--- Log opened Sun May 10 00:00:39 2009 |
00:06 | <@Derakon> | Net result of all this analysis: after 25600 lines, you reset to 0. After 256 levels, you reset to 0. Etc. NES Tetris, in fact, does not end, so long as you can avoid the freeze glitches. |
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02:40 | < Vornicus> | Bad thing about aiming at web browser is that I need a server backing it. |
02:42 | < Vornicus> | My academic server will no longer be available after the semester ends. |
02:42 | <@Derakon> | Mm. You could do it all in Javascript and distribute it as an HTML page. |
02:44 | < Vornicus> | I could, but that means a hell of a lot more javascript than I consider myself capable of. |
02:45 | <@Derakon> | Yeah, it's not a great option. :\ |
02:45 | <@Derakon> | Javascript's not exactly hard to work with, but it it's not my favorite language either. |
02:46 | <@Derakon> | Hee. |
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03:31 | < Vornicus> | Oh wait |
03:31 | < Vornicus> | I'm on my new mac. |
03:31 | < Vornicus> | it /has/ Apache. |
03:31 | < Vornicus> | I can do this now. |
03:32 | < Vornicus> | Though I am reminded that I wanted to go bug my ISP to unblock 80. (I understand why and do not spite them this; but it's in my way.) |
03:33 | <@GeekSoldier> | can't you just configure it to go to port 88 instead? |
03:34 | < Vornicus> | I could. |
03:34 | < Vornicus> | But I think I should bend their ear first. |
03:34 | <@GeekSoldier> | that's what I did for mine, at least. |
03:34 | <@GeekSoldier> | good luck. |
03:35 | | Alek [~omegaboot@Nightstar-61.dsl.emhril.sbcglobal.net] has joined #code |
03:35 | < Alek> | meh. |
03:36 | <@GeekSoldier> | Well, at least Alek has the right attitude. |
03:45 | | * Vornicus gets to work. Needs some file tools; the schema for this, well, I don't know how I'd do it. |
03:46 | < Vornicus> | so JSON persisting it is. |
03:48 | <@Derakon> | Every character gets a flatfile? |
03:49 | < Vornicus> | Yeah. |
03:49 | <@Derakon> | If you don't anticipate needing to be able to search, and there's no relationships to enforce, that makes sense. |
03:50 | <@Derakon> | And I don't think there are any significant relationships here...conceivably you'd want "warriors can't cast spells" or something like that, but then there's cross-classing... |
03:50 | <@Reiver> | spells are irrelevant anyway. |
03:51 | <@Reiver> | "Spell" vs "Exploit" vs "Gift" vs x in 4e is a matter of names. |
03:51 | | * Derakon nods. |
03:52 | | * Vornicus examines. |
03:52 | <@Derakon> | Man, I love vim. |
03:52 | <@Derakon> | :%s/\t\(.*\)$/\t'polygon' : [\1],\r} |
03:52 | <@Derakon> | Well, properly, I love regex-based search and replace. |
03:52 | <@Derakon> | vim just does it well. |
03:58 | <@GeekSoldier> | I have been invited to a 4e game. I suppose I'll relinquish my 3e snobbishness and give it a try. It's been far too long since I've last RPed anyhow. |
03:58 | <@Derakon> | Hope it works out! |
03:58 | | * Vornicus finds all the things he needs. Thinks this should not be too hard. |
03:59 | <@Derakon> | Hm. What should I call a file that has information on animation, physics, and other such stuff for a set of image files? |
04:00 | < Vornicus> | "bones" |
04:00 | <@Derakon> | That would make sense if I was using rigged animations, which I'm not. |
04:02 | <@Derakon> | (I favor not going mad~) |
04:03 | <@Derakon> | Enh, just call it "sprites.py" for now. |
04:03 | < Vornicus> | Heh |
04:06 | <@Derakon> | ...hmm...I should really pull out the drawing-based code from the Player class and generalize it while I do this. |
04:08 | <@Derakon> | Okay, standard principles here. Sprite class contains a set of Animation classes, each of which contains a Polygon class (leaving room to add more polygons if necessary). |
04:09 | <@Derakon> | Sprites are configured via the appropriate sprite.py file (different one for each game object, though terrain objects all share one file since they're all the same). |
04:10 | <@Derakon> | Game objects then contain Sprites to handle the busywork and concern themselves mostly with AI, user input, and the like. |
04:10 | <@Derakon> | Sound reasonable? |
04:13 | < Vornicus> | Sounds good. |
04:31 | | * Derakon ponders where to put the "move the game object after this animation finishes" logic. |
04:31 | <@Derakon> | I think it has to go at the Animation level, since that's where the program knows that an animation has finished |
04:32 | | * Vornicus examines. |
04:34 | < Vornicus> | Okay. step 1, get apache to say "here is a directory full of scripts" |
04:34 | | * Alek stabs Dlink and SBC. |
04:35 | < Alek> | why won't you play nice with each other? |
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05:11 | | * Vornicus examines. Would it be at all sensible to use a database? It doesn't feel like it. |
05:12 | < Vornicus> | Really doesn't feel like it. |
05:13 | <@Derakon> | As I noted earlier, databases are most useful for when you want to be able to query things and when you want to enforce relationships between different aspects. |
05:13 | <@Derakon> | And probably a few other use cases. |
05:13 | <@Derakon> | There's nothing inherently wrong with just serializing your program objects to a file and then loading that file back when needed. |
05:14 | < Vornicus> | the guys in ##php are trying very hard to convince me against flat files; I'm trying to figure out a schema right now. |
05:15 | | * Derakon shrugs. |
05:15 | <@Derakon> | Figuring out a schema for D&D character classes sounds complicated to me. |
05:15 | < Vornicus> | It's not going easily at all, so, yeah. |
05:15 | < Vornicus> | I'm looking for basic security stuff for handling files. |
05:17 | <@Derakon> | You have to tell Apache "the webserver is allowed to write to the files in this directory". |
05:17 | <@Derakon> | I believe the magic phrase is "mod-rewrite". |
05:17 | < Vornicus> | aha |
05:17 | <@Derakon> | Otherwise, it's basically the same as with databases. Validate your input, don't execute things that you didn't personally write, etc. |
05:21 | < Vornicus> | The main bit was "how do I stop the server from writing to places it shouldn't?" and if the answer is "you don't have to" then I'm fine. |
05:22 | | * Derakon nods. |
05:22 | <@Derakon> | The server will automatically say "Hey, you can't write files there" unless you said "See this directory? Go reboot yourself and start believing I can write files there." |
05:23 | < Vornicus> | no, mod-rewrite is "rejigger URLs" |
05:23 | <@Derakon> | Oh, my bad. |
05:23 | <@Derakon> | Hrm. |
05:23 | <@Derakon> | I had to set this up for the Aegis site's plugin thingy. |
05:24 | < Vornicus> | on the other hand, apache runs in a special user; I don't know whether it is sufficient to give www write access. |
05:25 | <@Derakon> | It's not. |
05:25 | <@Derakon> | You have to specifically say in the config file "you are allowed to write here" and set the permissions correctly. |
05:25 | <@Derakon> | If you don't do the former Apache just refuses to try. |
05:27 | < Vornicus> | okay. |
05:27 | <@Derakon> | Annoyingly I'm having trouble finding the config files I tweaked. |
05:27 | <@Derakon> | It's not httpd.conf, I don't think. |
05:33 | <@Derakon> | ...at least, that's how I remember it working. |
05:36 | <@Derakon> | I admit I could be wrong. Try just making a world-writable directory and a webpage that, when loaded, creates a new file in that directory. |
05:36 | < Vornicus> | What I am seeing on the internet is that I should just make apache able to write to it. |
05:36 | < Vornicus> | using the standard permissions. |
05:36 | <@Derakon> | Man, I could've sworn you needed to config Apache to allow writing... |
05:52 | | * Vornicus examines, tries to figure out what he's missing now. |
05:54 | < Vornicus> | I have to put it somewhere specific, don't I. |
05:55 | <@Derakon> | Er? |
05:58 | < Vornicus> | the ScriptAlias |
05:59 | < Vornicus> | I put ScriptAlias in my httpd.conf; now I'm getting 403s trying to get it to do anything there. |
06:01 | <@Derakon> | Hm. And the scripts are executable by www? |
06:01 | <@Derakon> | My ScriptAlias line isn't anywhere special. It reads: ScriptAlias /cgi-bin/ "/Library/WebServer/Documents/cgi-bin/" |
06:01 | < Vornicus> | THey are. |
06:01 | <@Derakon> | (Note this is to use the non-user-associated website) |
06:01 | <@Derakon> | (As opposed to derakon.dyndns.org/~chriswei |
06:01 | < Vornicus> | Yeah, I saw that one. |
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06:03 | < Vornicus> | I tried mine on the end, and that didn't work; now I put it next to the other thing; that still didn't work. |
06:04 | <@Derakon> | I don't think placement in the file matters. |
06:04 | <@Derakon> | Have you checked the permissions on the directories containing the script? |
06:05 | < Vornicus> | +x all the way down. |
06:06 | < Vornicus> | 755 all the way down, even. |
06:08 | | * Vornicus futzes with it. |
06:09 | <@Derakon> | All of my scripts have ownership chriswei/admin, so ownership's not the problem... |
06:11 | < Vornicus> | Indeed. |
06:13 | | * Vornicus fiddles, tries enabling mod_php instead |
06:14 | < Vornicus> | Hey it worked |
06:14 | < Vornicus> | is what the file says now. |
06:14 | <@Derakon> | Oh, yeah, that too. |
06:15 | <@Derakon> | Apache does need to be told "these files in this directory are scripts that you're allowed to execute". |
06:16 | < Vornicus> | mod_php apparently doesn't care. |
06:17 | < Vornicus> | It's supposed to know that the php file was cgi but idunno. |
06:17 | < Vornicus> | Anyway let me just write in an alias for this... |
06:19 | < Vornicus> | Ah, no, it is the location! |
06:24 | < Vornicus> | Hey it worked! |
06:24 | < Vornicus> | okay now I feel better. |
06:25 | <@Derakon> | Woot. |
06:25 | < Vornicus> | Okay. It's 1:30, I should go to bed. |
06:25 | <@Derakon> | Night. |
06:26 | < Vornicus> | Tomorrow, I... mother's day, is what I do. Then when I get home I get to figure out what the first step is. |
06:26 | <@Derakon> | Mother's Day is tomorrow? |
06:26 | <@McMartin> | Yes? |
06:26 | <@Derakon> | Crap, thanks for the reminder~ |
06:26 | | * McMartin called yesterday just becuase he figured the phone lines would all be jammed~ |
06:27 | <@GeekSoldier> | ah, yes.. the annual lament of the forgetful. |
06:27 | | * Vornicus would forget his own birthday if he didn't keep having to tell people. |
06:28 | <@GeekSoldier> | this year, I will delibrately forget mothers day. I am going surprise my mother on her birthday later this month, though. |
06:28 | <@Derakon> | I routinely forget how old I am. |
06:29 | <@GeekSoldier> | I am reminded anytime I look at a weight or PT score chart. |
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13:32 | | * Reiver ponders a little toy of a mechanic for some theoretical board/strategy game. |
13:33 | <@Reiver> | You have cities and castles (The two for the moment being interchangable). The higher level the city, the more it is capable of, and the harder it is to capture. Cities grow naturally, and over time - say, 10 turns between each size. |
13:33 | <@Reiver> | However, you can choose to upgrade a city faster by spending money on it - at a cost proportional to the number of turns remaining. |
13:34 | <@Reiver> | So if you want to take a Village and make it a Town, you can wait 10 turns, or found the village then spend 10 gold to upgrade it instantly. |
13:34 | <@Reiver> | Or, if you let it grow then realised you were in a hurry later, have it upgrade on turn 6 for 4 gold. |
13:35 | <@Reiver> | Or possibly 5, I've not thought about the fencepost error yet~ |
13:40 | <@AnnoDomini> | What would you do with your cities? |
13:40 | <@AnnoDomini> | (I hope the answer is 'produce nuclear weapons'.) |
13:40 | < simontwo> | Reiver, what's your game's pun? |
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16:01 | <@Reiver> | AnnoDomini: They'd be production centers, capitals of the local regions and the like. |
16:01 | <@Reiver> | And defensive things. |
16:01 | <@Reiver> | simontwo: ... pun? |
16:01 | | * Reiver also notes freely he hasn't thought this out, much. But the thought of money-time relationship was interesting. |
16:01 | < simontwo> | Reiver, it is my impression that all board games need a pun. |
16:02 | <@Reiver> | Uh... huh. |
16:02 | <@Reiver> | Okay den. :p |
16:02 | < simontwo> | there are already plenty of games of which the sole factor of success is optimizing your gameplay. unless they have a humorous theme, they're all more or less alike. |
16:03 | <@Reiver> | Oh, fair enough. |
16:03 | <@Reiver> | I mostly thought it an interesting thing to consider for a game, s'all. |
16:03 | < simontwo> | last boardgame weekend we had at the faculty club, I played two such games that involved building factories producing some type of resource that must be accumulated faster than the others. |
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16:04 | <@Reiver> | Ah, yes. |
16:04 | <@Reiver> | An age old thing, that one. |
16:04 | < simontwo> | one was called Porto Rico. know it? |
16:04 | <@Reiver> | Heard of it, yes. |
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16:05 | < simontwo> | en.wikipedia.org/wiki/Puerto_Rico_(game) -- it was quite fun, mostly because I won, heh. |
16:09 | < simontwo> | one of the successful factors of that game is that each round people take roles that each add a unique phase to the round (for each player). some of the roles are simply better than the others, so a way of compensating for that, for each role that wasn't picked, put a resource on it, so eventually someone will want to choose it for the simple monetary gain. |
16:15 | <@Reiver> | Nice way to self-balance the game. |
16:15 | <@Reiver> | "I don't need to balance the rules; they balance themselves /for/ me." |
16:16 | < simontwo> | some balancing is inevitable, I think, but introducing self-balance is a winner because you can allow for complex gameplay that would otherwise have been really hard to balance. |
16:18 | <@Reiver> | aye. |
16:22 | | * simontwo is trying to implement binary search in haskell as an exercise in both. although, when I come to delete, it seems that the scope of my function call must be able to know whether a node's parent was a left or a right node. |
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19:43 | < Vornicus-Latens> | You do kind of need all the roles though. |
19:46 | | * Derakon reads the backlog. |
19:46 | <@Derakon> | Yeah, none of the Puerto Rico roles are outright bad. |
19:46 | <@Derakon> | It is likely that your strategy will have little use for one or two of them though. |
19:47 | <@Derakon> | For example, a corn exporter won't need many buildings, and his corn is useless for trading, so the Builder and Trader job don't do him much good. He wants Settler (for more corn plantations), Craftsman (to make the corn), and Captain (to export the corn). |
19:48 | <@Derakon> | On the flipside, a building-heavy strategy will need Settler early on to get the quarries that make buying buildings cheaper, Trader to sell a cash crop for money, and Builder, obviously, to buy buildings. Captain is nearly useless to him since he doesn't produce many goods to export and generally he has no need to invoke Craftsman since someone else will for him. |
19:48 | <@Derakon> | Puerto Rico is superbly balanced, IMO. |
19:49 | < gnolam> | The problem with Puerto Rico is that you can't play it with the same people more than once or twice. |
19:49 | < gnolam> | It gets stuck. |
19:50 | <@Derakon> | ... |
19:50 | <@Derakon> | Only if the players always use the same strategies. |
19:50 | < gnolam> | Which they will, after enough rounds. |
19:51 | <@Derakon> | Generally the only thing I know I'm going to try to do early on is buy a hospice, since it basically solves all manpower problems. Other than that, I'm waiting to see what opportunities present themselves and what crops my neighbors are going for. |
19:51 | <@Derakon> | Most players I play with are the same. |
19:51 | < gnolam> | Since some buildings and strategies are Just Plain Better than others (like, for example, the Hospice). |
19:51 | <@Derakon> | (That is, indecisive about strategy) |
19:51 | <@Derakon> | Not having a hospice is not a dealbreaker, though. |
19:53 | <@Derakon> | Idly, the last game I played, the end scores were 49, 50, 52, 53. |
19:53 | < gnolam> | More generally, I'd say that the problem is that Puerto Rico's play dynamics are too stable - minor strategy changes don't perturb the game as much as they should. |
19:53 | < gnolam> | Power Grid handles that awesomely though. |
19:54 | <@Derakon> | Enh, Power Grid has a strong "fuck you" factor going, though. Early mistakes can screw you for the entire game. |
19:54 | <@Derakon> | I'm not saying it's a bad game, but it's hardly flawless. |
19:54 | < gnolam> | No, it's not flawless. But it never gets stuck in a rut like Puerto Rico does. |
19:54 | <@Derakon> | I've never had this rut problem you speak of. *shrug* |
19:55 | < gnolam> | And I've seen people do crazy catch-ups in PG, which I haven't in PR. |
19:55 | <@Derakon> | Though to be fair my gaming groups tend to have more than a dozen people in them. |
19:56 | < gnolam> | That's the biggest problem with board games IMO BTW - the large number of people you need to gather to be able to play most of them. |
19:56 | < gnolam> | It's odd, in a way, that there aren't more 2-3 player games. |
19:57 | <@Derakon> | Most games I see work well with 3-5 players. |
19:57 | <@Derakon> | 2-player games are tricky because you can't rely on the metagame to balance things out. |
19:57 | < gnolam> | Few board games work /well/ with just 3 players. |
19:57 | < gnolam> | They work, but only barely. |
19:57 | <@Derakon> | Mm. |
19:57 | < gnolam> | E.g. Settlers. |
19:58 | <@Derakon> | Ehh, Settlers works only barely anyway. :p |
19:58 | < gnolam> | This reminds me to play more Twilight Struggle. ^-^ |
19:58 | <@Derakon> | You want a good 2-player game? Race for the Galaxy. |
19:58 | < Vornicus-Latens> | Carcassonne works well with 3 players. |
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19:59 | <@gnolam> | http://www.boardgamegeek.com/boardgame/12333 <- I can recommend it. Of course, I'm a bit of a Cold War buff, but still. :) |
19:59 | <@gnolam> | Best two-player game I've found so far. |
20:01 | < Vornicus-Latens> | rank... 4. |
20:01 | < Vornicus-Latens> | that's pretty damn impressive. |
20:08 | | * Derakon eyes the rankings. "Guess I should check out Agricola sometime." |
20:10 | < EvilDarkLord> | It's very popular here at the guildhouse. |
20:11 | < Vornicus-Latens> | der: Yeah, I thought the same. |
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21:50 | | * Derakon eyes the player collision logic. |
21:50 | <@Derakon> | Generalizing this to a generic terrain-interactable creature is not feasible. |
21:50 | <@Derakon> | Given that the player has many possible states and most creatures will have maybe 2. |
21:51 | <@Derakon> | (States include things like running, crawling, jumping, hanging, etc) |
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22:04 | <@Consul> | Anything I can do about an Ubuntu install which can no longer automount an external USB drive following a crash? |
22:05 | <@Consul> | Actually, I've been wanting to install Ubuntu Studio anyway. |
22:05 | <@Consul> | I'll see if that helps. |
22:05 | <@Consul> | I'm just really hoping it's not the camera (a Nikon D100 DSLR which uses CF, instead of SD). |
22:07 | <@Consul> | Really, I just haven't a clue how to manually mount a USB drive. The last time I tried to look it up, I ran away screaming. |
22:20 | <@gnolam> | Consul: well, is the camera in mass storage mode? |
22:21 | <@gnolam> | (I don't know about the D100, but the D200 can switch its PC connection between "mass storage mode" and "extremely proprietary nikon mode", as I found out when I had to send mine in to be repaired a while ago.) |
22:21 | <@gnolam> | (I guess I /could/ have read it in the manual, but you know what kind of people reads those.) |
22:22 | <@TheWatcher[afk]> | ... hey, I read manuals. |
22:22 | | You're now known as TheWatcher |
22:24 | <@Derakon> | ...right, I can't name any of my sprite sets the same as any of my modules. ¬.¬ |
22:24 | <@Derakon> | Otherwise when I try to dynamically import the sprite data, it'll look in the module instead. |
22:26 | <@Derakon> | Another bad line. "return self.animations[self.currentAction].getPolygon().runSAT(self.owne |
22:26 | <@Derakon> | r.loc, polygon, loc)" |
22:27 | <@TheWatcher> | 'SAT'? |
22:27 | <@Derakon> | Separation of Axes Theorem. |
22:27 | <@Derakon> | It's a collision detection algorithm for convex polygons. |
22:27 | | * TheWatcher nods |
22:28 | <@TheWatcher> | (and really, as long as it's commented, I wouldn't call that bad...) |
22:28 | <@Derakon> | ...*adds a comment* |
22:28 | | * TheWatcher chuckles |
22:30 | | * TheWatcher eyes this |
22:32 | <@TheWatcher> | I hate dealing with dynamically generated select boxes in forms. |
22:34 | <@Derakon> | Okay, first pass at making all this animation stuff more configurable is done. Now I get to figure out why all the terrain blocks look the same, fix looping, signal when animations are done, etc. |
22:35 | <@Derakon> | In other words, fix everything now that I've broken it. :) |
22:35 | <@TheWatcher> | Ah, progress ;) |
22:36 | <@Derakon> | O_o |
22:36 | <@Derakon> | My program just force-quit Terminal. |
22:36 | <@McMartin> | TW: I bet those are annoying but I'm not really sure if there are better ways of doing that |
22:39 | <@McMartin> | If there are, I'm curious to know what they are; webdev is one of my more serious gaps in experience. |
22:40 | <@Derakon> | I'm wondering what you mean by "dynamically-generated select boxes", actually, since there are several possible interpretations. |
22:42 | | * McMartin read it as "a static select box created server-side by PHP or client-side by JS and DOM hacking" |
22:45 | <@Derakon> | Where'd that "fix your timestamp" article go? You'd think Google would turn it up trivially, but such does not appear to be the case. |
22:46 | <@TheWatcher> | I'm working on a web-based recipe storge system for Myst and I. One small part of it involves generating a string containing N replications of an 'ingredient' template, which contains an input box for a quantity, a select for the units, and an input for the ingredient name. The unit list is obtained by parsing the enum() values from the table that stores ingredients, and then converted into a string of "<option |
22:46 | <@TheWatcher> | value=\"$unit\">$unit</option>\n" for each unit. When adding an ingredient, the values for all of can all be set to '', but when editing I need to ensure I'm adding selected="selected" to the appropriate option, and the whole damned thing is getting really messy |
22:47 | <@gnolam> | Derakon: http://gafferongames.com/game-physics/fix-your-timestep/ |
22:47 | <@Derakon> | Gnolam: thanks. |
22:47 | <@Derakon> | Oh, timestep. Not timestamp. Duh. |
22:49 | <@Derakon> | TW: I'm afraid I'm not really following your inputs and desired outputs. It seems like this should be a reasonably straightforward for loop using patterned form input IDs. |
22:53 | <@TheWatcher> | It's not hard to do naively |
22:53 | <@TheWatcher> | what is hard to do is making it do it /fast/ |
23:00 | <@Derakon> | ? |
23:01 | <@Derakon> | You have inputs. You iterate over inputs. Each input generates an output. Print, done. |
23:01 | <@Derakon> | I must be missing something here. |
23:01 | <@TheWatcher> | You are |
23:01 | <@TheWatcher> | I'm doing templating, language variable substitution, and other stuff. So I'm having to be careful to precalculate as much as I can |
23:03 | <@Derakon> | For a private project for you and your wife? |
23:03 | <@TheWatcher> | Yep |
23:04 | | * Derakon shrugs. "Okay." |
23:04 | <@TheWatcher> | (well, fiancee) |
23:05 | <@TheWatcher> | (I have this failing where, when I code anything, I want to do it properly. And I use each project I work on as a way to evolve, extend, and test my library of modules) |
23:06 | <@TheWatcher> | (this one has already shown up several places I could tighten up and improve, and I've been able to just drop-in replace those in older projects) |
23:09 | <@TheWatcher> | (so, while this code may be used here, in 6 months time it could be used in any number of places, so getting it working well here pays off down the road) |
23:10 | <@TheWatcher> | (I find this apparently makes most people look at me as if I have 3 eyes and a pair of antenna) |
23:17 | | You're now known as TheWatcher[T-2] |
23:17 | <@Derakon> | Night, TW. |
23:17 | <@TheWatcher[T-2]> | Night, and good luck with fixings. |
23:17 | <@Derakon> | Thanks. |
23:17 | <@Derakon> | Got the terrain sorted out already...now it's mostly facings and getting animations to finish. |
23:19 | | You're now known as TheWatcher[zZzZ] |
23:48 | <@McMartin> | It occurs to me that the Sieve of Eratosthenes doesn't mix well with functional programming. |
--- Log closed Mon May 11 00:00:53 2009 |