--- Log opened Sat May 22 00:00:08 2010 |
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00:41 | | Derakon[AFK] is now known as Derakon |
00:43 | | You're now known as TheWatcher[T-2] |
00:47 | | You're now known as TheWatcher[zZzZ] |
00:49 | <@McMartin> | holy shit |
00:49 | <@McMartin> | That Google Pac-Man? |
00:49 | <@McMartin> | It's not JavaScript. |
00:49 | <@McMartin> | It's HTML5. |
00:49 | <@Derakon> | Awesome. |
00:49 | < Namegduf> | There's no JS in it? |
00:49 | <@McMartin> | There's Flash for the sound, apparently |
00:50 | < Namegduf> | It's got JS. |
00:51 | | * Namegduf clickied on "Inspect Element", there's a <script> tag containing JS. |
00:51 | < Namegduf> | And an include of http://www.google.com/logos/js/pacman10-hp.3.js |
00:52 | <@Vornicus> | You mean it's not /just/ javascript. |
00:54 | <@McMartin> | Aha |
00:56 | <@McMartin> | "Americans are more likely to be overweight than to pay federal income tax." |
01:09 | | * Derakon eyes his OpenGL test program, wonders why the heck it's so slow. |
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06:24 | <@ToxicFrog> | So while poking around freenode I found a #programming channel |
06:24 | <@ToxicFrog> | And now I am sad |
06:25 | <@ToxicFrog> | For every sensible question, there's at least one HOW U MINE FOR 3D GAMING IN C++ YOU INCLUDE <windows.h> RIGHT? |
06:26 | <@ToxicFrog> | Why do so many people decide they want to learn programming by writing a game in C++? It brings nothing but pain. |
06:26 | | * Vornicus learned programming by writing a programming language. |
06:26 | <@Vornicus> | It was the shittiest thing ever, but it worked. Sort of. |
06:29 | <@Vornicus> | It did help though that I could spell. |
06:31 | <@ToxicFrog> | I just noodled around in a lot of different languages. |
06:34 | <@Vornicus> | Technically before I learned to actually program I had done some stuff in C64 BASIC, and then about five years after that, I completely failed to figure out Pascal. |
06:34 | <@Vornicus> | (but the C64 BASIC stuff was... really, really simple, except for copying stuff from the back of Compute! |
06:36 | <@ToxicFrog> | Logo, then QBASIC (in the SCO UNIX DOS emulator, yeah!), then some fiddling with Pascal |
06:36 | <@ToxicFrog> | Then a bit of C, a gradually growing awareness of bash, poking at Java and C++ without ever really understanding them, more C, and then I kind of went critical |
06:38 | <@Vornicus> | Then about, oh, 8 years after failing miserably at understanding Pascal, Chalain got a hold of me. |
06:39 | <@Vornicus> | I futzed in ten languages in two years, but the first one - and the one I still use all the time - is Python. |
06:41 | | * ToxicFrog nods |
06:44 | <@Vornicus> | That was... jeez, 8 1/2 years ago now. |
06:48 | | Derakon[AFK] is now known as Derakon |
06:49 | | * Derakon looks up. "History of languages you've used, huh?" |
06:49 | <@Derakon> | My first programming ever was in BASIC on a C64. |
06:49 | <@Derakon> | Very simple stuff; I'd use the extended character set to draw something, usually a playing card, then ask the user if they liked my drawing, and either thank them or insult them. |
06:50 | <@Derakon> | Then I played around a bit with Angband's source code, which was in C. Very minor changes; I made a mod to make monsters trigger traps, and one that limited how deeply weak monsters could appear. |
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06:51 | <@Derakon> | Then I went to college, and thence did Java, Prolog, SML, C++, dabbled in Perl while working for the sysops, and did a webapp in PHP for a databases course. |
06:51 | <@ToxicFrog> | Aah, roguelikes. Hacking on Crossfire is what got me into C. |
06:52 | <@ToxicFrog> | University here was Java, C, Python, *, but by then I was already heavy into C and Lua. |
06:54 | <@Derakon> | Oh yeah, I picked up Lua while working on a senior project. |
06:54 | <@Derakon> | (Which project was Niobium, my first ill-fated attempt to make a game engine) |
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07:09 | <@Derakon> | Anyway, looks like something is screwy with my PyOpenGL install or something. |
07:10 | <@Derakon> | Because the same script running on my computer and on someone else's computer has a massive variance in framerate. |
07:10 | <@Derakon> | As in, I'm getting 15FPS when they're getting 150. :\ |
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07:12 | <@Vornicus> | lovely |
07:13 | <@Derakon> | I don't have a clue how to go about debugging that. |
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07:29 | < Rhamphoryncus> | ToxicFrog: try #proglangdesign. Their topic says "program.ming" specifically to stop searching |
07:29 | < Rhamphoryncus> | Vornicus: I designed a language years ago too. Mine was XML based }:> |
07:30 | <@Vornicus> | So glad you never inflicted it on me |
07:32 | < Rhamphoryncus> | Well it was overly abstract, not directly supporting many operations on the assumption that with enough computing power I could optimize them away |
07:32 | < Rhamphoryncus> | I abandoned it when I realized that violated the halting problem (not that I understood the halting problem at the time) |
07:34 | < Rhamphoryncus> | It was intended to be an extremely simple base language upon to build a much greater language. Much like many functional languages in hindsight |
07:34 | < Rhamphoryncus> | These days I'd do an intermediate language |
07:39 | < Rhamphoryncus> | hrm. I think I had intent to write a GUI for the XML. Never got near that |
07:40 | <@Vornicus> | Rham, you're ...kinda a freak, aren't you |
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07:50 | < Rhamphoryncus> | yup |
07:50 | < Rhamphoryncus> | Might have been an intent to transparently translate to a text format when opened by the editor too |
07:51 | <@Vornicus> | :( |
08:00 | < Rhamphoryncus> | just another emacs mode ;) |
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18:13 | | * Derakon eyes this regex for matching email addresses: http://www.ex-parrot.com/pdw/Mail-RFC822-Address.html |
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18:25 | < celticminstrel> | O_O |
18:27 | < Namegduf> | That's quite wow. |
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18:37 | < Alek> | oh emm gee |
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19:04 | < celticminstrel> | Remove duplicates from a list... x = list(set(x)) |
19:05 | < celticminstrel> | Well, it works. |
19:05 | <@Derakon> | Yep. |
19:05 | <@Derakon> | Of course, it ruins your list order. |
19:05 | < celticminstrel> | Well, my list was to be sorted anyway. |
19:05 | < celticminstrel> | So do that, then sort, I guess. |
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19:48 | < celticminstrel> | ...how do I test if a variable exists? |
19:48 | <@Derakon> | ...why would you need to do this? |
19:49 | < celticminstrel> | Hm, I guess I can manage without it if I alter stuff a bit. |
19:50 | <@Derakon> | Anyway, the general method is to use hasattr(). |
19:50 | <@Derakon> | E.g. hasattr(foo, "bar") checks if the object named foo has an attribute named "bar". |
19:51 | <@Vornicus-Latens> | You should not, unless you're doing really scary metaprogramming, need to test if a variable exists. |
19:53 | | * celticminstrel gives it a default value instead. |
19:54 | <@Derakon> | Good thinking. |
19:54 | <@Derakon> | Here's the definitely wrong way to do this: |
19:54 | <@Derakon> | try: |
19:54 | <@Derakon> | foo |
19:54 | <@Derakon> | catch: |
19:54 | <@Derakon> | foo = initialValue |
19:54 | <@Vornicus-Latens> | :( |
19:58 | <@Derakon> | (Guess how I know about this method!) |
19:59 | < celticminstrel> | Sebastien? |
19:59 | <@Derakon> | Sebastian. |
20:43 | | * Derakon eyes this list of steps to check his OpenGL install. |
20:43 | <@Derakon> | #2 is "confirm that your machine is using direct rendering (i.e. actually using your hardware driver, not a software renderer)" |
20:43 | <@Derakon> | The person who made the list notes you do this on Linux using glxinfo. I have no idea how to do this on OSX. |
20:44 | < Namegduf> | "You probably are" |
20:44 | <@Derakon> | Namegduf: yes, but it pays to be meticulous when you have a simple OpenGL program that's giving 15FPS when it should be giving 150. |
20:44 | < Namegduf> | OS X should surely come with the right graphically accelerated drivers for hardware as part of Apple's tying it to it, right? |
20:44 | < Namegduf> | Ah. |
20:45 | < Namegduf> | Unfortunately, I don't know anything at all about how to test OS X's graphical acceleration stack. |
20:45 | < Namegduf> | So I can't help. |
20:45 | | * Derakon nods. |
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21:01 | <@Derakon> | ...okay, that's unexpected. |
21:02 | <@Derakon> | If I explicitly tell PyOpenGL to generate mipmaps of my textures, suddenly I get 833FPS. |
21:02 | < Namegduf> | Huh. |
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21:03 | <@Vornicus> | wtf |
21:03 | <@Derakon> | Which makes me think that it's this line that's causing the problem somehow: |
21:03 | <@Derakon> | GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST) |
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21:24 | | * Derakon draws a 100x100 grid of map tiles at 227FPS with linear interpolation for scaling, and 256FPS for nearest. |
21:24 | <@Derakon> | I think this should work. |
21:32 | <@Vornicus> | Fixed it? |
21:33 | <@Derakon> | Well, as noted, if instead of saying "Hey OpenGL, here's a texture" I say "Hey OpenGL, make mipmaps from this texture" then my rendering rate dramatically improves. |
21:33 | <@Derakon> | From discourse with more knowledgeable people this shouldn't be necessary... |
21:33 | <@Derakon> | But on the other hand, I don't think it hurts me any either. |
21:34 | <@McMartin> | You have to ask for mipmaps |
21:34 | <@McMartin> | if you're scaling anything, mipmaps make it faster and nicers |
21:35 | <@Vornicus> | Nearest neighbor I thought didn't use mipmaps anyway, which is weird. |
21:36 | <@Derakon> | Well, here's the script, if you're curious. http://paste.ubuntu.com/438011/ |
21:37 | <@Derakon> | You can see where I commented out the glTexImage2D and glTexParameterf calls and replaced them with alternates to deal with mipmaps. |
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23:53 | <@Derakon> | ...okay, as a first pass, OpenGL drawing seems to be working. Just...everything's flipped left-to-right. |
23:54 | < Namegduf> | Sounds pretty correct for OS X |
23:54 | <@Derakon> | Howso? |
23:56 | < Namegduf> | Some of its prompts have buttons switched in position relative to the Windows norm, plus the application close/minimise/stuff buttons are unusually switched... it was a poorish joke. :P |
23:56 | <@Derakon> | Ahh. |
23:56 | <@Derakon> | Humor. |
23:57 | < Namegduf> | Sorry. XD |
--- Log closed Sun May 23 00:00:09 2010 |