code logs -> 2009 -> Tue, 17 Feb 2009< code.20090216.log - code.20090218.log >
--- Log opened Tue Feb 17 00:00:08 2009
00:00
<@TheWatcher>
Attilla: putty has a "copy all to clipboard" menu option - right click on the title bar
00:00
<@Attilla>
Danke
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00:03
<@Attilla>
Gah, getting PuTTY to actually copy this is complicated, it copies what's in the view and a bit more :(
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00:04
< Reiver>
I LIVE
00:04
<@TheWatcher>
Mwahahahahaha, etc
00:04
<@TheWatcher>
also, well done
00:04 * Reiver knew it was a silly little error, but it'd been so long since he'd had to invoke the arcane commands...
00:04
<@Attilla>
http://paste.ubuntu.com/118970/ There, the last bit's not commented because that's a new addition but eh.
00:05
<@Derakon>
Now what's the problem again?
00:06
<@Attilla>
Heck, a large part of it is actually unnecessary, but anyway
00:06
<@Derakon>
What do you want %10.10f to output?
00:06
<@Derakon>
Ten points before the decimal and ten after?
00:06
<@Attilla>
Probably, I want *any* output
00:06
<@Derakon>
s/points/digits/
00:06
<@Attilla>
I get out of the data with p equalling 0
00:06
<@Attilla>
Even though fe had a value, and M has a value
00:07
<@Derakon>
Are fe and M floats or ints?
00:07
<@TheWatcher>
int
00:07
<@Derakon>
fe is an int.
00:07
<@Derakon>
If M is also an int, fe/M will do integer division, which truncates decimals.
00:07
<@Derakon>
1/8 == 0.
00:07
<@Derakon>
1/8.0 == .125.
00:08 UndeadAnno [~farkoff@Nightstar-29553.neoplus.adsl.tpnet.pl] has quit [Quit: LotR books were written to justify a coup by the exiled royal house of Gondor, and a war against the so-called lesser races like orcs and Easterners. In reality, Mordor was trying to help Gondor defend itself from Rohan and Aragorn. Aragorn hired black hearted hobbits to sneak a nuclear bomb into Mordor, and the resulting explosion killed millions including the noble Sauron.]
00:08
<@Attilla>
Ah, I should make them floats again I guess.
00:08
<@Derakon>
If you don't need float precision until that line, then no, you shouldn't.
00:08
<@TheWatcher>
p = (float)fe/M; should work
00:08
<@Derakon>
Instead, you should cast one of them to a float in the division.
00:08
<@Derakon>
Like TW said.
00:09
<@Derakon>
(But note that you're dividing by M all over the place)
00:09
<@Derakon>
(So check the numerators in those lines and make certain they at least are floats)
00:11
<@Attilla>
Ah, cheers that worked.
00:12
<@Attilla>
Though weirdly enough it turns 29/1000 into 0.0289999992 :S
00:12
<@Derakon>
Floats and doubles have limited precision.
00:12
<@Derakon>
It may be that .029 is impossible to represent.
00:12
<@Attilla>
I'd switch to double precision but that'd do weird things
00:12
<@Attilla>
Doubles don't like me.
00:12 * Derakon quirks an eyebrow.
00:13
<@Attilla>
Well it's more of if I use them I have to change everything to accomodate for the fact that they're now Doubles and somehow fundamentally different to just a more precise float
00:13
<@Attilla>
(And I thought they were)
00:13 You're now known as TheWatcher[T-2]
00:14
<@Derakon>
Okay, I think that's the uploader script basically done.
00:15
<@TheWatcher[T-2]>
Yay
00:15
<@Derakon>
Can't test the email functionality (notifying me of the new mod) until I push it to production, though.
00:15
<@Derakon>
But I can manually approve the mods I submit for now.
00:15
<@Derakon>
Next is the mods list page.
00:15
<@Attilla>
Can't you use the email functionality on some kind of network lab?
00:16
<@Derakon>
I suppose I could monitor port traffic on port 25 of my computer. But I'm pretty confident it works.
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00:32
<@Attilla>
Idly, is there a name for taking the square root of the product of two (different) values?
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00:38 * Derakon is forced to grant his PHP scripts read-only access to his database, grumps.
00:49
<@Derakon>
Extremely crude proof of concept! http://c-98-210-149-202.hsd1.ca.comcast.net/mods/modslist.php
00:50
<@Derakon>
Ack, I hate it when my browser decides to replace derakon.dyndns.org with that stupid IP address crud.
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03:05
<@Derakon>
Awright! Mods DB up and running.
03:05
<@Derakon>
http://www.aegis-soft.com/mods/modslist.php
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04:15 * Derakon scores a whopping 29920 on Extra.
04:15
<@Derakon>
Undecider is hard.
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04:26
<@Derakon>
Hm. 9 items on the changelist so far.
04:31
<@Derakon>
Make that 11. Repositioning the player on death is done, and I had to change the draw order of explosions so that the player was, yannow, visible to demonstrate this.
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05:03
<@Derakon>
12 *fixes a bug causing repeaters to not fully reset*
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19:18
<@MyCatVerbs>
Fuck nVidia Cg.
19:19
<@MyCatVerbs>
Fuck it right in its stupid exception-swallowing ear.
19:19
<@gnolam>
Oh?
19:19 * gnolam has only done GLSL.
19:19
<@MyCatVerbs>
gnolam: Ogre uses it to compile shaders.
19:20
<@MyCatVerbs>
Seems wonderous idea, I'm like so in favour, yay, but we've had loads of problems trying to actually *get at* error messages in unrelated code because the damn library swallows exceptions.
19:21
<@MyCatVerbs>
Hence I don't actually get, for example, core dumps on segfault. Instead, I get a meaningless generic error message from Cg.
19:22
<@MyCatVerbs>
(Not that we actually AFAIK *have* any interesting segfault bugs, but kill -11 is a surprisingly convenient way to locate where the infinite loop you just got trapped in it.)
19:23
<@gnolam>
Yay.
19:27
<@MyCatVerbs>
gnolam: indeed.
19:42
<@gnolam>
On the topic of shaders, I have an FBO with texture and depth buffer targets. Does anyone happen to know if (and if so, how) I can get at said depth buffer in a fragment shader?
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20:10
<@MyCatVerbs>
I have no idea, sorry. I'm merely a passive consumer, in that regard.
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22:34 * Derakon ponders seamless toroidal universes.
22:34
<@Derakon>
Asteroids games generally have a band of hidden content on all edges so they can mask the point at which you flip from one side to another. That's not so feasible with a scrolling toroidal universe.
22:37
<@Derakon>
So say your universe is 100x100. You're at <1, 1> and there's another object at <95, 95>
22:37
<@Derakon>
You should be able to see that object to your upper-left, across the seam.
22:38
<@Derakon>
That object appears to be at <-5, -5> by your worldview.
22:39
<@Derakon>
So what I'm thinking is that any time you need to check the position of an object, you actually get four positions: its actual position, its position repeated across the horizontal, repeated across the vertical, and repeated across both.
22:39
<@Derakon>
An object at <95, 95> is also at <-5, 95>, <95, -5>, and <-5, -5>.
22:40
<@Derakon>
Hmm...but if you're at <95, 5> and you want to see an object whose "real" location is <5, 5>, you'd need to add 100 to its position, not subtract.
22:43
<@Derakon>
I guess I have three fundamental problems here: a) what to draw? b) what objects are close to this object? c) what's the shortest path from this object to this other object?
22:44
<@Derakon>
For drawing, I have a rectangle, I plop it down, and if there are seams in the view, I know where they lie and which direction to "copy" objects in. So that shouldn't be a problem.
22:45
<@Derakon>
Likewise for collision detection, I can specify a bounding box, objects outside of which are not considered. In both cases, I'll want a "get objects inside box" function to get objects with normalized positions.
22:45
<@Derakon>
For shortest-path, I suppose there's only four paths to consider. I could always just calculate all four.
22:46
<@Derakon>
(No seams traversed; horizontal seam traversed; vertical seam traversed; both traversed)
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--- Log closed Wed Feb 18 00:00:19 2009
code logs -> 2009 -> Tue, 17 Feb 2009< code.20090216.log - code.20090218.log >