code logs -> 2011 -> Sun, 31 Jul 2011< code.20110730.log - code.20110801.log >
--- Log opened Sun Jul 31 00:00:13 2011
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--- Log closed Sun Jul 31 00:27:37 2011
--- Log opened Sun Jul 31 00:27:49 2011
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01:26
<@Vornicus>
(I do not follow pep8 for my own code, personally, because 4 has always seemed too wide. Anything I write for publication gets the 4 treatment though.)
01:26
<@Vornicus>
(also I do make table-shaped things in my source text.)
01:53
< celticminstrel>
Table-shaped things?
01:54
<@Vornicus>
Table-shaped things: I have, for instance, a list of 2d or 3d coordinates and I want them lined up somewhat.
01:56
< celticminstrel>
Ah, so like in arrays/lists.
01:56
< celticminstrel>
Wait, you just said that. Duh.
01:57
<@Vornicus>
Yeah, but like: line up the right edge of the numbers, because that's easier to scan.
02:01
< celticminstrel>
Yeah, for long lists that need to be line-wrapped.
02:26
<@McMartin>
That violates PEP 8
02:27 * McMartin has been known to do the tabular thing for assignments, too, which PEP 8 explicitly forbids.
02:27
<@McMartin>
Holdover from functional languages, I think.
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09:07
<@Vornicus>
gah, I get stupid ideas.
09:07
<@Vornicus>
Thinking once again about implementing that crazy pixel-vectorization thing.
09:09
<@Vornicus>
Except instead of pixels, it'd be working on, like, tile edges.
09:11
< Reiver>
The purpose?
09:13
<@Vornicus>
THinking about, um, how to make a tile-based game feel more organic in some senses.
09:16
<@Vornicus>
Which is a thought I had long ago, when we were poking at X-Defence and I felt like I wanted, you know, to be able to make places feel less like they're bound to tiles.
09:17
<@Vornicus>
But hand-tuning tile shit, I looked at it for ten seconds and said "oh fuck no"
09:18
< Reiver>
Ah yes, I see
09:18
< Reiver>
So terrain looks more organic?
09:19
<@Vornicus>
Terrain, curved corridors, the works.
09:19
< Reiver>
Curved corridoors and terrain would be two different algy
09:20
< Reiver>
Though far from impossible.
09:20
<@Vornicus>
Terrain -- especially hilly stuff -- is done better with heightfields.
09:20
< Reiver>
I was thinking coasts
09:21
<@Vornicus>
But tuning walls and tile shapes to make stuff work out? yes please.
09:21
<@Vornicus>
Coasts would be a good thing to use it on.
09:23
<@Vornicus>
And cliffs.
09:25
<@Vornicus>
(You'd short circuit it; turn the "edge detection" to "these are the walls I have drawn" and maybe turn off the spline smoothing which is probably unnecessary.)
09:26
< Reiver>
Nice
09:29
<@Vornicus>
(actually... spline smoothing would be a good idea to keep, but crush the resolution, and do this as much as possible in the preprocess.)
09:32 * TheWatcher flails, can't keep tinkering with this db schema anymore, has to actually face importing data
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11:24 * TheWatcher waghs, realises he needs to work out a mapping system to prevent old links breaking, ;.;s
11:32
< TheWatcher>
Sod it, I'll worry about that later.
11:33
< TheWatcher>
Make the damned thing work, first.
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13:37 * Vornicus wanders, determines that he already has the perfect dataset to try this out on: DROD levels.
13:38
<@Vornicus>
(well. almost perfect; DROD is tiles only, no edge pieces.)
14:10
< Reiver>
DROD?
14:12
<@Vornicus>
Deadly Rooms Of Death. Smitey turn-based puzzler.
14:12
<@Vornicus>
Very, very smitey.
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17:06
< Rhamphoryncus>
Hmm the most hands-on experience I had with heightmaps was hacking on warzone2100. What I observed is that it was far too smooth most of the time, so throwing a couple bits into roughness could make it much prettier
17:09 Kindamoody is now known as Kindamoody|out
17:10 * gnolam is obiviously missing some backscroll here.
17:11
< Rhamphoryncus>
gnolam: it was from 8 hours ago
17:11
< Rhamphoryncus>
Vornicus mentioned wanting to make a tile-based game feel less tile-based
17:13
< gnolam>
Using heightmaps?
17:13
< Rhamphoryncus>
that was one thing mentioned
17:14
< gnolam>
How, exactly?
17:14
< Rhamphoryncus>
it was short, I'll paste in PM if you don't mind?
17:14
< gnolam>
Sure
17:15
< gnolam>
I did a heightmap terrain thingy with integrated tiles a long time ago... I wonder if I still have the code for it?
17:15
< gnolam>
(If I don't, it's probably a good thing.)
17:17
< gnolam>
Vornicus: have you seen http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generati on/ ?
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17:20
< Rhamphoryncus>
What I keep struggling with is allowing rotation. I want not just your standard 90?, but some smaller increment (45? or 30?) and have clusters of tiles (groups of buildings, units, whatever) retain their positions relative to each other
17:22 * Rhamphoryncus wonders if overlaying a few hex grids is sufficient, since I can probably wiggle the axis of rotation around as needed
17:36
< Rhamphoryncus>
Nope. I was confusing myself after all x_x
17:41
< Rhamphoryncus>
The spacing in one of the axis is an irrational number. Pretty hard to fix that
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--- Log closed Sun Jul 31 18:01:09 2011
--- Log opened Sun Jul 31 18:01:21 2011
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19:35
<@Vornicus>
...Lloyd Relaxation.
19:36
<@Vornicus>
That, that, that... I needed that years ago.
19:36
<@Vornicus>
Damn it all.
19:36
<@Vornicus>
But that's not what I'm aiming at here, really
19:37
<@Vornicus>
(what I want to do is, I have a standard square tile map, and I want to "organicize" the things in it so it doesn't really, um, look like a square tile map.)
19:39
<@Vornicus>
But that thing there?
19:39
<@Vornicus>
Batshit awesome.
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20:52
< gnolam>
Argh
20:59
< gnolam>
UI decisions...
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22:32
< gnolam>
Eeep!
22:33
< gnolam>
Got a pretty nasty bug in my decay calculations. Luckily it hasn't affected anything so far. :o
22:44 Phox|Bike is now known as Phox
22:57
< gnolam>
(Having several decay paths to the same daughter nuclide from the parent did... bad things to the calculated activity)
--- Log closed Mon Aug 01 00:00:52 2011
code logs -> 2011 -> Sun, 31 Jul 2011< code.20110730.log - code.20110801.log >

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