code logs -> 2011 -> Wed, 12 Jan 2011< code.20110111.log - code.20110113.log >
--- Log opened Wed Jan 12 00:00:47 2011
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--- Log closed Wed Jan 12 00:15:21 2011
--- Log opened Wed Jan 12 00:15:36 2011
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04:41
<@McMartin>
Hey, TF
04:41
<@McMartin>
I recall you working in the past on a project called "Felt".
04:42
<@McMartin>
What exactly did it do and what's its state?
04:43
<@ToxicFrog>
It is a networked virtual card (and board game, etc) game table. It has no intrinsic understanding of rules, it just lets you move things around as though they were physical objects on a table.
04:43
<@ToxicFrog>
It is still under active development (although development tends to come in bursts).
04:43
<@McMartin>
Hmm. Does it have a prototype?
04:44
<@McMartin>
I have a friend who was looking to experiment with board/card game design and was asking if there was a "generic something like the old Apprentice program" out there
04:44
<@ToxicFrog>
At present, the core engine is nearly complete, and I'm working on the UI (save/load, visibility). Chess is playable in it; cards are still under development (there's a complete cards module, but it targets an older version of the engine which is API-incompatible)
04:45
<@ToxicFrog>
https://github.com/toxicfrog/Felt
04:47
<@ToxicFrog>
The "lua-gtk" branch contains windows binaries. Should work on linux if you have all the deps (lua 5.1, luagtk). OSX untested.
04:48
<@McMartin>
Got it
04:48
<@ToxicFrog>
And now that the holidays are over I need to get back to work on it!
04:51
<@ToxicFrog>
Bear in mind that creating new modules requires a working knowledge of lua; there is at present no capability to, for example, load a directory of images as game tokens automatically.
04:52
<@McMartin>
Dude's done JS before, so he should be basically OK, I think
04:53
<@ToxicFrog>
Alright
04:53
<@McMartin>
Visibility is stuff like "only I can see my hand"?
04:53
<@ToxicFrog>
I'm glad to answer questions; modules/chess/* should be a good starting point for creating simple custom modules.
04:54
<@ToxicFrog>
Yes.
04:54
<@McMartin>
Nod
04:54
<@ToxicFrog>
At present there is no UI support for that, and while there's code in the engine for it, it's all from the old engine and will thus need some modification.
04:54
<@McMartin>
Got it
04:55
<@McMartin>
I suspect that once the cards module gets to the point where you could theoretically play poker with it, he'll be able to use it unmodified.
04:56
<@McMartin>
I might try whipping up a Hex Inverter module for it.
04:56 * ToxicFrog nods
04:56
<@ToxicFrog>
My next step is in fact getting the cards module to that point and/or implementing saving and loading, I'm not sure which first
04:58
<@McMartin>
I should probably reimplement Hex Inverter in python, sans UI, so I can start training up some decent AIs.
04:58
<@McMartin>
My first take on one is *terrible*.
05:02
<@ToxicFrog>
How terrible?
05:07
<@McMartin>
Loses to Random 40% of the time
05:09
<@McMartin>
This was the no-ply maximum grabby AI. When I used that as the basis for a 'simulate whole game with both doing this, choose based on that' it actually did not appreciably improve.
05:09
<@McMartin>
I need to spec out a proper N-ply A* AI for it, and I'd as soon not use GM8 for it.
05:13
< Alek>
http://bash.org/?926695
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18:04
<@ToxicFrog>
Aah. Now I remember why my work on Felt got bogged down.
18:05
<@ToxicFrog>
I've come to the unfortunate realization that a lot of stuff currently in the world model actually needs to be in UI.
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22:27
< SchoolPhox>
Hmm. I've got a question about a compiler I'm using. It says it uses the GNU C Compiler. Is #include implicit? I'm using Rowley Crossworks for ARM 1.7.
22:28
< gnolam>
Include implicit? How do you mean?
22:28
<@Vornicus>
"implicit"?
22:28
< SchoolPhox>
I have several .c files. If I state #include "functions.c", #include "faceplate_ui.c" it gives me errors about having multiple definitions.
22:28
< TheWatcher>
Never, ever include .c files
22:28
<@Vornicus>
DOn't include .c's include .h's.
22:28
< gnolam>
As a general rule, you ... oh TheWatcher beat me.
22:28
< SchoolPhox>
Okay.
22:29
< TheWatcher>
#include the .h files, compile to .o files, link the .o files together.
22:29
<@Vornicus>
so you'll have for instance: main.c, stuff.c, stuff.h. main.c and stuff.c should both include stuff.h
22:32
< SchoolPhox>
And stuff.h should have some form of #ifndef, so it doesn't define anything twice?
22:33
<@ToxicFrog>
Um
22:33
<@ToxicFrog>
It should have some sort of guard (#ifndef or #pragma once if your compiler supports it) so that it doesn't get included twice.
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22:34
<@ToxicFrog>
If stuff.h redefining things that are also defined elsewhere is a concern, you have bigger problems.
22:34
<@Vornicus>
headers should not, generally, define functions.
22:34
< gnolam>
It should never define anything (well, it might #define stuff, but that should be used in moderation). Header (.h) files should hold declarations ("this function takes these arguments and returns this type"), source files (.c) the definitions ("the function has this body").
22:34
<@ToxicFrog>
Also, yes, s/define/declare/ in the above.
22:34
< SchoolPhox>
Okay. I've got #ifndef DEFINED, #define DEFINED, at the start, and then #endif at the bottom of my h.h
22:35
<@Vornicus>
Don't just use the word DEFINED
22:35
< Namegduf>
The problem is that other people could use that.
22:35
<@ToxicFrog>
Yeah, you want something header-specific
22:35
< gnolam>
The canonical standard is FILENAME_H. Whatever symbol you use must be unique.
22:35
< SchoolPhox>
Okay. Changed
22:37
< SchoolPhox>
Okay, perfect. I came in because I was having a derp, and got some standard practices instead.
22:37
< SchoolPhox>
Awesome. Thanks
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--- Log closed Thu Jan 13 00:00:48 2011
code logs -> 2011 -> Wed, 12 Jan 2011< code.20110111.log - code.20110113.log >