code logs -> 2009 -> Sat, 23 May 2009< code.20090522.log - code.20090524.log >
--- Log opened Sat May 23 00:00:10 2009
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04:52 * Vornicus-Latens discovers something Useful about his keyboard.
04:52
<@Vornicus-Latens>
tapping capslock doesn't turn it on.
04:53
<@Vornicus-Latens>
You have to press it for a significant amount of time for it to take.
05:39
<@GeekSoldier>
That is interesting and quite potentially infuriating.
05:41
<@Vornicus-Latens>
I like it.
05:41
<@Vornicus-Latens>
(I'm talking somewhere between 1/4 and 1/2 second to get it to take.)
05:42
<@Vornicus-Latens>
(closer to 1/4)
05:48
<@GeekSoldier>
oh, so enough to prevent ACCIDENTAL YELLING, but not enough to really inconvenience.
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06:19
< Rhamphoryncus>
3d tile maps are fun! And brain melty x_x
06:21
< Rhamphoryncus>
It's sorta funny how few options you really have
06:21
<@GeekSoldier>
heh.
06:23
< Rhamphoryncus>
I've been looking at the options for 2d and 3d mappings, for detailing D&D worlds and what freeciv or similar games might use
06:24
< Rhamphoryncus>
For 2d you have either square tiles or triangular/hexagonal tiles, or randomly shaped tiles, or make them so small they don't matter (effectively arbitrary positioning)
06:25
< Rhamphoryncus>
For 3d you drop the square option and change triangular/hexagonal into an extended form of a truncated icosahedron
06:26
< Rhamphoryncus>
(you could also use an extended dodecahedron, only slightly different, but that doesn't nicely map quite as nicely into triangles)
06:28
< Rhamphoryncus>
So your tiled choices are triangles, clumps of triangles (hexagons and pentagons), or random
06:28
< Rhamphoryncus>
Random would be interesting for a game, but not practical for hand mapping
06:30
< Rhamphoryncus>
And for hand mapping you're probably going to subdivide arbitrarily anyway, so you don't need clumping.. so the best option is triangles
06:32
< Rhamphoryncus>
I wonder how much distortion there is
06:45
< Rhamphoryncus>
Some lines match longitude, but nothing matches latitude
07:02
<@Vornicus-Latens>
3d you get Cubes or one of the other spacefillers.
07:05
<@Vornicus-Latens>
Rhombic Dodecahedra, Truncated Octahedra, and Rhombo-Hexagonal Dodecahedra all space-fill without the rule difficulties of cubes: they have four around a vertex, where cubes have eight.
07:06
< Rhamphoryncus>
space-fill?
07:07
<@Vornicus-Latens>
A space-filling polyedron is a polyhedron that can tile to fill space.
07:08
<@Vornicus-Latens>
The same way that triangles, squares, and hexagons can each tile to fill the plane.
07:08
< Rhamphoryncus>
huh
07:08
< Rhamphoryncus>
Oh wait, that's filling the volume, not the surface of the sphere
07:09
<@Vornicus-Latens>
Oh.
07:09
<@Vornicus-Latens>
You're looking to tile a sphere?
07:09
< Rhamphoryncus>
yeah
07:09
< Rhamphoryncus>
Mapping of a D&D world or for games like freeciv
07:09
<@Vornicus-Latens>
In that case you're kind of stuck for options; I use a geodesation of the icosahedron and break that up into hexagons (and 12 pentagons)
07:09
< Rhamphoryncus>
yup
07:10
<@Vornicus-Latens>
I have some ancient C++ code that does this, but I never got around to making that think in tiles.
07:10
< Rhamphoryncus>
Which is essentially just clumped triangles
07:11
<@Vornicus-Latens>
Hexagons are really your best bet here mainly because unlike squares and triangles you never get more than three touching at a corner, so you don't get crazy rules exceptions.
07:12
< Rhamphoryncus>
It depends on what you're doing with them
07:12
< Rhamphoryncus>
For rendering, triangles seem much easier to understand
07:12
<@Vornicus-Latens>
I agree there; the geodesation I did made triangles first.
07:13
<@Vornicus-Latens>
But then I needed to bond triangles into hexagons to make a sensible rules thingy.
07:13
< Rhamphoryncus>
For a computer coordinate system, I'm thinking bands of aligned hexagons (and pentagons) is simplest. Just do row after row
07:14
<@Vornicus-Latens>
It's about the right way to do it.
07:14
< Rhamphoryncus>
Given such a coordinate system, I don't think it'd be *too* hard to translate into triangles on the fly, or to find neighbouring hexagons(/pentagons)
07:16
< Rhamphoryncus>
For D&D, you actually want to avoid relying on coordinates and straight lines. Drawing latitude/longitude lines would only be confusing
07:20
< Rhamphoryncus>
Hrm. I don't suppose measuring the flat distance from the north pole is accurate for the norther 5 segments? That would be too convenient >.>
07:22
<@Vornicus-Latens>
It would be!
07:22
<@Vornicus-Latens>
Well, it's approximately that.
07:23
< Rhamphoryncus>
heh
07:23
<@Vornicus-Latens>
You can actually kind of keep going; along the middle it kind of zig-zags, and then at the bottom it goes back to being perfect again.
07:24
< Rhamphoryncus>
heh
07:25
<@Vornicus-Latens>
actually I don't know how zig-zaggy it gets; iirc the zig-zagging is only in the actual latitude.
07:26
< Rhamphoryncus>
If you go straight down a pole to the center of the edge of a segment, I wonder how much that's different between flat and 3d
07:27
<@Vornicus-Latens>
Part of the trick of rendering it is getting the right values for the locations; if you just project a flat geodesation you'll get a much smaller pole tile than center tile.
07:28
< Rhamphoryncus>
ie, if the edge of each segment is 1 unit long, then the straight line there is 0.8660254 units
07:28
< Rhamphoryncus>
straight line when flat
07:29
<@Vornicus-Latens>
If you instead intersect great circles and average the three locations you get (you need three sets of circles for each large face) you'll end up with correctly-sized tiles but they're a bit funny-shaped in some places.
07:29
< Rhamphoryncus>
Huh, I thought you just had to project their altitude, not their latitude/longitude
07:31
< Rhamphoryncus>
Hrm. Do you have it backwards? Larger poles (due to greater gradient of the altitude projection) and smaller center tiles?
07:32
<@Vornicus-Latens>
No, the poles are smaller because the distance you're projecting them is less.
07:32
< Rhamphoryncus>
ooh right, I'm thinking an orthogonal projection
07:33
< Rhamphoryncus>
(weee big words today)
07:33
< Rhamphoryncus>
I wonder, is there a way to bypass this by doing a recursive subdivision?
07:34
<@Vornicus-Latens>
There may, but then you don't get the same size flexibility.
07:34
< Rhamphoryncus>
Might not match hexagon/pentagon multiples either
07:34
<@Vornicus-Latens>
...ah, heh, that is true! You need a multiple of 3, and recursive subdivision only really gets you powers of 2.
07:35
< Rhamphoryncus>
yeah
07:35
<@Vornicus-Latens>
(you could do powers of 3 instead but that once again involves finding in-face points)
07:36
< Rhamphoryncus>
yeah
07:37
< Rhamphoryncus>
Curses, foiled again :)
07:37
<@Vornicus-Latens>
Though there you can just get a centroid or something.
07:38 * Rhamphoryncus googles.. eyes gloss over
07:38
<@Vornicus-Latens>
There are a few interesting centers of a triangle; the centroid is the most important, it's the point that's the same distance from all three edges.
07:39
< Rhamphoryncus>
ahhh
07:39
< Rhamphoryncus>
hrm.. maybe start with a d4 and recursively subdivide that..
07:40
<@Vornicus-Latens>
gets you three meeting at a corner.
07:40
< Rhamphoryncus>
Which is undesirable but I'm still willing to explore it
07:41
<@Vornicus-Latens>
What language are you working in?
07:41
< Rhamphoryncus>
I'm not :)
07:41
< Rhamphoryncus>
This is all just brainstorming for kicks
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07:42
<@Vornicus-Latens>
Heh
07:42
<@Vornicus-Latens>
YOu're a Python guy, right?
07:42
< Rhamphoryncus>
yup
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07:51
< Rhamphoryncus>
Bluh. Did I miss much?
07:52 * Rhamphoryncus suddenly wants a d16
07:56
<@AnnoDomini>
http://www.chessex.com/Dice/Specialty%20Dice/16_sided.htm
07:56
< Rhamphoryncus>
no pic
07:56
< Rhamphoryncus>
So far I'm only finding spindles
07:58
<@AnnoDomini>
So far as I know, there isn't a platonic 16-sided solid.
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07:59
< Rhamphoryncus>
pics of the lower chapel of anubis, someone in a pluto costume, and porn. The internet has delivered!
08:00
< Rhamphoryncus>
It makes perfect sense in my mind ;)
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08:00
<@Vornicus>
I can try to rewrite my code for this in something a little less insane than the wild 2-years-experience C++ that I've got now, if you'd like.
08:00 * Vornicus dunno if you got that one.
08:01
< Rhamphoryncus>
Naw, I've got no plans for coding atm
08:01
<@Vornicus>
Heh
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08:08
< Rhamphoryncus>
The lack of it is kind of odd
08:08
< Rhamphoryncus>
The most likely answer is that I'm mis-visualizing it, and it doesn't work
08:10
<@Vornicus>
Also, I misstated the center I mentioned.
08:11 * Rhamphoryncus wonders what would be easier, learning blender, or writing a python opengl script
08:11
<@McMartin>
Look into pyglet.
08:12
<@Vornicus>
The Centroid is the intersection of the three medians: go from one corner to the midpoint of the opposite edge. Or, alternatively, it is the intersection of the three long lines between edge trisectors.
08:12
< Rhamphoryncus>
Vornicus: aww, but your explanation sounded so simple ;)
08:12
<@Vornicus>
The Incenter is the point that is the same distance from all three sides.
08:13
<@Vornicus>
The centroid though is the one you want for the recursive job; it has the advantage that you're already calculating the edge trisectors.
08:15
<@Vornicus>
(there are literally thousands of important points involving triangles; there is a list out there called the Encyclopedia of Triangle Centers. it lists, as of right now, 3,514 points; the first five are the only ones I've ever seen actually used.)
08:16
< Rhamphoryncus>
heh
08:17
< Rhamphoryncus>
atm I'm ignoring the hex aspects, and just using triangles, so it's powers of 2
08:18
<@Vornicus>
the others are the Circumcenter (point that's the same distance from all three corners), the Orthocenter (the intersection of lines through each corner perpendicular to the opposite side) and the Nine-Point Center (the same distance from: the midpoints of all three lines, the base points of all three altitudes, and the midpoint of all three lines from the corners to the orthocenters)
08:19
<@Vornicus>
Oh, and there are three "Excenters" which are like the Incenter except that each deals with one actual edge and two extended edges, and those are all outside the circle.
08:21
<@Vornicus>
(the nine-point circle is really, really awesome.)
08:22
<@Vornicus>
And of those, four -- the incenter and excenters aren't -- are on the same lne.
08:26 Derakon[AFK] is now known as Derakon
08:27
<@Vornicus>
And I know way more geometry than I ever actually use.
08:40
< Rhamphoryncus>
Woo, I got pyglet to draw a triangle
08:41
<@Vornicus>
Woo
08:44
< Rhamphoryncus>
Indexing is nifty
08:44
<@Vornicus>
Yes, it is.
08:46 Derakon is now known as Derakon[AFK]
08:49
< Rhamphoryncus>
Interesting, no depth
08:50
<@Vornicus>
no depth?
08:50
< Rhamphoryncus>
Setting the z causes the triangle to disappear
08:50
< Rhamphoryncus>
both positive and negative
08:50
<@Vornicus>
Have you set the camera up?
08:50
< Rhamphoryncus>
Nope
08:50
<@Vornicus>
You need to do that.
08:51
< Rhamphoryncus>
Obviously :)
08:51
<@Vornicus>
2 dimensional stuff just gets pasted on; 3d needs a camera, and the default camera is not exactly sensible.
08:53
< Rhamphoryncus>
"Check the obvious possibilities. Make sure your system is plugged in."
08:57
<@Vornicus>
Also I think your best bet for this job is wireframe.
08:57
<@Vornicus>
now, bed.
09:02 Vornicus is now known as Vornicus-Latens
09:03
< Rhamphoryncus>
Well, so far I'd say pyglet's docs are pretty poor
09:14
< Rhamphoryncus>
wireframes would be nice if I had a clue how
09:19 You're now known as TheWatcher
09:25
< Rhamphoryncus>
Sadly, I'd probably have an easier time taking warzone and ripping pieces out until just what I wanted was left
10:19
< Rhamphoryncus>
Is it just me, or are the diagrams (1/3rd down) broken here? http://mathworld.wolfram.com/Tetrahedron.html
10:20
< Rhamphoryncus>
The side view is missing half, and you can't tell how it's oriented
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10:24
< Rhamphoryncus>
Maybe that's their conventions, dunno, but it's pretty hard to grasp
10:47
< Rhamphoryncus>
3 out of 4 vertices down, probably >.>
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14:56 * gnolam WTFs-.
14:59
<@AnnoDomini>
WTFs-?
15:15
<@gnolam>
Things that should be working didn't.
15:15
<@gnolam>
Apparently, I ran out of stack.
15:15 * AnnoDomini splits his stack and shares with gnolam.
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17:00
<@Consul>
Well, that eliminates the Nvidia prop. driver as the issue.
17:01
<@Consul>
It also eliminates Flash, I think, as this time, it happened with Totem playing back a long mp3.
17:02
<@Consul>
It has to be the sound card. Question is, is it a driver issue or a hardware issue?
17:04
<@Consul>
I've never had a lockup when sound wasn't playing.
17:04
<@Consul>
But that means little. I usually always have something playing.
17:14
<@Consul>
So, time to go for a week or so without playing anything, see if another one happens.
17:15
<@Consul>
I can take in my daily dose of podcasts on the laptop.
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19:12
<@Vornicus>
http://www.flickr.com/photos/7861878@N06/3556592941/ <--- for Rhamphoryncus, who appears to not be here.
19:13
<@Derakon>
Neat.
19:13
<@Derakon>
What did you use to make that?
19:14
<@Derakon>
And what does "51 points to a side" mean?
19:15
<@Vornicus>
Ancient C++, and POV-Ray.
19:16
<@Vornicus>
and it means that if you count from vertex to vertex of the icosahedron, you get 51 points.
19:16
<@Derakon>
Before you loop around to where you started?
19:16
<@Vornicus>
This image is no less than five years old.
19:16
<@Vornicus>
Der: before you get to the other vertex.
19:16
<@Derakon>
So, a semiperimeter.
19:17
<@Vornicus>
Uh.
19:17
<@Vornicus>
An edge length.
19:18
<@Derakon>
Oh, wait, I see. You're subdividing each edge of the icosahedron with hexagons
19:18
<@Vornicus>
Yes. Well, technically triangles
19:18
<@Derakon>
Same diff.
19:18
<@Vornicus>
And then glomming the triangles into hexagons.
19:19
<@Derakon>
Right.
19:39 * AnnoDomini fiddles with JSF, trying to establish a base functionality that will get a passing grade out of this crap.
20:49 Rhamphoryncus [~rhamph@Nightstar-7184.ed.shawcable.net] has joined #code
20:49
<@AnnoDomini>
Hrm. How do I add thirty days to a Date instance?
20:50
<@AnnoDomini>
This is Java.
20:53
<@AnnoDomini>
I think I'm supposed to use Calendar somehow, but I don't understand how.
20:54
<@Derakon>
This is the kind of thing that Google should have plenty of answers for.
20:54
<@Derakon>
I don't remember the exact syntax offhand, but every language I know of has hundreds of forum posters saying "How do I add dates?" :)
20:54
<@AnnoDomini>
Yes.
20:55
<@AnnoDomini>
I'm looking at the API now.
21:06
<@McMartin>
I need to eat something, but I can look at it in a bit if you're still stuck then.
21:09
<@AnnoDomini>
I /think/ I've figured out how to add days using Calendar, but now I have to convert that to Date, since the persistence class uses Date.
21:17
<@McMartin>
Calendar.getTime()
21:17
<@AnnoDomini>
Yeah, got that.
21:30
<@AnnoDomini>
Rhamphoryncus: <Vornicus> http://www.flickr.com/photos/7861878@N06/3556592941/ <--- for Rhamphoryncus, who appears to not be here.
21:31
< Rhamphoryncus>
:)
21:32
< Rhamphoryncus>
I only just got pyglet to render colours
21:33
<@Vornicus>
Hey, it is Rham
21:33
< Rhamphoryncus>
It's a me!
21:36
<@AnnoDomini>
Right. Got the borrowings to happen, given a hardcoded userId. Now to add actual user recognition.
21:37
<@Vornicus>
Rham: now you need lights, normals, and textures.
21:37
< Rhamphoryncus>
x_x
21:38
< Rhamphoryncus>
I was actually thinking rotation
21:39
< Rhamphoryncus>
Unfortunately, pyglet's APIs don't match the normal C APIs.. despite still being ugly nasty things full of global state
21:50
<@AnnoDomini>
...
21:50
<@AnnoDomini>
No wonder I can't check out a book. I'm not logged in.
21:50 * AnnoDomini logs in as the God-Emperor of Mankind.
21:51
<@AnnoDomini>
Yay!
22:03 Consul [~consul@Nightstar-3249.dsl.sfldmi.ameritech.net] has quit [Quit: Leaving]
22:04 Consul [~consul@Nightstar-3249.dsl.sfldmi.ameritech.net] has joined #code
22:05 mode/#code [+o Consul] by ChanServ
22:10 Consul [~consul@Nightstar-3249.dsl.sfldmi.ameritech.net] has quit [Quit: Leaving]
22:14 Consul [~consul@Nightstar-3249.dsl.sfldmi.ameritech.net] has joined #code
22:14 mode/#code [+o Consul] by ChanServ
22:14
<@Consul>
That wasn't a lock-up. I'm just trying to sort some wireless issues.
22:14
<@Consul>
:-)
22:16
< Rhamphoryncus>
Aha, arrow keys for rotation!
22:17
< Rhamphoryncus>
And it appears to not be using the depth buffer, hehe
22:21
<@Consul>
Wow, this is weird.
22:22
<@Consul>
I yanked the Echo sound card, went back to internal sound, and now Youtube doesn't work (either video works or audio does, but not both), but BitGravity streams work just fine.
22:22 Consul [~consul@Nightstar-3249.dsl.sfldmi.ameritech.net] has quit [Client exited]
22:27 Consul [~consul@Nightstar-3249.dsl.sfldmi.ameritech.net] has joined #code
22:27 mode/#code [+o Consul] by ChanServ
22:27
<@Consul>
*sigh*
22:27
<@Consul>
That was X crashing and restarting itself.
22:27
<@Consul>
New behavior, but still, it's a crash.
22:28
<@Consul>
I think this machine is going to meet my sledgehammer before too long.
22:28
<@Consul>
Time to find some work, I guess.
22:29
<@Consul>
So I can build a new machine.
22:32
<@Consul>
Of course, that work's going to be a local convenience store or something, but hey, money's money.
22:47
<@TheWatcher>
Anyone know of a decent database of XSS attack
22:47
<@TheWatcher>
+s?
22:47
<@MyCatVerbs>
CERT might have some of the more high-profile ones on hand, perhaps?
22:53
<@McMartin>
http://en.wikipedia.org/wiki/Samy_(XSS) is probably the most famous one.
22:54
<@McMartin>
Citations include links to more general articles, it looks like.
22:55
<@TheWatcher>
Thanks McM, I never thought to look there >><
22:56
<@McMartin>
If I remembered the name of the XSS attack that actually installs a keylogger in an iframe as part of the actual target site, I'd have used that one.
22:58
<@McMartin>
And by "links to more general articles" I meant "Off of Wikipedia"
23:03 AnnoDomini [AnnoDomini@Nightstar-29420.neoplus.adsl.tpnet.pl] has quit [Quit: There is no Dana, only Zuul.]
23:25 * gnolam is suddenly tempted to make some sort of black powder-era game.
23:25
<@gnolam>
Darned particle system. It worked too well!
23:44
<@Consul>
I'm gonna head off and let the memory test run for this evening and all night.
23:44 Consul [~consul@Nightstar-3249.dsl.sfldmi.ameritech.net] has quit [Quit: Leaving]
23:55 You're now known as TheWatcher[T-2]
--- Log closed Sun May 24 00:00:08 2009
code logs -> 2009 -> Sat, 23 May 2009< code.20090522.log - code.20090524.log >