code logs -> 2011 -> Sat, 24 Sep 2011< code.20110923.log - code.20110925.log >
--- Log opened Sat Sep 24 00:00:41 2011
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05:21 * McMartin eyes Game Maker For HTML5.
05:22
<@McMartin>
OK, you guys released too soon.
05:22 * McMartin may need to deploy Sarcasm.
05:22
< kwsn>
TOO SOON
05:22
<@McMartin>
No, seriously
05:22
<@McMartin>
I'm running into bugs like "When you call custom functions, the arguments don't match up", and, pending a unit test of my own, "Attempting to look up values in an array always returns zero"
05:23
<@McMartin>
My next game maker project will thus be "Data Etude", an extremely boring program that calls all computation functions exactly once, and checks their fucking answers. =P
05:26 kwsn is now known as kw\t-2
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05:30
<@McMartin>
Ah well.
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05:58
<@Lingerance>
Yay single-purpose platform+libraries that aren't portable.
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06:09
<@McMartin>
Lingerance: Well, in theory, these are portable
06:10
<@McMartin>
It's trickier than that, though
06:10 * McMartin digs deeper.
06:10
<@Lingerance>
Bah, if the underlying platform isn't portable it's just an illusion of portability IMO.
06:11
<@Lingerance>
s/platform/language/
06:11
<@Lingerance>
Like how you can run VisualBasic on Linux, but why bother?
06:13
<@McMartin>
Er
06:13 Vash [Vash@Nightstar-f03c5637.sd.cox.net] has joined #code
06:13
<@McMartin>
The target language here is now JavaScript.
06:14
<@McMartin>
Which should be Pretty Damn Portable.
06:14
<@McMartin>
However, it's a from-scratch re-implementation, and it very, very clearly isn't there yet.
06:15 * Lingerance was under the impression it'd be using GameMaker the language
06:15
<@Lingerance>
Sorry about that.
06:15
<@McMartin>
Which is a JavaScript dialect, yes.
06:15
<@Lingerance>
Oh?
06:15
<@McMartin>
And the HTML5 version is supposed to be compiling down to Actual JS, but they've gotten the translator off.
06:15
<@Lingerance>
I might actually look at GM then.
06:16
<@McMartin>
The Windows-targeting version is the (a) free and (b) functional version, so stick with the free trial.
06:16
<@Lingerance>
All the samples of it I've seen were very non-JS though.
06:16
<@McMartin>
The errors here are basically the GML -> target compilation stuff
06:16
<@McMartin>
GM8 has two programming modes; one kinda like MindStorms and one kinda like JS
06:16
<@McMartin>
It is not full JS - in particular, the object mechanism has been hijacked for gameworld objects - but those objects are more JS than C++ objects.
06:17
<@McMartin>
In particular, prototype-based inheritance and event dispatch.
06:17
<@McMartin>
The issues I'm running into here are primarily of the form "their compiler is buggy, and is emitting incorrect or actually illegal code"
06:17
<@McMartin>
Which is really the kind of thing you should be catching in alpha, hence my Deployment Of Sarcasm.
06:18
< Reiver>
That's a hell of a bug, mind
06:20
<@Lingerance>
Ah, it has a messed up parser that can handle non-JS code
06:21
<@Lingerance>
if can_shoot = true then begin
06:21
<@Lingerance>
can_shoot := false
06:21
<@Lingerance>
alarm[0] := 5 // This is valud GM
06:21
<@Lingerance>
Not valid JS
06:22
<@McMartin>
Er
06:22
<@McMartin>
What version of GM are you looking at
06:22
<@Lingerance>
Reading wikipedia, so probably wrong I'm guessing.
06:22
<@McMartin>
That would be "if (can_shoot) { can_shoot = 0; alarm[0] = 5; }"
06:23
<@Lingerance>
Yeah
06:24
<@McMartin>
That said, what's quoted there looks a hell of a lot like Pascal.
06:24
<@Lingerance>
Indeed
06:24
<@McMartin>
Anyway, I've tracked one of the issues here to a bug in their JS runtime's treatment of global variables.
06:48 * Rhamphoryncus plans to use := and = in his language, hehehe
06:49
< Rhamphoryncus>
With := being a name binding and = being a mutation
06:50
<@McMartin>
That is also traditional.
06:51
<@McMartin>
One also sees := for assignment and = for comparison.
06:52 Derakon[AFK] is now known as Derakon
06:53
< Rhamphoryncus>
I'll use == for comparison
06:53
< Rhamphoryncus>
Given the choice I'd rather not have = at all (too often is it screwed up), but I need the different semantics
07:00
<@McMartin>
Aha
07:00
<@McMartin>
OK, this one was a bug in the test case that happens to work in the Windows target. -_-
07:00
< Rhamphoryncus>
Actually, I didn't use := for name binding and = for mutation because of tradition. I know both operators are used but it's hard to find discussion of them
07:00
<@McMartin>
<- omg
07:02
< Rhamphoryncus>
?
07:03 * McMartin was not seriously suggesting it, but was pretending to suggest <- for binding.
07:03
<@McMartin>
OK.
07:03
<@McMartin>
Data structures work.
07:03
<@McMartin>
Rendering is sometimes wonky in a reproducible way.
07:04
<@McMartin>
The global namespace tests are inconsistent between the two platforms and shouldn't be.
07:04
<@McMartin>
And certain resource identification things are broken.
07:04
<@McMartin>
These are the things I have found.
07:04
<@McMartin>
I have also, if I assume my old consultancy rate of $50/hr, spent enough time on isolating this stuff for them for them to have made back the discount they gave me for the software. =P
07:04
< Rhamphoryncus>
ahhh heh. Totally misunderstood you :)
07:05
< Rhamphoryncus>
heh
07:11
< Rhamphoryncus>
McMartin: got any references on :=/= for assignment/comparison? I'm not finding *anything*
07:12
< Rhamphoryncus>
Various things use it, but not for any particular reason
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07:14
<@McMartin>
Yeah, it's all "how do we render old-school math notation in ASCII"
07:14
<@McMartin>
I dont think there's anything formal abou tit
07:14
< Rhamphoryncus>
heh
07:15
< Rhamphoryncus>
I never got past using = :/
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07:22
<@McMartin>
Oop, that's a bug
07:22
<@McMartin>
However, my old code, with the bug in it, was relying on this bug to work right -_-
07:30
< Rhamphoryncus>
My actual reason for choosing those operators is that += is mutation and implies it's a variant of =, whereas := has no such variants
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07:35
<@Lingerance>
I don't understand what benefit making a distiction brings you
07:36
<@McMartin>
If you enforce a distinction between bind and mutate, non-mutation-based functions can be much more aggressively optimized.
07:37
< Rhamphoryncus>
And vice versa actually.
07:38
< Rhamphoryncus>
If an object is purely a local, not visible anywhere else so there's no side effects to leak out, then the two are equivalent. I can take that and allow mutation of what'd otherwise be an immutable type
07:38
< Rhamphoryncus>
So immutable strings can do in-place appending
07:39
< Rhamphoryncus>
And a bigint can use various fancy algorithms
07:39
< Reiver>
McMartin: Give them your answers and point that out~
07:43
<@McMartin>
Reiver: Done and done.
07:50
<@McMartin>
Oh hey, I bet I even know what's causing one of them~
07:50
<@McMartin>
I bet it's a texture compilation bug
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08:29
< Janus>
Woo! My memory must be cloudly. I remember opengl being impenetrably hard.
08:29
< Janus>
But I guess that wasn't the case at all, aha
08:30 * Janus finished the block renderer and back culling stuff. And the texturing. Even made a .gif to show it off
08:31
< Janus>
If anyone wanted to see! http://dl.dropbox.com/u/3108480/Recent/Testcube.gif
08:31
<@McMartin>
CUBE_
08:32
<@McMartin>
I would call OpenGL more "alien" than truly difficult
08:32
<@McMartin>
I once likened it to "programming a robot to program a computer by making it toggle switches on the computer's mainframe control board"
08:33
< Janus>
That pretty much sums up how it was like pretty neatly
08:35
< Janus>
All the little holes in it are created by fliping a bit in a 64 bit word. ... it's, um. Kind of haphazard because I'm not sure which bits do which yet, so I just flipped a bunch at random
08:37
< Janus>
Trying to think in 3 dimensions is really disorienting
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--- Log closed Sat Sep 24 12:40:43 2011
--- Log opened Sat Sep 24 12:40:56 2011
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--- Log closed Sun Sep 25 00:00:00 2011
code logs -> 2011 -> Sat, 24 Sep 2011< code.20110923.log - code.20110925.log >

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