#bitfighter IRC Log

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IRC Log for 2015-04-03

Timestamps are in GMT/BST.

00:00:25raptor has joined
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00:00:29raptorgood evening!
00:01:34Nothing_MuchHello everyone
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00:32:29Nothing_MuchGuess things needed to be done
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11:01:47raptorit compiled! with only minimal artifacts!: http://sam6.25u.com/upload/12screenshot_1.png
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11:06:08Nothing_Muchraptor, what is that? o.O
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11:52:26Nothing_MuchLooks like Debian's going to release Jessie this month on the 25th o.o
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12:45:31raptorhello again
12:50:36fordcars has joined
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13:19:36watusimotohi
13:19:42raptorHI
13:19:57Nothing_Muchfordcars: Hey dude, where've you been lately?
13:20:07fordcarsHeyy Nothing_Much!
13:20:30fordcarsNothing_Much really, I've been playing around with new programming techniques
13:20:32fordcars(for me)
13:20:36Nothing_Muchnice
13:21:29raptorwatusimoto: i go tthe abstraction layer done... with some issues: http://sam6.25u.com/upload/12screenshot_1.png
13:21:40raptor*got the
13:22:19raptorthose are burst explosions
13:22:58Nothing_MuchThose look trippy
13:23:05Nothing_MuchAre they shaders though?
13:23:10raptorno
13:23:21raptornot at that level yet
13:25:26Nothing_MuchAh, but those look cool nonetheless, are they going to be implemented in a future release or is it just testing things at the moment?
13:25:42raptorthey are a math/coding error
13:25:48raptordefinitely not intentional
13:26:00raptori did something wrong when pulling out the GL code
13:28:04Nothing_Muchoh lol
13:28:16Nothing_Muchstill looks neat though
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14:00:11watusimotoraptor: I love your new look for bitfighter!
14:00:18watusimotolooks very time-warpy!
14:00:27watusimotobitfighter-meets-Interstellar!
14:02:43raptorhah
14:03:09raptori think i messed up the sparkmanager class pretty good..
14:03:45watusimotoactually, it would make a cool level transition to do some sort of 3-d effect of the old level warping out of the screen in 3-D, kind of like a page being turned
14:03:54watusimotobut I have no idea at all how to do such a thing
14:04:04Nothing_Muchpowerpoint!
14:04:08raptorold level warping?
14:04:13watusimotoha, yes, maybe
14:04:45raptorlike maybe the ship droping in from outside of the screen (from the human)
14:04:46watusimotoNothing_Much probably has a point; there may be something similar in PowerPoint... maybe I can get a good example
14:06:14Nothing_Muchlol really?
14:08:24watusimotoif you have powerpoint, the honeycomb transition is pretty cool; but box is closer to what I was thinking
14:11:58Nothing_Much3D box?
14:28:42raptori guess i'm not really that knowledgeable about transitions - they always seemed distracting
14:46:40watusimotoindeed they are; but in games they add a little flash
14:46:52watusimotobut I have no idea how to implement them
14:47:53watusimotohere's one possibility: http://stackoverflow.com/questions/821802/opengl-screen-transitions-effects
14:50:17watusimotobut probably not worthwhile if there is no library of some sort to use
14:50:22watusimotowhich it seems there isn't
14:52:41raptorthat's a good idea
14:52:44raptorin that post
14:52:54raptori suspect we'd just do it ourselves
14:53:05raptor*we'd have to
14:54:04watusimotothere's some pretty cool effects you can do at the shader level; not really applicable to us, but interesting
14:54:04watusimotohttp://www.geeks3d.com/20091112/shader-library-dream-vision-post-processing-filter-glsl/
14:54:44watusimotounless you thought this would be a cool addition to a core explosion
14:54:44watusimotohttp://www.geeks3d.com/20091116/shader-library-2d-shockwave-post-processing-filter-glsl/
14:55:36raptorwhoa
14:55:40raptorthat's cool!
14:59:55watusimotothis is an interesting site
14:59:56watusimotohttp://glslsandbox.com/
15:00:11watusimotowrite and view your own effects in your browser
15:01:04raptorWHOA
15:01:09raptorsome of those are really neat!
15:02:27watusimotoyes
15:05:05raptorI like this one, but change the 'N' value to 16: http://glslsandbox.com/e#24175.1
15:06:09watusimotoMan, I have to better understand this... what a cool core/teleporter effect
15:06:10watusimotohttp://glslsandbox.com/e#14426.0
15:06:58raptornow *that* was something like i was hoping for when i attempted to redesign our teleporter about 2 years ago
15:07:10watusimotowell, now we have source code!
15:25:53raptori think that i'll be ready for check-in once i fix this graphics anomaly
15:25:58raptorthen you get to merge!
15:28:12watusimotogreat... that should be no problem on my end... only modest changes
15:31:02raptormy middle child just asked for a peanut-butter and cheese sandwich
15:33:39raptorand now he's eating, running in circles, saying "i like this!"
15:41:01watusimotoha
15:41:55watusimotoit's better than when he's older, doing the same thing with "bathing salts" or whatever the under-the-radar technically-legal drug of choice is
15:45:34raptori try not to think of the future too much...
15:48:38raptori don't know what i did wrong with the spark manager... last checkin worked just fine
15:50:24raptorthe stars and logo are ok...
15:50:39fordcarsJust ordered a raspberry pi 2
15:50:40fordcarsYey!
15:53:22raptorinteresting article on move from the fixed-function to new shader systems: http://gamedevelopment.tutsplus.com/articles/the-end-of-fixed-function-rendering-pipelines-and-how-to-move-on--cms-21469
15:56:09raptoroh! ha! i forgot an entire argument to a method and it's using defaults...
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16:06:23raptorFIXED!
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16:08:31raptorwatusimoto: here it comes!
16:08:43BFLogBot Commit: 5f5f5dff94 | Author: buckyballreaction | Message: Finish abstracting all OpenGL calls to equivalents in RenderManager. oglconsole and fontstash are the only exceptions right now. From now on, only RenderManager.h should be included in files for OpenGL usage
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16:09:49raptori already know of some weaknesses to the abstraction - i basically just re-routed the gl* calls - some of which may not have equivalents in GLES2
16:10:44raptorso instead of routing direct calls for some things, we may need to route behaviors, e.g. instead glClear; glreadPixels;... it should just be: grabPixelsFromScreen()
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16:53:52raptornext step - fontstash... sort of
16:56:51watusimotoah yes... well rerouting is the first step
16:57:12raptordid i show you this site?: http://docs.gl/
16:57:27raptorlet you know which current API calls are missing in ES2 vs GL2
16:57:34watusimotoyes, I think so... it looks very cool
16:57:52raptorok
16:57:59raptorthen there's ogl console....
16:58:28watusimotoneeds total rewrite... don't port it
16:58:39raptoryay!
16:58:56watusimotoso with docs.gl we should only be using functions that are... what... es2?
16:59:09raptorboth GL2 and ES2
16:59:12raptorif possible
16:59:23watusimotoor rather ... yes... gl2 AND es2
16:59:32raptoryep
16:59:53watusimotook, that is very helpful
17:00:08watusimotomeeting time!
17:00:11raptorand if there's extra functions we use from one or the other, then it should probably be abstracted into a behavioral function like: mGL->setDefaultBlendFunction()
17:00:20raptorlater
17:00:41watusimotoyes, that's right
17:00:50watusimotono one is moving towards the meeting room...
17:00:58watusimotook, boss is now moving... so I will too
17:01:02raptorhaha
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21:40:44BFLogBot Commit: a2b7bb6a0c | Author: buckyballreaction | Message: Hook in GLES2 into cmake (does not compile). Use with -DUSE_GLES2=1
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