although it does consume lots of RAM |
| 14:52:24 | JeffMB | ya |
| 14:52:29 | JeffMB | thats what pisses me off :P |
| 14:52:31 | JeffMB | the RAM consumption :p |
| 14:52:49 | raptor | BFLogBot: was written in java |
| 14:52:49 | BFLogBot | Be careful or be road-kill. |
| 14:53:01 | JeffMB | ^ lol! |
| 14:53:03 | JeffMB | wtf |
| 14:53:09 | JeffMB | BFLogBot you pleb |
| 14:53:09 | BFLogBot | Mom 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. |
| 14:53:09 | raptor | because i wanted something to log IRC, and i wanted to write it quickly |
| 14:53:22 | JeffMB | heh |
| 14:53:38 | JeffMB | I'm lol'ing at "be careful or be road-kill" not u writing it in java fyi |
| 14:53:45 | raptor | but the RAM consumption was an issue, so i took the time to rewrite it in python |
| 14:53:45 | JeffMB | just to clarify |
| 14:53:46 | JeffMB | :p |
| 14:53:52 | raptor | haha, yeah |
| 14:53:59 | raptor | i'm glad he still speaks.. |
| 14:54:07 | JeffMB | BFLogBot speak to me, im lonely |
| 14:54:07 | BFLogBot | I 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. |
| 14:54:09 | JeffMB | awe |
| 14:54:11 | JeffMB | thats so cool :p |
| 14:55:41 | raptor | hmmm... i'm not sure that quote will get us any female programmers here.. |
| 14:55:52 | JeffMB | haha |
| 14:56:17 | JeffMB | we 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 |
| 14:56:27 | JeffMB | shoulda expected :p |
| 14:56:52 | JeffMB | fordcars was playing mb the other day for about an hour with me |
| 14:56:58 | fordcars | Yep, I suck |
| 14:57:02 | JeffMB | naw |
| 14:57:04 | JeffMB | it was ur first time |
| 14:57:14 | raptor | my kids ask me to play MB almost every day |
| 14:57:20 | JeffMB | haha |
| 14:57:27 | JeffMB | it is quite addicting ....for all ages :P |
| 14:57:50 | raptor | doesn't make me sick like neverball |
| 14:57:53 | JeffMB | ask IsraeliRD the head admin if u don't believe me. hes 26 and he still plays all the time :P |
| 14:58:28 | JeffMB | mb is by far the best marble game imo |
| 14:58:35 | JeffMB | in terms of marble control and physics |
| 14:59:51 | raptor | yeah, i'm impressed |
| 15:00:33 | JeffMB | unfortunatly 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. |
| 15:00:45 | JeffMB | :( |
| 15:01:13 | JeffMB | thats one nice thing bout BF. you guys actually have hte sauce code :P |
| 15:01:15 | raptor | there's one game that i like that is like that - it's called 'Stars!' |
| 15:05:19 | JeffMB | time to start ripping out the 2D stuff from Torque2D! :P |
| 15:05:22 | JeffMB | like box2d :p |
| 15:05:31 | raptor | i follow a variety of open source games: bitfighter, hedgewars, naev, freeorion, and supertuxkart |
| 15:05:44 | raptor | i've contributed to all of them except supertuxkart |
| 15:07:06 | JeffMB | so 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 |
| 15:07:28 | JeffMB | open source, MIT license, using c++ and lua, and must be cross platform. those were the requirements |
| 15:07:36 | raptor | minetest? |
| 15:07:41 | raptor | oh, it'll be 2d |
| 15:07:42 | raptor | ? |
| 15:07:43 | JeffMB | no |
| 15:08:09 | JeffMB | basically minetest but..i think eventually once the base is done, maybe actually make it different :P |
| 15:08:18 | JeffMB | lol |
| 15:08:47 | JeffMB | minetest theres no core gameplay to it, u gotta add and install a buncha mods, and i heard the api for modding was pretty bad. |
| 15:08:57 | JeffMB | i didn't look into it though |
| 15:09:50 | JeffMB | + who doesn't like torque's networking :D hahahahahaa |
| 15:11:33 | JeffMB | i noticed they use irchlet for rendering engine |
| 15:11:42 | JeffMB | or however u spell it |
| 15:11:53 | raptor | who? |
| 15:11:57 | JeffMB | minetest |
| 15:12:04 | raptor | ah, like supertuxkar |
| 15:12:08 | raptor | supertuxkart |
| 15:12:47 | JeffMB | im not using no rendering engine. |
| 15:13:07 | JeffMB | raw opengl is for the strong, rendering engines are for the weak. |
| 15:13:09 | JeffMB | ;) |
| 15:14:40 | raptor | hah |
| 15:14:50 | raptor | strong-stomached, maybe |
| 15:15:09 | JeffMB | i gotta make some sort of wrapper functions though. |
| 15:15:26 | JeffMB | so that way inside of the wrapper functions, it can map calls to GL fixed function, gl shaders, or gles |
| 15:15:51 | JeffMB | figured vbos for shaders/gles and client side vertex arrays for fixed function. and no immediate mode because ew. |
| 15:16:12 | raptor | that's what i've been doing this week in bitfighter code |
| 15:16:19 | JeffMB | oh haha |
| 15:16:21 | raptor | building a wrapper |
| 15:16:28 | JeffMB | ya i plan on making a tGL layer which stands for...Torque GL :P |
| 15:16:49 | JeffMB | then anywhere outside of the layer, just call tglDraw* tglBind* or w/e |
| 15:17:25 | JeffMB | debating on shaders to go with opengl 2.1 or opengl 3.2 |
| 15:17:53 | JeffMB | i know wiht 2.1 u can mix FFP still |
| 15:18:12 | JeffMB | but 3.2 is like "the core" :P |
| 15:18:32 | JeffMB | but 2.1 shaders are more compatiable with gles 2.0 :P |
| 15:18:38 | JeffMB | ugh so much decisions! |
| 15:18:56 | JeffMB | how about we screw it and just implement vulkan, eh raptor ;) |
| 15:20:47 | raptor | then how will we run on OSX ppc!? |
| 15:20:54 | JeffMB | D: |
| 15:20:58 | JeffMB | am cry. |
| 15:21:08 | JeffMB | but your droping PPC in 20 u said :C |
| 15:21:09 | JeffMB | lol |
| 15:21:39 | | JeffMB backports bitfighter 20.0 to have a wrapper around FFP for shaders. |
| 15:21:54 | raptor | it's likely yes |
| 15:22:01 | raptor | we'll see how much work it'll require |
| 15:22:08 | JeffMB | hey my powerpc mac is supposed to run shaders |
| 15:22:10 | JeffMB | it has a FX card |
| 15:22:16 | JeffMB | it runs them at like 3fps, but it runs them :D |
| 15:22:39 | JeffMB | thats with HW acceleration too :C |
| 15:22:53 | JeffMB | nvidia screwed up the fx 5200 ultra. such a shitty card. |
| 15:23:21 | JeffMB | i have a radeon agp flashed mac 9600 pro. but i haven't put it in the G5 yet to see what it would do |
| 15:23:43 | JeffMB | that actually has opengl 2.0 support. |
| 15:23:47 | JeffMB | shocking |
| 15:24:11 | raptor | i figure we'll stay at GL/GLES 1.1 for everything unless it requires ES 2 (when we get to that point) |
| 15:24:33 | JeffMB | oh i thought u were going all shaders |
| 15:24:34 | JeffMB | lol |
| 15:27:32 | raptor | no, that's crazy |
| 15:34:05 | JeffMB | but im crazy :^) so i guess thats why i thought that |
| 15:41:00 | JeffMB | geeze 2800fps in this torque2d demo? |
| 15:41:33 | JeffMB | guess thast why i have a 750ti :p |
| 15:48:29 | JeffMB | anyone know anything about x86 asm here? i got a question :p |
| 15:48:53 | raptor | a tiny bit - but if you're at the ASM level in code, then you're probably doing it wrong |
| 15:49:10 | JeffMB | nope nope i think i found a bug in the their math asm |
| 15:49:18 | JeffMB | really short function |
| 15:49:19 | JeffMB | sec |
| 15:49:35 | JeffMB | https://github.com/JeffProgrammer/Torque2D/blob/master/engine/source/platformWin32/winMath_ASM.cc#L40 |
| 15:49:52 | JeffMB | shouldn't that be a U32 r; |
| 15:50:49 | raptor | not sure - it could be either, honestly - at the ASM level weird things can happen |
| 15:51:16 | JeffMB | hehe |
| 15:53:07 | JeffMB | damn u know this code is cold when they have a check for cpu intel 486 |
| 15:53:13 | JeffMB | old* |
| 15:55:50 | fordcars | Isn't Asm removing some cross-platoformaty? |
| 15:55:58 | raptor | it is |
| 15:56:05 | fordcars | As in, no Arm or ppc |
| 15:57:00 | raptor | normally, you'd #ifdef out the asm for a specific platform and use normal code |
| 15:57:39 | JeffMB | 99.99% of torque's code isn't asm, thank god. because i wouldn't be using it :P |
| 15:57:51 | fordcars | Hah |
| 15:57:57 | JeffMB | luckilly it has x86, arm, and ppc asm, or so i think..? |
| 15:58:12 | JeffMB | should have arm, it has driod/ios support |
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| 15:59:05 | fordcars | I wish I could C++ |
| 15:59:33 | raptor | me too |
| 16:00:02 | fordcars | :) |
| 16:00:20 | JeffMB | me three. |
| 16:00:41 | JeffMB | i don't code c++. i hack c++ :P |
| 16:00:44 | JeffMB | lel |
| 16:00:53 | fordcars | I couldn't get the c++ std to link under Ubuntu |
| 16:01:00 | JeffMB | :l |
| 16:01:05 | fordcars | :l |
| 16:01:06 | JeffMB | awe fordy |
| 16:01:07 | JeffMB | :c |
| 16:01:16 | JeffMB | also why the hell am i still using windows |
| 16:01:28 | fordcars | Because |
| 16:01:42 | JeffMB | VS 2013 is just so sexy :c |
| 16:02:32 | fordcars | I hate Vs since I discovered dynamic libraries haha |
| 16:02:37 | fordcars | But Windows isn't bad |
| 16:02:40 | JeffMB | ha! |
| 16:03:08 | JeffMB | after i scrape Torque2D to the bare min, i gotta add cmake support. |
| 16:03:10 | JeffMB | this will be fun. |
| 16:03:13 | fordcars | Plus, I picked up a cool monitor for 5$ |
| 16:03:17 | JeffMB | "fun" |
| 16:03:33 | JeffMB | ya those plebbags didn't use a build system in torque. they just commited their project files. |
| 16:03:37 | fordcars | Cmake is cool, never figured what it really was doing though haha |
| 16:04:18 | fordcars | Oh, and btw http://www.simple2d.com/ is cool, simplified SDL |
| 16:04:50 | fordcars | Oh, supports Rpi too, nice |
| 16:08:11 | JeffMB | "only 140 bugs to fix for SDL 2.0.4" |
| 16:08:16 | JeffMB | sounds like torque3d. |
| 16:15:10 | raptor | if i ever get this GL abstraction layer done, i may consider going full SDL2 and removing the SDL 1.2 code |
| 16:20:23 | JeffMB | i thought you already used SDL2 because u had it compiled for ppc :P |
| 16:22:00 | raptor | yes |
| 16:22:27 | raptor | Linux is the only platform still using SDL2 |
| 16:22:37 | raptor | sorry, still using SDL 1.2 |
| 16:22:50 | raptor | but SDL2 has been defaulted for the last release |
| 16:25:52 | JeffMB | ah okay |
| 16:26:25 | JeffMB | ya Torque2D doesn't use any SDL at all. those poor souls ported all 6 platforms with native platform code. |
| 16:27:17 | JeffMB | i think linux was using sdl, and someone took out the SDL and ported all of the x86Unix layer himself, |
| 16:27:18 | JeffMB | idk why |
| 16:33:38 | raptor | reduction of dependencies is a good idea in libraries |
| 16:45:56 | fordcars | Sdl sounds fun though |
| 16:57:04 | JeffMB | woo cleand out a shitload of 2d specifics |
| 16:57:07 | JeffMB | now to box2d! |
| 17:03:37 | JeffMB | yess 10K errors |
| 17:03:39 | JeffMB | thats right |
| 17:03:45 | JeffMB | feel the errors flowing through your veins |
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| 17:22:28 | fordcars | lol |
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| 18:11:52 | raptor | someday we may move to a real physics engine |
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| 18:47:58 | JeffMB | highly recommend box2d |
| 18:48:00 | JeffMB | seems to be "the shit" |
| 18:49:24 | raptor | i looked into it once, but it seemed like it'd be difficult to retro-fit with what we have |
| 18:49:41 | raptor | specifically, i was interested in its object database for faster queries |
| 18:49:57 | JeffMB | is there any need for a physics engine though? |
| 18:50:20 | raptor | sure there is - like managing collisions |
| 18:50:30 | raptor | and object searching, of course |
| 18:50:37 | JeffMB | ah |
| 19:09:04 | fordcars | Anybody knows what happened to sky? He hasn't released the contest results yet... |
| 19:09:23 | raptor | he sent me a message a little while ago... let me see |
| 19:10:10 | raptor | ok, the last message was from 21 Feb. |
| 19:10:15 | raptor | he said he got a job |
| 19:11:28 | fordcars | Oh sweet |
| 19:12:12 | raptor | and he was hoping to post the results by the end of February... |
| 19:17:08 | fordcars | :/ |
| 19:32:35 | | JeffMB is now known as JeffMB[afk] |
| 20:00:28 | | JeffMB[afk] is now known as JeffMB |
| 20:20:05 | | fordcars Quit (Ping timeout: 246 seconds) |
| 20:51:53 | raptor | i definitely broke something with the render system: http://sam6.25u.com/upload/9screenshot_4.png |
| 21:01:50 | JeffMB | raptor that means ur doing it right when u get stuff like that |
| 21:01:51 | JeffMB | ;) |
| 21:55:55 | | BFLogBot Commit: 4b5d2c8447 | Author: buckyballreaction | Message: Consolidate some more rendering blocks into the GL* object |
| 21:55:58 | raptor | there, fixed it |
| 22:08:35 | JeffMB | :) |
| 22:08:44 | JeffMB | im happy to see you guys aren't using immediate mode |
| 22:11:13 | raptor | had to ditch that for GLES 1.1 compat |
| 22:11:29 | raptor | baby steps to GLES 2... |
| 22:29:54 | JeffMB | yep |
| 22:30:02 | JeffMB | GLES 2.0 has no ffp either |
| 22:30:11 | JeffMB | afaik |
| 22:32:20 | raptor | this has one of the best intros to migrating GL: https://wiki.maemo.org/OpenGL-ES |
| 22:32:23 | raptor | it's old, though |
| 22:34:05 | JeffMB | " 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. " |
| 22:34:08 | JeffMB | sounds bout right |
| 22:35:13 | JeffMB | would make porting easier if u used VBOs instead of client side vertex arrays hehehee |
| 22:35:30 | raptor | many people say that, but fail to give an example :) |
| 22:37:35 | raptor | because the code looks identical except for a few extra calls at the front |
| 22:37:54 | raptor | and i think all the APIs are the same so don't need porting |
| 22:38:04 | raptor | but then again, i'm new at some of this... |
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| 23:32:47 | raptor | neat site!: http://docs.gl/ |
| 23:36:05 | | JeffMB Quit (Ping timeout: 246 seconds) |
| 23:59:45 | raptor | ngiht! |
| 23:59:49 | | raptor Quit () |