code logs -> 2009 -> Wed, 26 Aug 2009< code.20090825.log - code.20090827.log >
--- Log opened Wed Aug 26 00:00:46 2009
00:02
<@SmithKurosaki>
Ask TF
00:03
<@SmithKurosaki>
I would, but I have never played, and well, I want to run my own before taking care of someone else's
00:08 Rhamphoryncus [~rhamph@Nightstar-3964.abhsia.telus.net] has joined #code
00:12 gnolam [lenin@Nightstar-1382.A163.priv.bahnhof.se] has quit [Quit: ]
00:47 You're now known as TheWatcher[T-2]
00:49 You're now known as TheWatcher[zZzZ]
01:46 * Derakon idly ponders how hard it'd be to make a networked-board-game engine.
01:47
<@McMartin>
This hard: http://www.volity.net/
01:47
<@Derakon>
Well, yes, if I didn't want to reinvent the wheel.
01:48
<@McMartin>
Well, that one was "About four guys about a year"
01:48
<@Derakon>
It doesn't seem like they've done anything with it since I last used it.
01:48
<@Derakon>
At least not along the lines of adding new games.
01:49
<@McMartin>
Yeah, nobody's written any
01:49
<@McMartin>
If I had free time I'd try to implement Martian Chess for it
01:50
<@Derakon>
I was thinking about Puerto Rico and Power Grid myself.
01:51
<@McMartin>
Martian Chess is one of those "here, try this, it will make your brain leak out your ears" games.
01:51
<@SmithKurosaki>
o.0
01:53 * Derakon eyes the Wikipedia article.
01:53
<@Derakon>
Yes, I can see how that would happen.
01:56
<@McMartin>
It's also amusing because 2P and 4P are completely different games.
01:56
<@McMartin>
2P is a game about defending pieces by ensuring that attacking them will lead to a mighty counterattack.
01:56
<@McMartin>
In 4P, if you have a massive bloodbath with another player you both win
01:57
<@Derakon>
Because you rack up points faster than the other two opponents, and the game ends when one player runs out of pieces, which can easily be a victory condition for that player.
01:57
<@McMartin>
Yup.
01:57
<@McMartin>
You're scored based on captures you make, which intrinsically involve *you* giving up a piece
01:58
<@Derakon>
How much have you played this game?
01:58
<@McMartin>
Once with each player count~
02:12 * Derakon ponders a tunnel feature that "grows" limbs of terrain out of the walls.
02:12
<@McMartin>
Graftals?
02:12 * Derakon looks the term up.
02:12
<@Derakon>
I was thinking less tree-like and more "pseudo-random walk"-like.
02:13
<@Derakon>
Maybe if you took only one of the options at each branchpoint in this diagram, say: http://en.wikipedia.org/wiki/File:Graftal7.png
02:18
<@Derakon>
The basic goal is to cut across most of a tunnel / divide up a room into sections.
02:29 Syloqs-AFH [Syloq@ServicesAdmin.Nightstar.Net] has quit [Connection reset by peer]
02:49 Syloqs_AFH [Syloq@Admin.Nightstar.Net] has joined #code
02:50 Syloqs_AFH is now known as Syloqs-AFH
03:09 Vornicus [~vorn@ServicesOp.Nightstar.Net] has quit [Quit: Leaving]
03:10 Vornicus-Latens [Vornicus@Admin.Nightstar.Net] has joined #code
03:11 Attilla [~The.Attil@92.0.115.ns-3186] has quit [Ping Timeout]
03:30 Thaqui [~Thaqui@121.98.166.ns-22683] has joined #code
03:30 mode/#code [+o Thaqui] by ChanServ
04:28 Derakon is now known as Derakon[AFK]
04:49 Syloqs-AFH [Syloq@ServicesAdmin.Nightstar.Net] has quit [Connection reset by peer]
05:04 Derakon[AFK] is now known as Derakon
05:21 Syloqs_AFH [Syloq@Admin.Nightstar.Net] has joined #code
05:22 Syloqs_AFH is now known as Syloqs-AFH
05:38 Thaqui [~Thaqui@121.98.166.ns-22683] has quit [Client exited]
06:20 Namegduf [~namegduf@Nightstar-7714.148.broadband5.iol.cz] has quit [Ping Timeout]
06:26 gnolam [lenin@Nightstar-1382.A163.priv.bahnhof.se] has joined #Code
06:26 mode/#code [+o gnolam] by ChanServ
06:26 Consul [~Consul__@Nightstar-4614.dsl.sfldmi.ameritech.net] has quit [Ping Timeout]
06:39 AnnoDomini [AnnoDomini@Nightstar-29406.neoplus.adsl.tpnet.pl] has joined #Code
06:39 mode/#code [+o AnnoDomini] by ChanServ
07:06 Namegduf [~namegduf@Nightstar-7714.148.broadband5.iol.cz] has joined #code
07:27
<@gnolam>
AnnoDomini: http://photoshopdisasters.blogspot.com/2009/08/microsoft-poland-at-least-they-le ft.html
07:31 Derakon is now known as Derakon[AFK]
07:32
<@AnnoDomini>
...
07:34 Namegduf [~namegduf@Nightstar-7714.148.broadband5.iol.cz] has quit [Quit: Headin' out.]
08:18 Syloqs-AFH [Syloq@ServicesAdmin.Nightstar.Net] has quit [Connection reset by peer]
08:30 Syloqs_AFH [~Syloq@Admin.Nightstar.Net] has joined #code
08:31 Syloqs_AFH is now known as Syloqs-AFH
08:32 Syloqs-AFH [~Syloq@ServicesAdmin.Nightstar.Net] has quit [Connection reset by peer]
08:39 Syloqs_AFH [Syloq@Admin.Nightstar.Net] has joined #code
08:40 Syloqs_AFH is now known as Syloqs-AFH
08:50 Syloqs-AFH [Syloq@ServicesAdmin.Nightstar.Net] has quit [Connection reset by peer]
09:25 Tarinaky [~Tarinaky@Nightstar-16638.plus.com] has joined #code
10:00 You're now known as TheWatcher
10:13 Rhamphoryncus [~rhamph@Nightstar-3964.abhsia.telus.net] has quit [Quit: Rhamphoryncus]
10:24 Thaqui [~Thaqui@121.98.166.ns-22683] has joined #code
10:24 mode/#code [+o Thaqui] by ChanServ
10:24 Attilla [~The.Attil@92.0.115.ns-3186] has joined #code
10:24 mode/#code [+o Attilla] by ChanServ
10:34 Chi [~omegaboot@Nightstar-5572.dsl.emhril.sbcglobal.net] has joined #code
10:36 Alek [~omegaboot@Nightstar-5572.dsl.emhril.sbcglobal.net] has quit [Ping Timeout]
10:55 Thaqui [~Thaqui@121.98.166.ns-22683] has quit [Connection reset by peer]
11:10 Thaqui [~Thaqui@121.98.166.ns-22683] has joined #code
11:10 mode/#code [+o Thaqui] by ChanServ
13:14 gnolaptop [~drwest@Nightstar-5461.netlogon.liu.se] has joined #Code
13:27
< gnolaptop>
"I am invincible! Tremble, mortals"
13:29
< gnolaptop>
(Actual answer to the question "How would you classify your programming skills?" on the electronic survey my lecturer is performing right now)
13:29
< Tarinaky>
Lol.
13:29
< Tarinaky>
I'd be so tempted to tick that just for the lulz.
13:30
< gnolaptop>
Right now, it's OpenGL/GLSL etc. The options there range from "1. Never heard of it to" to "5. I can hack it in my sleep".
13:36
< gnolaptop>
"How do you place the camera in P with the angle V?"
13:36
< Tarinaky>
Eh. Not as funny as the first thing.
13:36
<@AnnoDomini>
Very carefully.
13:37
< gnolaptop>
"1. gluLookAt. 2. glTranslate to P, glRotate by V. 3. glRotate with -V, glTranslate to -P. 4. It was something to do with a change of bases."
13:50
< gnolaptop>
"Time warp. No, it has NOTHING to do with Rocky Horror."
14:02 gnolaptop [~drwest@Nightstar-5461.netlogon.liu.se] has quit [Quit: Heading home]
14:36
<@MyCatVerbs>
gnolam: is "register a vertex shader for the coordinate transform" a valid answer?
14:37
<@MyCatVerbs>
AIUI, modern implementations do roughly that anyway. Implement your requests for T&L and other old fixed-function effects using the shader units, I mean.
14:58 AnnoDomini [AnnoDomini@Nightstar-29406.neoplus.adsl.tpnet.pl] has quit [Ping Timeout]
15:04 AnnoDomini [AnnoDomini@Nightstar-29130.neoplus.adsl.tpnet.pl] has joined #Code
15:04 mode/#code [+o AnnoDomini] by ChanServ
15:40 Namegduf [~namegduf@Nightstar-7714.148.broadband5.iol.cz] has joined #code
15:51
<@gnolam>
No, since 1) it wasn't on the list and 2) the whole point was to find out if you understood the order of transformations.
15:54 Thaqui [~Thaqui@121.98.166.ns-22683] has quit [Client exited]
15:55
<@gnolam>
(Also, you still use the regular "camera" ops with vertex shaders (well, there's a good chance you construct your own matrix, but that was true for the pre-shader era as well). Then you just toss a * gl_ModelViewMatrix somewhere in your vertex shader.)
16:05 Syloqs_AFH [Syloq@Admin.Nightstar.Net] has joined #code
16:06 Syloqs_AFH is now known as Syloqs-AFH
16:29
< Chi>
wow, it's a lamer.
16:36 Consul [~Consul__@Nightstar-3590.dsl.sfldmi.ameritech.net] has joined #code
16:36 mode/#code [+o Consul] by ChanServ
16:43 AnnoDomini [AnnoDomini@Nightstar-29130.neoplus.adsl.tpnet.pl] has quit [Ping Timeout]
16:44 AnnoDomini [AnnoDomini@Nightstar-29130.neoplus.adsl.tpnet.pl] has joined #Code
16:44 mode/#code [+o AnnoDomini] by ChanServ
17:01 Vornicus-Latens is now known as Vornicus
17:13 Namegduf [~namegduf@Nightstar-7714.148.broadband5.iol.cz] has quit [Ping Timeout]
17:14 Derakon[AFK] is now known as Derakon
17:20 Namegduf [~namegduf@Nightstar-7714.148.broadband5.iol.cz] has joined #code
17:45 Derakon is now known as Derakon[AFK]
18:01 Namegduf [~namegduf@Nightstar-7714.148.broadband5.iol.cz] has quit [Ping Timeout]
18:02 Namegduf [~namegduf@Nightstar-7714.148.broadband5.iol.cz] has joined #code
18:14 Janus [~nsJChat@Nightstar-9198.vdsl.bright.net] has joined #code
18:27 Derakon[AFK] is now known as Derakon
18:28
< Janus>
*whew* ... redid the entire c++ lexing thinger back up to phase 3. Turns everything into preproccessing tokens. I need to find some test scripts to feed it to make sure I'm done.
18:30 * Janus has been feeding it itself so far.
18:56 Rhamphoryncus [~rhamph@Nightstar-3964.abhsia.telus.net] has joined #code
19:02
<@gnolam>
What are you working on?
19:02 You're now known as TheWatcher[afk]
19:08 Tarinaky [~Tarinaky@Nightstar-16638.plus.com] has quit [Client exited]
19:10
< Janus>
c++ parser. :D
19:10 Namegduf [~namegduf@Nightstar-7714.148.broadband5.iol.cz] has quit [Ping Timeout]
19:13
< Vornicus>
Janus: why are you doing this anyway?
19:16
< Janus>
It's an excuse to learn the dank and ungodly cranies of c++. And if I finish, I can use it for an idlemmo thingy.
19:18
< Janus>
Plus, I like to waste my time. 8B
19:32
< Janus>
I has screenshot of what it can do if ya wanna see~
19:33
< Vornicus>
I do indeed.
19:33
<@ToxicFrog>
"idlemmo thingy"?
19:34
<@Derakon>
Sounds like IdleRPG, only an MMO.
19:34
<@McMartin>
Is IdleRPG like Progress Quest?
19:35
< Vornicus>
McM: sort of, yes, except it's an IRC thing.
19:35
<@Derakon>
You gain levels based on your ability to sit in an IRC channel and not say anything.
19:35
< Janus>
Folks make robot thingies that're controlled by c++ scripts, which can access motor and sensor values. The physical thing would be in box2D and the script would be subject to memory or speed limitations that can be upgraded.
19:35
<@Derakon>
Speaking and actions are punished by increased time to the next level.
19:36
< Vornicus>
Stupid question.
19:36
<@McMartin>
Janus: Hm, that sounds like P/A/C-Robots
19:36
< Vornicus>
Why would you do this in C++?
19:36
<@gnolam>
Janus: For a moment there, I read that emoticon as "88". And was sort of wondering when you turned nazi. :)
19:37
< Janus>
Because I wanted to write a parser for it anywho. So I guess I could kill two birds with one stone this way.
19:37
<@McMartin>
This is, or should be, a limited parser.
19:37
<@McMartin>
C++ is... not an easy language to parse.
19:37
<@McMartin>
By which I mean it took almost 10 years for a fully compliant frontend to appear.
19:38
<@McMartin>
If you use the subset of C++ that is secretly Java you'll have a much easier time of it as a first project, I suspect.
19:39
< Vornicus>
For one thing Lua is just plain better for embedded stuff.
19:39
< Janus>
I'm not going to include everything, nyah. So I probably can't incorporate templates or function pointers, though, something tells me representing them would be easier than actually using them. 8x
19:39
<@McMartin>
You'd actually be wrong~
19:39 * McMartin goes to look up that one horrible bit.
19:40
< Vornicus>
Heh. Function pointers are one of those things that back when I first started programming, I wondered why the hell you would use them... and now I find them indespensible.
19:40
< Janus>
Can I has voice for screenshots?
19:40 mode/#code [+oooooo Chi crem Janus Kazriko Reivthia Rhamphoryncus] by Vornicus
19:40
<@Janus>
WHOA
19:41 mode/#code [+ooo SouthernMyst Syloqs-AFH Vornicus] by Vornicus
19:41
<@Derakon>
Vorn: aye.
19:41
<@Derakon>
It's amazing how being able to treat program logic symbolically is useful.
19:41
<@Derakon>
Er, amazing how useful being able to treat program logic symbolically is.
19:41
<@Janus>
http://www.clairvoire.com/images/TokenDumpEww.png
19:41
<@McMartin>
Aha, here it is
19:41
<@McMartin>
(Function pointers in the absence of classes are actually pretty easy to represent)
19:41
<@McMartin>
This was a template thing
19:42
<@McMartin>
template <class C> foo(y) { C::iterator *x; for (x = y.items(); ... }
19:42
<@McMartin>
This is illegal
19:43
<@McMartin>
Because it parses "C::iterator *x" not as "there is a pointer named 'x' of type C::iterator"
19:43
<@McMartin>
But as "compute C::iterator, which is a static field of C, multiplied by some undefined variable 'x', and throw away the value"
19:43
<@McMartin>
So you have to put a "typename" keyword before "C::iterator"
19:44
<@McMartin>
And the language is generally full of tons of ambiguity and overloading.
19:44
<@Derakon>
Thus making it like many real languages~
19:45
<@McMartin>
If your end goal is a robots/omega tank kind of game, there's a cheat, of course
19:45
<@Janus>
Oh?
19:46
<@McMartin>
Each robot becomes a DLL matching a C interface, and there's a "run one step" function that your engine calls
19:46
<@McMartin>
Then they write it in whatever language they want, compile to a DLL that exports that function, and your engine links it dynamically at run-time
19:46
<@Derakon>
That's more or less what I'm doing in Jetblade.
19:47
<@Derakon>
Except without the compile-to-DLL step, so everything has to be written in Python.
19:47
<@McMartin>
This is a cheat for an omega-tank game because the classic game formulation says that you only get to run one instruction
19:47
<@McMartin>
Tighter code means a faster, more responsive AI
19:47
<@McMartin>
So it's usually compiled to a bytecode of some kind and then they each get to run one instruction in turn.
19:48
<@Derakon>
See also RoboWar. http://robowar.sourceforge.net/RoboWar5/index.html
19:51
<@Janus>
I seen something like that on SF. I think the language they used was Java, and they used tanks, but it was about the same.
19:55
<@Derakon>
RoboWar and Core Wars are the first examples of the type, to my knowledge.
19:55
<@Derakon>
(In Core Wars you write a program that attempts to overwrite all the other programs in memory without itself being overwritten)
20:15 * Derakon ponders the design for these "grown walls" he's thinking of.
20:16
<@Derakon>
I think I'm coming close to a limit past which new shapes of rooms won't really add interest, and I'll start needing to add new graphics of various kinds.
20:16
<@Derakon>
So for example, it'd be neat if the "grown walls" were a tree in the jungle zone and a catwalk in the tech zone...
20:45 AnnoDomini is now known as TalkingStone
20:54 Namegduf [~namegduf@Nightstar-9056.infra.grepnet.cz] has joined #code
20:57 You're now known as TheWatcher
21:06 Vornicus [Vornicus@ServicesOp.Nightstar.Net] has quit [Quit: ]
21:08 Netsplit DeepThought.NY.US.Nightstar.Net <-> Blargh.CA.US.Nightstar.Net quits: @crem, @Chi, @SmithKurosaki
21:09 Consul_ [~Consul__@Nightstar-3590.dsl.sfldmi.ameritech.net] has joined #code
21:09 Vornicus [~vorn@Admin.Nightstar.Net] has joined #code
21:09 mode/#code [+o Vornicus] by ChanServ
21:09 Syloqs-AFH [Syloq@ServicesAdmin.Nightstar.Net] has quit [Connection reset by peer]
21:09 Netsplit over, joins: crem, SmithKurosaki, Chi
21:09 ServerMode/#code [+oo Chi crem] by Blargh.CA.US.Nightstar.Net
21:09 mode/#code [+o SmithKurosaki] by ChanServ
21:09 mode/#code [-o Chi] by ChanServ
21:09 mode/#code [-o crem] by ChanServ
21:09 Syloqs_AFH [Syloq@Admin.Nightstar.Net] has joined #code
21:10 Consul [~Consul__@Nightstar-3590.dsl.sfldmi.ameritech.net] has quit [Ping Timeout]
21:10 Consul_ is now known as Consul
21:10 Syloqs_AFH is now known as Syloqs-AFH
21:20 Namegduf [~namegduf@Nightstar-9056.infra.grepnet.cz] has quit [Ping Timeout]
21:31 Namegduf [~namegduf@Nightstar-7714.148.broadband5.iol.cz] has joined #code
22:35 Rhamphoryncus [~rhamph@Nightstar-3964.abhsia.telus.net] has quit [No route to host]
22:37 Rhamphoryncus [~rhamph@Nightstar-3964.abhsia.telus.net] has joined #code
23:45 TalkingStone [AnnoDomini@Nightstar-29130.neoplus.adsl.tpnet.pl] has quit [Quit: Our spaceship is pulled through the aether by the outrage of honest politicians.]
23:50 You're now known as TheWatcher[T-2]
23:54 You're now known as TheWatcher[zZzZ]
23:57 Thaqui [~Thaqui@121.98.166.ns-22683] has joined #code
23:57 mode/#code [+o Thaqui] by ChanServ
--- Log closed Thu Aug 27 00:00:01 2009
code logs -> 2009 -> Wed, 26 Aug 2009< code.20090825.log - code.20090827.log >