code logs -> 2011 -> Mon, 16 May 2011< code.20110515.log - code.20110517.log >
--- Log opened Mon May 16 00:00:15 2011
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00:29
< McMartin>
.
00:29
< McMartin>
<application android:label="Snake on a Phone">
00:30
< Vornicus>
heh
00:30 * McMartin is sick of these Motherfucking Snake applications on his Motherfucking Phones!
00:30
< McMartin>
Also, this application appears to not run on my phone because my phone does not, I think, have a D-pad.
00:32
< simon_>
Snakes on a Phone
00:35
< McMartin>
Yup.
00:36
< simon_>
sorry, didn't read your XML. :)
00:37 * McMartin is actually trying to write a CCA app, but he's not sure if this or the Lunar Lander sample makes a better template.
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15:38
< Vornicus>
gah, brain, no, I do not have the time nor skill to pull that off, stop trying to think of modified lighting models for minecraft with randomly-scattered corners.
15:39
< Tamber>
Oh, you know you want to~
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15:44
< Vornicus>
(the difficulty: With randomly-scattered corners, the faces no longer all point the same direction -- so they should change their lighting slightly in accordance. Not much, though - my curent guess gives a 10% change, at most, in location, which gives at most about a 12 degree angle, which gives at most a 3% change in lighting. The problem is that you can't really change the face normals without
15:44
< Vornicus>
getting some effects that screw up the way light works in minecraft in general.)
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16:11 * Vornicus actually redoes that math. 11.48 degrees, and an exactly 2% change, maximum, in lighting.
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16:18
< Vornicus>
...huh, weird.
16:20 celticminstrel [celticminst@1526F6.37AB0D.97233B.788A64] has joined #code
16:45
< gnolam>
What's weird?
17:06
< AnnoDomini>
http://www.wykop.pl/link/741541/algorytm-grajacy-w-mario/
17:12
< Reiver>
Derakon should see that.
17:12
< Reiver>
He's wrestled with such algorathms in the past.
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20:09
< Vornucopia>
Oh oh oh I see how to do this now.
20:11
< Vornucopia>
So what I actually would do is have six lights - one from each cardinal 3d direction - and each poly only gets light from one of them. Then to change the incident light level I use a poly color other than white. (in opengl your thing gets its light level from its "color" and the local lights; then the texture gets applied, multiplied by that light level.)
20:12
< Vornucopia>
This keeps the original Minecraft lighting mechanics and still makes the lighting vary a bit with the roughness.
20:14
< celticminstrel>
Wait, what are you doing?
20:14
< Vornucopia>
(you have to make sure that each light only hits one set of sides because otherwise you get an up-to-10% increase in light from being hit side-on.)
20:15
< Vornucopia>
So I had this crazy idea.
20:16 Kindamoody|out is now known as Kindamoody
20:16
< Vornucopia>
What if instead of always being perfect cubes, minecraft rendered the cubes slightly off kilter.
20:17
< celticminstrel>
Um, okay?
20:17
< Vornucopia>
With each corner offset a little bit (no more than 10%) from where it should be.
20:19
< Vornucopia>
The effect however isn't really visible on "flat" surfaces except through some minor distortion of the texture; thus, a small lighting change becomes useful.
20:24
< Vornucopia>
But the lighting change from being off kilter like that is a 2%-or-less drop from straight-on lights... and a 10% /gain/ from side-on lights.
20:26
< Vornucopia>
If minecraft light worked on actual occlusions this would be easier.
20:29
< Vornucopia>
(because then light could simply originate from wherever it, you know. originates from.)
20:34
< Vornucopia>
I'm actually not sure which would be better, really.
20:34
< Vornucopia>
or or or.
20:35
< Vornucopia>
what if the light comes from the direction that is toward increasing brightness.
20:38
< Vornucopia>
...would actually make the sides of any hole really dark.
20:40
< Vornucopia>
not that the smooth lighting doesn't make small holes really dark already.
20:48
< Vornucopia>
Meh. It's all masturbation until I get around to actually rendering anything.
20:50
< Vornucopia>
(but the point is for it to look something like this: http://tech.mit.edu/V117/N53/dungeonkeeper.53.gif )
20:56 Vornucopia [NSwebIRC@C888DE.7F9621.DD23F2.05AE2F] has quit [[NS] Quit: Page closed]
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21:09 * Vornucopia thinks about the euclidean algorithm.
21:21
< gnolam>
I prefer the non-Euclidean algorithm. Much better at finding the Greatest Cthulhian Divisor.
21:22
< Vornucopia>
>_<
21:32
< Vornucopia>
So I was thinking about how you could actually pull out powers of 2 (and 5, if you're a human instead of a computer) relatively quickly, which allows you to possibly find the gcd faster. Take for instance 599/919; the first remainder is 320, which you can pull out 64 (or 320, if you're human) from quickly, and then you're left with 599/5 or 599/1 and you're practically done instead of fighting with it for another 5-6 divisions.
21:36
< TheWatcher>
Argh, language clash
21:36
< Vornucopia>
???
21:37
< TheWatcher>
Interesting fact: gcc can't compile perl code!
21:37
< Vornucopia>
...no it can't!
21:38
< TheWatcher>
(spent all afternoon writing perl, apparently my brain hasn't caught up to the fact that I'm now writing C)
21:41
< Tamber>
-chuckles-
21:42
< Vornucopia>
But yeah I've done that many a time.
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22:48 * TheWatcher wonders if there's an emacs script that will convert lines containing only spaces into empty lines on saving...
22:49
< jerith>
Probably a couple of lines of elisp.
22:49
< Tamber>
Of course there is. (I don't know where, or who wrote it, and haven't even seen it; but, if experience bears out...)
22:49
< Tamber>
;)
22:49
< jerith>
Personally, I prefer to just highlight trailing whitespace and fix it by hand.
22:50
< TheWatcher>
heh, delete-trailing-whitespace will do it, I just need to hook it into the save
22:51
< TheWatcher>
http://www.emacswiki.org/emacs/DeletingWhitespace#toc3 >.>
22:54
< jerith>
Perl and emacs. TheWatcher is walking a very fine line between madness and insanity.
22:55
< Tamber>
...so, no change from normal, then.
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23:58 shade_of_cpux is now known as cpux
--- Log closed Tue May 17 00:00:31 2011
code logs -> 2011 -> Mon, 16 May 2011< code.20110515.log - code.20110517.log >