--- Log opened Mon Jun 15 00:00:47 2009 |
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01:40 | | * gnolam stabs Intel. |
01:48 | | * ToxicFrog heps |
01:49 | < Alek> | so does that make you a hep cat? |
01:51 | | * SmithKurosaki stabs Intel too |
01:51 | <@gnolam> | Welcome to the club! |
01:51 | <@gnolam> | I'm stabbing them because of their bloody GMA chipsets. Why are you joining us? |
01:52 | <@Consul> | I'd like to stab the concept of building GUIs by hand. |
01:53 | <@SmithKurosaki> | i just dont like intel |
01:54 | <@Consul> | I'm suddenly reminded of a Two Ronnies sketch. |
01:54 | <@Consul> | "I hate Intel because of their GMA chipsets." "I hate Intel because of their corporate sabotage of AMD." "I just hate Intel, I don't need a reason." |
01:55 | <@Consul> | It's not funny to see it typed, though. And of course, you need to have seen the sketch I'm referring to. |
01:56 | <@Consul> | http://www.youtube.com/watch?v=0JSahEDRjvw |
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06:53 | <@Vornicus> | I hate Intel because the x86 is a dismal architecture. |
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06:59 | <@SmithKurosaki> | agreed |
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07:06 | <@ToxicFrog> | Vornicus: ditto. |
07:06 | <@ToxicFrog> | Also, fuck ICC. |
07:06 | <@ToxicFrog> | Consul: re hand-construction of GUIs: Glade is your tiny god. |
07:08 | <@SmithKurosaki> | icc? |
07:10 | <@ToxicFrog> | Intel C Compiler. |
07:10 | <@SmithKurosaki> | ahh |
07:12 | | Derakon is now known as Derakon[AFK] |
07:13 | | * Vornicus pokes at movement. |
07:16 | | * SmithKurosaki pokes back |
07:19 | <@Vornicus> | You're not movement. |
07:19 | <@SmithKurosaki> | Oh. :( |
07:20 | <@SmithKurosaki> | What is it then? |
07:20 | <@SmithKurosaki> | (I thought you were testing for people) |
07:22 | <@Vornicus> | MOvement is what happens when you press an arrow key in the game. |
07:23 | <@SmithKurosaki> | true |
07:55 | <@Vornicus> | And this is the movement I'm talking about. |
08:16 | | * Vornicus gives SmithKurosaki a cheese. |
08:33 | <@jerith> | I suspect, from context, that movement is what currently does not happen when you press an arrow key in the game? |
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08:38 | | You're now known as TheWatcher |
08:56 | <@Vornicus> | jerith: indeed not. |
08:57 | <@Vornicus> | First things first I need to do a hell of a lot of cleaning. |
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09:13 | <@Vornicus> | Amazing how much bad design can go into 30 lines of code. |
09:19 | | * gnolam blarghs at the lack of free font editors. |
09:22 | <@gnolam> | Because this would have been so much easier with a single TTF instead of five gazillion textures. |
09:27 | <@TheWatcher> | make one large texture, and use u,v coordinates to select the character you want? |
09:29 | <@gnolam> | Because that wouldn't simplify the code. |
09:32 | <@gnolam> | ... crap. |
09:32 | | * gnolam realizes he'll have to use at least 34 discrete textures to make this work. |
09:34 | <@TheWatcher> | If you're rendering through opengl, glBindTexture has some potentially not-insigificant overheads, so reducing calls to it by using uv mapping tricks can improve performance. And it reduces the number of files you need to load and throw around, helps reduce memory fragmentation issues... |
09:38 | <@gnolam> | Yup. I know. |
09:38 | <@gnolam> | (But thanks for the tip, anyway.) |
09:38 | <@gnolam> | But this in Source. |
09:38 | <@gnolam> | +is |
09:39 | <@TheWatcher> | ... ugh |
09:39 | <@TheWatcher> | Good luck :/ |
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12:46 | <@gnolam> | There. That's the entire 21 second boot sequence cataloged. |
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14:52 | | * gnolam stabs C++ with something sharp and rusty. |
14:53 | <@gnolam> | Goddammit. Is a static const std::map too much to ask for? |
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15:45 | <@SmithKurosaki> | morning all |
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16:23 | <@gnolam> | Evening. |
16:25 | | simontwo [~simon@78.129.201.ns-20882] has joined #code |
16:27 | < simontwo> | in some languages, joining words happens consistently by concatenating them without a space between. e.g. "falafel shop" would be "falafelshop", and for more than two words, the joined word becomes really long. |
16:29 | < simontwo> | I was wondering how computationally complex it is, given a joined word, to detect which words it might consist of (assuming there is sometimes ambiguity) and how the complexity grows when there are more than two words joined together. |
16:29 | <@gnolam> | Mehrzweckkampfflugzeugradarlenkwaffen! |
16:29 | < simontwo> | does anyone know where I might start reading on such analysis? I don't know if it's too hard for a bachelor's project. |
16:29 | < simontwo> | gnolam, hah. |
16:32 | <@gnolam> | (FTR, I consider that way the only sane way to compound nounds - if it's supposed to be one word, it should damn well /be/ one word. But I may be biased.) |
16:33 | < UndeadAnno> | simontwo: Your first priority is where to steal a dictionary from. |
16:34 | <@SmithKurosaki> | Ze Germans, they have a metric fuckton on insanely compounded words |
16:34 | < UndeadAnno> | We have a particular grade of idiot here at the Uni, who spent his free time from October last year, to type up 40000 words to his language learning site database. |
16:35 | <@SmithKurosaki> | wow |
16:35 | <@gnolam> | SmithKurosaki: Well, most Germanic languages have no upper limit to the compounding. |
16:35 | <@SmithKurosaki> | yea |
16:35 | < simontwo> | UndeadAnno, I already have a dict file from speling.org, thanks. ;-) I'll have to go through it and clean it up a little, though. |
16:35 | <@SmithKurosaki> | Except English, fucking English 1.0 |
16:36 | < simontwo> | UndeadAnno, I would like to build a more complex word database for my language and publish it freely, but that's a different project altogether. |
16:36 | <@gnolam> | For example, you could denote simontwo's proposal as a "substantivssammanslagningskomplexitetsundersökningsavhandlingsförslag" in Swedish. Nobody in their right mind would, but it wouldn't be /wrong/ per se. |
16:38 | < simontwo> | gnolam, oh, you're swedish. I'm danish. yeah, well the short fix is just to add all the most common joined words. but I'd like to see how complex the alternative is. |
16:39 | < simontwo> | gnolam, there are plenty of word combinations involving just two words that would exhaust such a plain database. three words together is not always completely insensical, but combinatorically it would explode, too. |
16:42 | < simontwo> | gnolam, anyway, it seems like we humans identify the subparts of joined words very easily, even when we haven't seen them before. I rarely experience a conflict of interpretation. |
16:43 | <@gnolam> | That we do. |
16:43 | <@gnolam> | Probably connected to the way reading works in general. |
16:43 | <@TheWatcher> | In languages we know, anyway |
16:44 | < simontwo> | TheWatcher, obviously. :D otherwise we don't know which words are. :D |
16:45 | < simontwo> | TheWatcher, although we might make partial guesses about which places are unlikely to be word boundaries because of some common knowledge about phonology and word lengths. |
16:45 | <@gnolam> | Well, then there's the Swedish Wikipedia's "slumpartikel" link, which I read as "slum-partikel" (slum particle) instead of "slump-artikel" (random article) every time. |
16:45 | < simontwo> | slump means random? |
16:46 | <@gnolam> | Yes. |
16:47 | < simontwo> | ah, old Danish has that, too. |
16:47 | < simontwo> | didn't know that meaning. |
16:48 | <@gnolam> | It's Danish. It's impossible to know the meaning of /anything/ unless you see it written down. ;-) |
16:48 | <@SmithKurosaki> | lol |
16:49 | <@gnolam> | See also: http://www.youtube.com/watch?v=s-mOy8VUEBk |
16:55 | < simontwo> | seen it. ;P |
16:56 | <@gnolam> | Well, it's true! ;D |
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20:56 | < UndeadAnno> | I've had too much Prolog. |
20:57 | < UndeadAnno> | I saw "358/2" in another IRC window, and wondered what the two-argument 358 predicate did... |
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21:38 | | * TheWatcher eyes his recipe delete code, realises half of it is needed for the edit code too, gets out the refactoring cannon |
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22:35 | < Vornicus> | Refactoring... cannon. |
22:35 | <@McMartin> | For when the Refactor Tractor isn't good enough |
22:35 | <@Namegduf> | I have one of those. |
22:38 | <@TheWatcher> | Yes, Vorn. Cannon. |
22:41 | < Vornicus> | Well, I can't argue with its ability to turn code into little tiny bits. |
22:46 | | * Derakon eyes Fusillade, tries to remember the invocation needed to make a Windows executable. |
22:46 | <@Derakon> | Since I've let the Aegis site lapse, I need to host the binary locally (for linking in my resume if nothing else). |
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23:11 | <@Derakon> | Ahh, there we go. |
23:23 | < Vornicus> | Ok, step 1. Shuffle map drawing off into a separate function. |
23:29 | | You're now known as TheWatcher[T-2] |
23:29 | <@Derakon> | ...I just now realized, I have at least one good reason for leaving the "drawing stuff" code in the ImageManager (which otherwise just loads images in various ways). |
23:29 | <@Derakon> | It keeps all the SDL drawing code in one place. |
23:30 | <@Derakon> | So on the off-chance I wanted to switch to OpenGL, say, it'd be one change instead of N changes. |
23:31 | | You're now known as TheWatcher[zZzZ] |
23:33 | <@Derakon> | Oh, Vorn, you might find this interesting: http://www.cs.rit.edu/~tjh8300/Orn/ |
23:36 | < Vornicus> | Interesting. |
23:38 | < Vornicus> | also, Der: thank you for the good idea. |
23:38 | <@Derakon> | There's also this video: http://www.youtube.com/watch?v=IEUHBNGEBeM |
23:39 | <@Derakon> | Vorn: ...heh, you're welcome. |
23:39 | < Vornicus> | Animated Hell? |
23:39 | <@Derakon> | Oh, wait, the video got removed. Dangit. >.< |
23:39 | <@Derakon> | It was a playthrough of most of the concept in the game. |
23:40 | < Vornicus> | aha |
23:41 | <@Derakon> | s/concept/content/ |
--- Log closed Tue Jun 16 00:00:01 2009 |