code logs -> 2010 -> Fri, 09 Jul 2010< code.20100708.log - code.20100710.log >
--- Log opened Fri Jul 09 00:00:45 2010
00:09 Tarinaky [Tarinaky@Nightstar-f349ca6d.plus.com] has quit [Client closed the connection]
00:14
<@Vornicus>
Works for me.
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02:26 AnnoDomini [annodomini@Nightstar-99d588cc.adsl.tpnet.pl] has quit [[NS] Quit: I rest.]
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04:18 * McMartin boots up a VM with his modified device drivers in it, crosses fingers
04:18
<@Derakon>
I think both our jobs can be pretty cool sometimes~
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04:32
<@Derakon>
Is Zeek Brusband or Cute Coworker?
04:32
<@Derakon>
Mischan.
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11:12 mode/#code [+o AnnoDomini] by Reiver
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13:41
< gnolam>
http://qdb.us/95266
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21:37 mode/#code [+o Derakon] by Reiver
22:06
< celticminstrel>
Why is there still no Mac-native GIMP?
22:07
<@TheWatcher>
Because everyone uses photoshop, of course~
22:13
<@McMartin>
Because GIMP developers are actively opposed to usable UIs
22:18 * Vornicus eyes maufactoria, which apparently has recently updated.
22:19
<@Vornicus>
There is now a thing in here called "the malevolence engine"
22:19
<@Vornicus>
It apparently does lots and lots and lots of tests.
22:19
<@McMartin>
Heh
22:20
<@Vornicus>
REMEMBER: THE MALEVOLENCE ENGINE GUARDS YOU FROM ERROR
22:22
<@Derakon>
Is it a new program you have to write, or a new test suite for all programs?
22:25
<@Vornicus>
A new test suite for all programs.
22:25
<@Vornicus>
THE MALEVOLENCE ENGINE SEES ALL WEAKNESS
22:25
<@Vornicus>
(apparently my seraphim implementation fails for bbgb)
22:27
<@Vornicus>
(...because it doesn't actually check the first one to see if there's anything left after finding an empty second. fixed.)
22:28
<@Vornicus>
And Ophanim is still wrong, sigh
22:34
< celticminstrel>
I noticed the malevolenve engine recently when I did the subtraction one.
22:34
< celticminstrel>
^malevolence
22:35
<@ToxicFrog>
A better test suite for Manufactoria? Sign me up.
22:35
< celticminstrel>
Isn't GTK-Quartz supposed to be for making GTK programs like GIMP Mac-native?
22:37
<@Derakon>
Celtic: IIRC you should largely just be able to recompile GIMP to run in X11 without any significant amount of work, if nothing else.
22:37
<@Vornicus>
That's the thing, it runs in X11 as it is.
22:37
<@Vornicus>
But that /freaking blows/
22:37
<@Derakon>
Mind you, I don't think it's possible to make the GIMP adhere to Apple's HMI guidelines.
22:37
<@Derakon>
(HMI == Human-Machine Interface)
22:38
<@AnnoDomini>
Hmm. Would it be possible to make an UI program using Java, and another program doing the actual math in C++, and have them communicate at some level? Like, a text console in the Java application that shows what's happening in the backend that has a console interface only?
22:38
<@Derakon>
AD: yeah, you could do that.
22:38
<@McMartin>
It would be possible, but you're probably better off just using a decent C++ UI library like Qt or a GTK wrapper
22:38
<@Derakon>
Probably want to use ports for interprocess communication instead of a console or text file.
22:38
< celticminstrel>
I despise X11.
22:39
< celticminstrel>
I wouldn't mind having my menus in the windows if I could at least a) isolate GIMP as an application rather than having it filed under the X11 application and b) use command-key shortcuts instead of control-key shortcuts.
22:39
<@AnnoDomini>
McMartin: Well, the thing is, I'm already familiar with how Java works, for the most part; I'd have to learn Qt or GTK from scratch.
22:39
<@Derakon>
Is that so bad~?
22:39
< Tarinaky>
Would it not be possible to just code the whole program in Java?
22:40
<@AnnoDomini>
Tarinaky: If I wanted to wait a millennium for my results.
22:40
<@AnnoDomini>
I don't have a box with hardware that has Java assembly.
22:41
< Tarinaky>
I'm repeatedly informed that Java's speed isn't that bad these days.
22:41
<@Derakon>
What kind of work do you need to do that you're thinking of invoking C++?
22:41
<@Derakon>
You might well be able to use something like Python+Numpy instead.
22:41
<@AnnoDomini>
Derakon: Genetic algorithm.
22:41
< celticminstrel>
If it's really a problem, why don't you just write a Java class in C?
22:42
< celticminstrel>
Instead of two separate programs.
22:42
<@AnnoDomini>
Java class in C. I don't understand.
22:42
< celticminstrel>
Java Native Interface.
22:42
<@McMartin>
JNI
22:43
<@AnnoDomini>
Never heard about it.
22:43
<@Vornicus>
Java speed really isn't bad these days.
22:44
<@Vornicus>
Startup is still hell though
22:45
< celticminstrel>
http://en.wikipedia.org/wiki/JNI
22:46
<@AnnoDomini>
Vornicus: I don't want to write my program, and then realize that it will never run fast enough to be useful. I'd rather just write it in C or C++, because it *is* faster than Java and I can probably do it.
22:47
<@AnnoDomini>
The only problem is the UI, where text interface probably won't do.
22:48
<@Vornicus>
How fast does this thing need to /be/, if you're that worried about language /now/
22:49
<@AnnoDomini>
I don't know. My advisor, who does these kinds of things for a living, told me that speed is probably going to be a problem.
22:49
<@McMartin>
Prototype first in a language you know
22:51
<@Vornicus>
With any luck that language will have embedding/extending capabilities. That way if speed /does/ become a problem (and, I grant, it may, but I've never really met a situation where it really is in a real-world problem), then you can fix it when you have profile data.
22:51
<@AnnoDomini>
McMartin: Doing that.
22:53
<@Derakon>
My approach here would be to prototype in Python, and if that's too slow, then rework the slow bits in Cython.
22:53
<@Derakon>
And if that is too slow, then write a C module that interfaces with the Python and just does the relevant fast bits.
22:53
<@Derakon>
Knowing how to get two languages to talk to each other is a useful life skill in any event.
22:54
< celticminstrel>
That's exactly what JNI is for.
23:04
<@AnnoDomini>
I'll need to learn Python someday.
23:06
<@Vornicus>
It took me a week to get the basics down, and it was my first language.
23:06
<@Derakon>
It took me...a half-hour? To start writing simple programs in it.
23:07
<@Derakon>
A few hours to set up a basic PyGame program that was drawing to the screen.
23:07
<@Vornicus>
And if you need GUI, there's PyQt
23:07
<@McMartin>
The hard part of PyGame is getting the libraries installed in places where they all play well together
23:07
<@Derakon>
Mm, true, installation was a bit painful.
23:08
< Tarinaky>
I need to try and get back into my project after a good month of not looking at it :/
23:08
<@Derakon>
That's what comments are for.
23:08
<@Derakon>
That, and a to-do list that includes a few minor items to get you back in the swing of things.
23:09
< Tarinaky>
I don't really have minor items atm :/
23:16
< celticminstrel>
I gave up rather quickly on PyGame.
23:16
<@Derakon>
Whyfor?
23:17
< celticminstrel>
I couldn't get it to compile, or something.
23:18
<@Derakon>
Ah.
23:18
<@Derakon>
Whelp, when Jetblade eventually gets released, you should be able to hack on its components without needing to install anything~
23:18
< celticminstrel>
Say what?
23:18
<@Derakon>
My game project.
23:19
< celticminstrel>
I don't understand.
23:19
<@Derakon>
Nontrivial parts of it are dynamically loaded, which means that the standalone executable contains Python files the user can hack on.
23:19
<@Derakon>
Part of the goal of the project is to have a program that can ease people into game development by giving them something that's easy to modify.
23:19
< celticminstrel>
I see.
23:20
< celticminstrel>
Well, in this particular case, I only really wanted it for the sound.
23:20
< celticminstrel>
If I were writing an actual game, I'd probably go with C++.
23:21 * Tarinaky went with C++ for his. It's a bit of a looooong slog :/
23:21
<@Derakon>
Yeah, my first game project was in C++.
23:21
< Tarinaky>
Fortunately the low-level bits are the bits I'm good at so I don't mind.
23:21
<@Derakon>
It got stalled out.
23:21
<@Derakon>
(It was also horribly overambitious, while Jetblade is merely overambitious)
23:22
< Tarinaky>
I don't think mine's too bad atm. I just need to get back to it.
23:22
< Tarinaky>
I'm currently trying to work out how to 'do' character sheets.
23:22
< Tarinaky>
Both in terms of backend and UI.
23:22
< celticminstrel>
SDL is decent enough, and wxWidgets seems to work; I even got a game mostly working with SDL. (By "mostly", I mainly mean the physics are a bit off.)
23:22
<@Derakon>
Ergh WX.
23:22
<@Derakon>
I have to use it at work.
23:22
< Tarinaky>
SDL is pretty sweet.
23:22
<@Derakon>
I would really rather not.
23:23
<@Derakon>
Physics requires a fair amount of work to get it to do what you want, in my experience.
23:23
< Tarinaky>
wx makes the baby Tux cry.
23:23
< celticminstrel>
Admittedly I haven't used wxWidgets enough to determine just how good it is, and I haven't used anything else (other than Swing) that I could compare it to.
23:23
< celticminstrel>
I do recall having some minor annoyances with wxWidgets, though I can't remember what they were.
23:24
< Tarinaky>
wx makes heavy use of macros which put my off no-end.
23:24
< Tarinaky>
*put me off
23:24
< celticminstrel>
Yeah, that's slightly annoying, but I don't really mind that much.
23:25
< Tarinaky>
I've had some success with gtkmm.
23:26
< Tarinaky>
Which has the advantage of being C++ while most of these libraries are only C.
23:27
< celticminstrel>
wxWidgets is C++
23:28
< celticminstrel>
SDL, sadly, is C.
23:28
< Tarinaky>
SDL is pretty straight forward though even though it's C.
23:28
< Tarinaky>
SDL does one thing very well.
23:28
< celticminstrel>
Yeah, it's not that hard to use.
23:28
< Tarinaky>
So I don't really count it when talking about UIs.
23:29
< Tarinaky>
Since you need to BYO GUI
23:29
< celticminstrel>
It's not a GUI, no.
23:30
< Tarinaky>
But if you're making a linux game it's an obvious choice for graphical output.
23:30
< celticminstrel>
I'd say it's an obvious choice regardless of platform.
23:31
< celticminstrel>
Assuming of course that you don't care about having a native UI.
23:31
< Tarinaky>
I've no experience with Dx.
23:31
< celticminstrel>
Dx? DirectX?
23:31
< Tarinaky>
Yeah.
23:31
< celticminstrel>
Nor do I.
23:31
< Tarinaky>
I presume there's a reason most Windows development uses Dx rather than SDL.
23:32
< celticminstrel>
Probably just because it's the "native library" or some such nonsense.
23:32
< Tarinaky>
That and the fact it's better developed than OpenGL.
23:32
< celticminstrel>
Is it?
23:32
< Tarinaky>
I think OpenGL stalled years ago.
23:32
< celticminstrel>
Really? Huh.
23:32
< Tarinaky>
At least in terms of new features.
23:33
< Tarinaky>
It used to be that OpenGL was better than Dx...
23:33
< celticminstrel>
Well, maybe it doesn't need new features. Though, admittedly, that's a little hard to believe.
23:33
< Tarinaky>
Then Microsoft threw money at the problem and it went away.
23:33
< celticminstrel>
OpenGL is better simply because it's portable.
23:33
< Tarinaky>
That only matters if you care.
23:33
< celticminstrel>
True.
23:33
< Tarinaky>
Most commercial 3D development has enough trouble getting their product to run on one platform reliably for deadline.
23:34 Derakon [Derakon@Nightstar-1ffd02e6.ucsf.edu] has quit [[NS] Quit: Leaving]
23:34
< Tarinaky>
Never mind 3.
23:34
< Tarinaky>
*one PC platform
23:39
<@McMartin>
OpenGL has advanced a lot.
23:39
<@McMartin>
It was stalled for awhile, but DX is now the fractured platform
23:40
<@McMartin>
Since DX 9, 10, and 11 are all different (9/10 is hugely different) and they have different min-OS requirements
23:43
< Tarinaky>
They still have the Xbox to ram it home though.
23:43
< Tarinaky>
It's, at least, a linear progression.
23:44
< Tarinaky>
DirectX9 doesn't exist. DirectX11 has existed forever. We have always been at war with Eurasia.
23:44 * Tarinaky waves his hands like a Jedi.
23:52 Stalker [Z@26ECB6.A4B64C.298B52.D80DA0] has joined #code
23:54 You're now known as TheWatcher[T-2]
23:57 You're now known as TheWatcher[zZzZ]
--- Log closed Sat Jul 10 00:00:47 2010
code logs -> 2010 -> Fri, 09 Jul 2010< code.20100708.log - code.20100710.log >