code logs -> 2012 -> Sat, 07 Jan 2012< code.20120106.log - code.20120108.log >
--- Log opened Sat Jan 07 00:00:10 2012
--- Day changed Sat Jan 07 2012
00:00
<@jerith>
And I'm not really using enough of networkx to be worth pulling the whole thing in.
00:00
<@jerith>
And I can probably do this in a more effecient way anyway.
00:01
<@jerith>
But it isn't really slow at the moment, so meh.
00:01 459AACNR6 is now known as himi
00:07 * Vornicus wanders the source code. Is not used to C++. This may cause difficulties.
00:10
<@jerith>
Quite.
00:11<~Vornicus> I haven't written C++ in 7 years; I haven't written C in about 4.
00:14
< gnolam>
Yikes.
00:14
< Red_Queen>
Why not?
00:14
< gnolam>
Back in 2004/2005, VC6 was still in widespread use... :-/
00:16 Reiver [orthianz@3CF3A5.E1CD01.C6689C.33956A] has quit [Ping timeout: 121 seconds]
00:20<~Vornicus> Because I haven't done anything that required better performance than I could get off Python.
00:26 You're now known as TheWatcher[T-2]
00:28 * himi is in the same situation, aside form a bit of hacking on someone else's C code a few months back
00:28
<@himi>
Though you can substitute bash/perl/python for python alone . . .
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00:47
<@jerith>
Vornicus: https://github.com/jerith/depixel has proper pixel polygon drawing now.
00:48 * jerith actually looks at the next part of the paper.
00:54
<@McMartin>
I find myself continuously needing C++ for the system calls.
01:40<~Vornicus> It elides how it decides where to relink the beziers - it says it can be done but I don't know interpolation that well.
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02:49 * Vornicus frowns at this code
02:51<~Vornicus> I have a sinking feeling I'll be chasing this around in circles.
02:54<~Vornicus> wtf, why is there hungarian in here
02:56<~Vornicus> I'm not liking this plan.
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03:05
< Red_Queen>
035347 | <Vornicus> wtf, why is there hungarian in here <- This line in itself, context or not, is awesome.
03:05
<@McMartin>
Red_Queen: Sadly, this refers to "Hungarian Notation", not random text in Hungarian.
03:06
< Red_Queen>
I know.
03:10
< Red_Queen>
That's why I wrote "Contaxt or not."
03:13 * Vornicus gnargs.
03:32
< Red_Queen>
What happens if you feed a vorn after midnight?
03:33
< celticminstrel>
What's hungarian notation again?
03:35
< ToxicFrog>
celticminstrel: prefixing a variable name with some letters representing additional information about it.
03:36
< ToxicFrog>
There's two types, Systems Hungarian (which is what most people mean by "hungarian notation"), where the prefix encodes the actual type of the variable; and Apps Hungarian, where it encodes the intended usage.
03:39
< celticminstrel>
Oh that.
03:40
< celticminstrel>
Apps Hungarian...?
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04:08
<@McMartin>
Apps Hungarian is really just another form of type tags.
04:17<~Vornicus> In my case, several of the things here are WCHAR_T* wszYaddaYadda
04:18<~Vornicus> Which is to say that they're wide-char zero-terminated strings.
04:29<~Vornicus> Gneh. I don't have an ide, this is going to be troublesome.
04:30 * Vornicus hops between two dozen source filestrying to figure out what he's looking for.
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05:18<~Vornicus> nope. screw this, gonna ask for help with that once I've managed to get this a bit more presentable.
05:26 * Vornicus does, however, check the number of different entities he'll eventually have to deal with for map drawing.
05:38<~Vornicus> Okay. walls (two types - the "hard" wall is filled in with something that looks more like the surface of the wall), floors (six types, each with a different texture), pits, water, trapdoors over both pits and water,, five types of door, four of which can have closed versions 4-adjacent to open ones..."bridges" which I guess I haven't met in the game yet, upward and downward stairs, broken and
05:38<~Vornicus> secret walls, and then we have various overlays.
05:42<~Vornicus> I'll have to worry about the overlays when it's the ortho tile; that should change the connectivity graph.
05:50<~Vornicus> The hardest part will be trapdoors; still not exactly sure how that will work.
05:53
< Janus>
Oh, what's this? *crowds*
05:54<~Vornicus> Janus: I'm applying the depixelization algorithm to DROD
05:54<~Vornicus> And enumerating the things I will have to deal with.
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05:57<~Vornicus> Hnnnng, okay, let's see if this is complicated or not.
05:58
< Janus>
Oh! It's always neat seeing how depixeling things affect my sprites. Couldn't fathom how it manages to do it though
06:01<~Vornicus> jerith's gotten further than I have because he's working straight off the paper and is a better coder than I am.
06:01<~Vornicus> I am not really all that good but somehow people think I am, and then I'm doing a lot of custom stuff in here.
06:04<~Vornicus> oh where's the link
06:05<~Vornicus> https://github.com/jerith/depixel there we are.
06:06
< Janus>
You must be pretty good if you taught me how to program. Must've been like trying to squeeze blood from a stone. Or how to do basic math at least
06:07<~Vornicus> RIght now I'm going through the rulebook of drod and figuring out what things I need the connectivity graph(s) to do.
06:08<~Vornicus> Right now i'm puzzling over water; I could have sworn there was a boat entity.
06:12<~Vornicus> And if there /is/, then I have an interesting problem: water land/land water is supposed to have both diagonals.
06:20<~Vornicus> Aha, there it is.
06:21 Kindamoody is now known as Kindamoody|out
06:21<~Vornicus> Boat (techinically "platform") entities do not take diagonals if either of the cardinal directions are unavailable.
06:23<~Vornicus> Janus: first and foremost I am a teacher.
06:23
< Janus>
Oh, I get it. So the corner would be used to connect the land instead.
06:24<~Vornicus> RIght.
06:25<~Vornicus> oh, you should see my current progress.
06:25<~Vornicus> http://www.flickr.com/photos/7861878@N06/6605223235/
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06:27<~Vornicus> I need to correct the corner choices so that there's somewhat less distortion (places where two polys of the same color meet should have only vertical or horizontal or slope 1 lines; none of the slight slopes you see)
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06:30<~Vornicus> Also i need to figure out mitre line joins and some other crazy polygon shit, and rendering in something other than POV-Ray, which is probably the dumbest rendering decision ever, what the crap Vorn.
06:30<~Vornicus> But most importantly, and listen to me carefully now
06:30<~Vornicus> I need to sleep.
06:30<~Vornicus> Badly.
06:30 Vash [Vash@Nightstar-8697fea9.wlfrct.sbcglobal.net] has quit [[NS] Quit: I<3craft Vorn!]
06:31<~Vornicus> As evidenced by the fact that my girlfriend is now tugging at my arm.
06:31
< Janus>
Oh wow, so smooth, aha. It'll be something to behold once there's more contours.
06:31
< Janus>
Yes, go and 'sleep'! *shot*
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08:54
<@jerith>
Vornicus: There's your problem. You need to sleep /well/, not badly.
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--- Log closed Sat Jan 07 09:35:58 2012
--- Log opened Sat Jan 07 09:36:54 2012
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09:56
< maoranma>
I fucking love #tropers, they talk about everything there.
09:56
< maoranma>
We're talking about http://en.wikipedia.org/wiki/Muggle_Quidditch and the fact that if they didn't have the stupid brooms, it would actually be kinda awesome
10:16
<@jerith>
Quidditch is designed specifically to be all about the snitch, which is why the scoring is so biased.
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17:39
<@jerith>
Oh, cool. networkx gices me some tools I thought I'd have to build myself.
17:40
<@jerith>
*gives
17:59<~Vornicus> like what?
18:00
<@jerith>
nx.connected_component_subgraphs() for one.
18:00
<@jerith>
.isolates() as well, although it seems I don't actually need that one.
18:30<~Vornicus> Nice.
18:31<~Vornicus> Yeah, I don't think you'll particularly need isolates; you'll get all you need for that from connected_component_subgraphs
18:32
<@jerith>
There are a few places where I remove nodes that have become disconnected.
18:33
<@jerith>
But I do that as part of collapsing the valence-2 nodes which distorting the pixel shapes.
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20:09
<@ToxicFrog>
Hrm. One of my SATA hot-swap bays appears to have failed.
20:09
<@Tamber>
Oh dear.
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20:14
<@ToxicFrog>
The drive is fine, but I can't really leave it where it is (perched on top of the server with cables coming out the side)
20:14
<@ToxicFrog>
If for no other reason than that the cat will murder it
20:15
<@Tamber>
Indeed.
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--- Log closed Sun Jan 08 00:00:52 2012
code logs -> 2012 -> Sat, 07 Jan 2012< code.20120106.log - code.20120108.log >

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