--- Log opened Sun Oct 31 00:00:22 2010 |
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15:13 | <@ToxicFrog> | This is a new an exciting one. |
15:13 | <@ToxicFrog> | ./prog data # works |
15:13 | <@ToxicFrog> | ./prog data/ # SIGABRT: malloc(): memory corruption |
15:13 | <@ToxicFrog> | ./prog ./data # SIGSEGV |
15:16 | <@Namegduf> | Are they normally this bad? |
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15:17 | <@ToxicFrog> | I don't know, this is my first time TAing! |
15:18 | <@ToxicFrog> | In this case, I can see how this could slip through testing, but I have no idea how it could arise in the first place |
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17:57 | < celticminstrel> | ...that is kind of odd, actually. |
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19:36 | < celticminstrel> | Does Python not have a function to get the index of the first element in a list satisfying a specific property? |
19:37 | <@Derakon> | Nothing comes to mind. |
19:39 | <@Derakon> | Do you want the index, or the element itself? |
19:41 | <@Derakon> | filter(lambda e: e > 10, range(5, 15))[0] |
19:42 | <@Derakon> | Of course, Python will yell at you if there aren't any elements in your input list that are greater than 10. |
19:43 | <@Derakon> | Oh, this works. |
19:43 | <@Derakon> | foo = range(5, 15) |
19:43 | <@Derakon> | foo.index(filter(lambda e: e > 10, foo)[0]) |
19:43 | <@Derakon> | Of course, it's entirely unreadable. :) |
19:43 | <@Derakon> | Not to mention rather inefficient. |
19:44 | <@Derakon> | >>> for i, val in enumerate(foo): |
19:44 | <@Derakon> | ... if val > 10: |
19:44 | <@Derakon> | ... print i |
19:44 | <@Derakon> | ... break |
19:45 | < celticminstrel> | Yeah, I used a for-loop, but I was just slightly surprised that there wasn't one. |
19:46 | < celticminstrel> | I know C++ has a find_if in the <algorithm> header, after all. |
19:46 | <@Derakon> | Python lists are actually pretty simple things. |
19:46 | <@Derakon> | And usually you don't work with indices so much. |
19:49 | <@Vornicus-Latens> | def first_index(lst, criteria): for n, k in enumerate(lst): if criteria(k): return n |
19:49 | <@Derakon> | Basically what my second example does. |
19:49 | <@Derakon> | Though more general. |
19:57 | < celticminstrel> | Well, one problem down, two to go! Except that I need to prove correctness, but that can wait for a bit. |
20:59 | < Tarinaky> | Where/what-at would I look for information on spherical projections and noneuclidian geometry on the surface of a sphere? |
21:03 | < gnolam> | R'lyeh? |
21:03 | < gnolam> | Ok. What, specifically are you looking for? |
21:07 | < Tarinaky> | I was idly thinking about how the Civ games distort the planet by having a cylindrical rather than spherical world and was musing on how to go about not distorting a planet in that way. |
21:11 | <@Derakon> | Vorn made an octahedral projection once. |
21:11 | <@Derakon> | It might be a good compromise. |
21:13 | | * Tarinaky thinks that he finds these sorts of problems more interesting than actually making games >.> |
21:15 | <@Vornicus-Latens> | The octahedral projection was actually for drawing a texture on a glabe, not really for civlikes. Big reason being that it is heavily distorted. |
21:16 | <@Vornicus-Latens> | As for playing Civ on a sphere, your best bet is hexagons, and 12 pentagons at the corners of an icosahedron. |
21:16 | < Tarinaky> | The big thing I was wondering is whether hexes can be tesillated on the surface of a sphere. |
21:16 | <@Vornicus-Latens> | I've got that too, but it doesn't know anything about rules. |
21:16 | < Tarinaky> | But I have no idea how to go about testing this. |
21:17 | <@Vornicus-Latens> | hexagons and 12 pentagons. |
21:17 | < Tarinaky> | Like a football. |
21:17 | < Rhamphoryncus> | Icosahedron |
21:18 | <@Vornicus-Latens> | Yeah. The tile count increases with the square of the size you use; |
21:18 | < Rhamphoryncus> | If your overall shape is an icosahedron then you can have hexes over the vast majority and a fixed number of pentagons at the corners |
21:19 | <@Vornicus-Latens> | http://www.flickr.com/photos/7861878@N06/3556592941/ |
21:19 | <@Vornicus-Latens> | http://www.flickr.com/photos/7861878@N06/3558750328/in/photostream/ <--- this is the octahedral projection. |
21:19 | < Rhamphoryncus> | The area of each hex/pentagon will vary, but for most games it's sufficiently small that you don't care |
21:21 | < Rhamphoryncus> | There is a system where the area of each tile is the same, but the distance between them varies. I forget the name. Used by telescopes and such |
21:22 | <@Vornicus-Latens> | (you'll want to get the hex and pentagon coordinates by intersecting great circles, not by drawing lines on a flat triangle and projecting out; the latter makes the size variation very, very large.) |
21:23 | < Tarinaky> | Vornicus-Latens: What would you recommend I read to understand how to understand and make http://www.flickr.com/photos/7861878@N06/3556592941/ ? |
21:23 | < Tarinaky> | Gah. My English failed there. |
21:23 | | * Tarinaky tries again. |
21:23 | < Tarinaky> | *recommend I read to understand and make <example link>* |
21:24 | <@Vornicus-Latens> | Idunno particularly, I kinda just picked stuff up. |
21:26 | < Tarinaky> | I've not, really, tried to do anything 3D before. |
21:27 | <@Vornicus-Latens> | Ah, that makes life hard. I have never rendered this thing in OpenGL; just in POV-Ray. |
21:28 | < Rhamphoryncus> | I never figured out how to sanely distort buildings when distorting the hexes like that |
21:29 | < Rhamphoryncus> | and I gotta go. Good luck with it |
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21:29 | < Tarinaky> | At a guess though I'd say, for a Civlike... you'd not actually need to render the sphere. |
21:29 | < Tarinaky> | Just an azimuthal projection about whatever it is you're looking at right now and maybe a minimap with an atlas. |
21:29 | <@Vornicus-Latens> | I suspect the "right" way is to make triangle-shaped parts and project them so they have the right distance from the center, and then render those. |
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--- Log closed Mon Nov 01 00:00:24 2010 |