--- Log opened Sun May 27 00:00:11 2007 |
00:31 | | GeekSoldier is now known as GS|Sleep |
01:19 | | ToxicFrog is now known as ToxicCommander |
01:35 | | ReivSLEP is now known as Reiver |
02:10 | <@Derakon> | Hrm. Fixed a bug which caused the engine to think that collisions were occurring when they actually weren't, and now the player can fall through the ground. O_o |
02:11 | <@Derakon> | Still got those leftovers in your fridge? |
02:11 | <@Derakon> | Er, wrong channel. |
02:30 | < Reiver> | You were colliding with the ground? :P |
02:31 | <@Derakon> | Generally it is considered good to be able to walk on things. |
02:37 | <@Derakon> | Okay, fixed that...now it just goes berserk when you walk into a slope. |
03:23 | <@Derakon> | Code: 3059; comments: 630; whitespace: 459 (4148 total) |
03:23 | <@Derakon> | Program is 73.75% code, 15.19% comments, and 11.07% whitespace |
03:23 | <@Derakon> | That's my engine. |
03:24 | <@Derakon> | Mind you, some of those comments are commented-out code and some of the code is debugging output. |
03:48 | < Reiver> | Not enough comments. :) |
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13:58 | | Reiver is now known as ReivZzz |
14:10 | | * jerith ponders timezone stuff in Python. |
14:11 | <@jerith> | I need to pass a datetime object to SQLAlchemy. |
14:12 | < GeekSoldier> | in what format? |
14:18 | <@jerith> | datetime. |
14:18 | <@jerith> | Except I want to send a timezone in as well. |
14:19 | <@jerith> | Meh. for now I'll just send localtime. That's what I was doing before, anyway. |
15:27 | | ReivZzz is now known as ReivSLEP |
15:56 | <@ToxicFrog> | Use GMT for everythinhg~ |
--- Log closed Sun May 27 15:56:18 2007 |
--- Log opened Sun May 27 15:56:23 2007 |
15:56 | | TheWatcher [~chris@Nightstar-29731.dsl.in-addr.zen.co.uk] has joined #code |
15:56 | | Irssi: #code: Total of 15 nicks [9 ops, 0 halfops, 0 voices, 6 normal] |
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16:16 | <@AnnoDomini> | Hm. Is there a standard method for making a 0001000100010001 clock signal out of 01010101010? |
16:16 | <@AnnoDomini> | The way I'm currently doing it leaves ugly spikes. |
16:29 | <@ToxicFrog> | Umm. I did this two semesters ago... |
16:30 | <@ToxicFrog> | I think you just need a flipflop that toggles on high, plus additional gadgetry so that it only stays high for one clock. |
16:30 | <@ToxicFrog> | But I'm kind of rusty. |
16:31 | <@AnnoDomini> | The way I'm doing is with an FF that slows down the clock signal two times, and then ANDing it with the normal clock, which sort of accomplishes what I want, but there are short spikes everywhere. |
16:32 | <@ToxicFrog> | Ew. |
16:32 | <@AnnoDomini> | Indeed. |
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17:09 | | You're now known as TheWatcher[afk] |
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18:54 | | * TheWatcher flails at hungarian notation, bleghs |
18:54 | | * jerith suggests Belgian instead. |
18:55 | < GeekSoldier> | how about dirty hungarian notation, instead. |
18:55 | < GeekSoldier> | i_hovercraftfullofeels |
18:55 | <@TheWatcher> | ... great, now I'm ... yes, that |
18:55 | | * AnnoDomini suggests Polish notation, being unusually patriotic. :D |
18:55 | < GeekSoldier> | hehe. |
18:56 | <@ToxicFrog> | TheWatcher: Systems Hungarian woes, I take it. |
18:56 | | * jerith has never understood Hungarian notation. |
18:56 | | * Vornicus recommends Canadian Notation: getX_eh |
18:56 | <@TheWatcher> | TF: Indeed |
18:56 | < GeekSoldier> | haha. |
18:56 | <@jerith> | Decent tools give you the information for free. |
18:57 | <@ToxicFrog> | jerith: Apps Hungarian is actually a good idea. Systems Hungarian is what happened whem the MS Windows development team got their hands on it. |
18:57 | <@Vornicus> | Long as it can get it. istr McM saying that usually any given problem is either trivial or impossible. |
18:58 | <@TheWatcher> | to make it even worse, this coder has decided that static variables should be prefixed by _ so there's code like _apBaseAndCap[1] = (u8 *)ALIGNUP( _pMemoryBlock + nSizeInBytes. nByteAlignment); |
18:58 | <@ToxicFrog> | ;.; |
18:59 | <@jerith> | Ah, Apps Hungarian ftw. |
18:59 | <@ToxicFrog> | Yep, that's systems hungarian. You can tell by the burning sensation behind your eyeballs. |
18:59 | <@TheWatcher> | I just /write the damned code/ and if the person reading it can't work out what is doing what I haven't written it properly |
19:00 | | * jerith concurs. |
19:00 | | * TheWatcher applies the brakes before he rants |
19:01 | <@Vornicus> | // This code requires a degree in mathematics to fully understand. If you don't have one, turn around right now. Don't say I didn't warn you. |
19:02 | <@Vornicus> | -- A comment on a piece of aerodynamics simulation code I had to debug. |
19:03 | <@TheWatcher> | snrk |
19:04 | <@jerith> | I have written comments like that. |
19:05 | <@Vornicus> | (he had dropped a sign in some transformations in some special case code. oh god it took weeks to find.) |
19:05 | <@Vornicus> | (especially because the first two times I tried to do it, I /dropped the same exact sign/) |
19:06 | | * AnnoDomini WTFs at these flip-flops. They're supposed to retain 0 after being RESET. |
19:09 | <@jerith> | /* This code does <foo>. Please refer to <textbook> chapter <chap> for details. Until you fully grok this, DON'T TOUCH! */ |
19:11 | <@jerith> | 'Twas some arcane signal processing stuff. |
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19:17 | <@AnnoDomini> | Madness. Is there no way short of introducing input states and more multiplexers to reset these instantaneously? |
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22:24 | | * gnolam sighs. |
22:25 | | You're now known as TheWatcher[T-2] |
22:26 | <@gnolam> | Explain to me how a supposed programmer manages to NOT understand what he's supposed to do when GCC tells him "warning: no newline at end of file"? |
22:26 | <@Derakon> | I'd guess that said programmer is not familiar with Unix oddities. |
22:27 | <@TheWatcher[T-2]> | Or maybe has GCC Blindness. |
22:27 | <@jerith> | Do C compilers still need that? |
22:28 | <@TheWatcher[T-2]> | Nope, hence the fact that it's a warning |
22:28 | <@TheWatcher[T-2]> | it's just left there for Hysterical Reasons |
22:28 | <@TheWatcher[T-2]> | *Historical |
22:28 | <@jerith> | Hysterical Raisins! |
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22:32 | <@Derakon> | Okay, another small fix of collision detection done...now I just need to figure out why the player is flickering like crazy when he walks down slopes. |
22:32 | <@Derakon> | ...hah. I say "just" but in reality I know that some other bug will pop up after I fix that. |
22:32 | <@gnolam> | Vector or pixel-based? |
22:33 | <@Derakon> | Convex bounding polygons. |
22:33 | <@Derakon> | All graphics are pixels, though. |
22:33 | <@Derakon> | When I say "flickering" what I mean is "rapid teleportation". |
22:36 | <@gnolam> | The old gravity staircase effect? |
22:36 | <@Derakon> | I'm not familiar with that term... |
22:38 | <@gnolam> | E.g. object moves, screen updates (movement straight out), gravity takes effect, object touches ground, rinse, repeat => movement like this: -_ |
22:38 | <@Derakon> | No... |
22:38 | <@Derakon> | Imagine a slope pointing up and to the right, and a sprite standing on the slope. |
22:39 | <@Derakon> | As the sprite walks down the slope, occasionally it blinks left, into the middle of the slope, and then reappears on the surface where it should be. |
22:41 | | You're now known as TheWatcher[zZzZ] |
22:46 | <@ToxicFrog> | gnolam: what you describe is the effect of applying rendering before physics and was fixed some time ago. |
22:46 | <@Derakon> | It's also largely a matter of doing your main loop steps in the right order. |
22:47 | <@Derakon> | Which is movement (and AI update, etc.), then physics, then render. |
22:47 | <@gnolam> | ToxicFrog: actually, no. It has nothing to do with that. |
22:47 | <@gnolam> | It's how you handle your physics. |
22:48 | <@ToxicFrog> | I'm assuming here a physics subsystem that, y'know, works. |
22:48 | <@ToxicFrog> | Because if it doesn't, it doesn't matter what order your mainloop is in,. |
22:52 | <@Derakon> | Hah! Fixed it. |
22:53 | <@Derakon> | This was a problem resulting from fault logic in the "how much do these two 1D line segments intersect?" function, which was failing to account for the fact that the line segments could share an endpoint. |
22:55 | | ReivSLEP is now known as ReivClass |
23:02 | <@Derakon> | Okay! Looks like everything's good except for my criterion for when to back out along the velocity vector. |
23:03 | <@Derakon> | If I only do it when the X-component of velocity is small, then I can somehow get stuck onto the side of blocks. |
23:10 | <@Derakon> | Aieee! The jittering's back! ;.; |
23:22 | <@ToxicFrog> | Physics Is Hard (tm) |
23:22 | <@Derakon> | Really? I hadn't noticed. |
23:53 | <@Derakon> | Okay! I think I got that one licked, too. |
23:53 | <@Derakon> | Minor issue of forgetting to do the "get my positions again after updating" logic in an edge case. |
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--- Log closed Mon May 28 00:00:20 2007 |