--- Log opened Sun Mar 13 00:00:57 2011 |
00:34 | | You're now known as TheWatcher[T-2] |
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01:48 | < gnolam> | Am I wrong or is SpaceChem just a polished version of Manufactoria? |
01:49 | <@ToxicFrog> | You are in fact quite wrong. |
01:49 | <@ToxicFrog> | Manufactoria is basically Turing Machine: The Game. |
01:49 | <@McMartin> | Only at the highest level of abstraction is this true. |
01:49 | <@McMartin> | The same one in which, for instance, Guitar Hero and Rez are the same game. |
01:50 | <@McMartin> | SpaceChem is a parallel Befunge (Trefunge later?) interpreter that involves simulating chemistry. |
01:50 | <@ToxicFrog> | (pretty sure it's always befunge, but I don't have the full version either) |
01:50 | <@McMartin> | Manufactoria you're basically drawing out a state machine. |
01:50 | <@ToxicFrog> | (I do know that you get more instructions to play with later, though) |
01:50 | <@McMartin> | (Some of the crazy screenshots seem to have a 3d layer or a way to move up and down) |
01:51 | <@ToxicFrog> | (o.O links!) |
01:51 | <@McMartin> | Oh, let's see if I can find that |
01:53 | <@McMartin> | http://i.imgur.com/ukz4P.png |
01:54 | <@McMartin> | Anyway, yeah |
01:54 | <@McMartin> | SpaceChem's "stuff moving around" is much closer to a program counter than traversing a state machine. |
01:57 | <@ToxicFrog> | McMartin: that's a single layer. \Omega, FLIPFLOP, and (C) are all branch instructions and all are currently "inactive". |
01:58 | <@ToxicFrog> | (C) activates if the atom over the sensor is carbon; I would guess that the FF toggles every time the nanowaldo crosses it and \Omega if the nanowaldo is holding an \Omega (or perhaps if there's one in the molecule it's holding at all?) |
01:58 | <@ToxicFrog> | Also, I need to write a LaTeX to UTF-8 script for xchat. |
01:59 | <@ToxicFrog> | In other news, that screenshot terrifies me. |
02:07 | < gnolam> | Eh, looks similar enough. |
02:07 | <@ToxicFrog> | If you carefully ignore all the ways in which they are different, yes. |
02:08 | <@ToxicFrog> | In other news, Myst and Half-Life 2 are fundamentally the same game~ |
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03:14 | < Stalker> | They're both made by programmers in an office. |
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05:51 | | mode/#code [+o Derakon] by Reiver |
06:15 | | * Derakon replaces his vector sort shenanigans with "return cmp(a.ix, b.ix) or cmp(a.iy, b.iy)". |
06:22 | < celticminstrel> | But you're or-ing integers then. |
06:23 | < celticminstrel> | Hm, if a.ix == b.ix you compare the other two, otherwise you don't bother. |
06:23 | <@Derakon> | Right. |
06:24 | <@Derakon> | Basically, if a is to the left of b, or in the event they are equal, it is above b, then a comes before b. |
06:24 | <@Derakon> | Otherwise b comes first. |
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06:38 | <@Derakon> | Haha, fixed that bug. |
06:38 | <@Derakon> | I have to carve out the junctions in the map by hand, which requires iteratively claiming squares in that map for a specific node in the graph. |
06:39 | <@Derakon> | The problem being that the node bases whether or not it can claim a given square on who owns the adjacent squares... |
06:39 | <@Derakon> | So it was convincing itself to gobble up far too much of the map by simply approaching from the correct direction. |
06:45 | <@Derakon> | Okay! Nothing obviously wrong with this one. http://derakon.dyndns.org/~chriswei/games/jbrl/mapgen38d.png |
06:46 | <@Derakon> | Well, aside from the random vertical pillars since the pit tunnel type still doesn't know what's up. |
06:46 | <@Derakon> | Still, no loops, no cutoffs, no excessively narrow tunnels. |
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07:33 | | mode/#code [+o AnnoDomini] by Reiver |
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11:21 | | mode/#code [+o Attilla] by Reiver |
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13:43 | | You're now known as TheWatcher[afk] |
13:51 | <@AnnoDomini> | http://df.magmawiki.com/index.php/User:BaronW |
14:29 | <@AnnoDomini> | BTW, does anyone know how to view a channel's banlist in irssi? |
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14:36 | <@AnnoDomini> | Nevermind, figured it out. |
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20:12 | <@Derakon> | :.,'bg/print/s/^/# |
20:12 | <@Derakon> | I love vim. |
20:13 | <@ToxicFrog> | What does that do? |
20:13 | <@Derakon> | From here to the previously-created bookmark 'b', find lines that match the pattern "print" and insert a '#' at their beginnings. |
20:14 | <@Derakon> | Later I can do ":.,'bg/print/d" to delete those lines outright. |
20:35 | | * Derakon eyes this: http://derakon.dyndns.org/~chriswei/games/jbrl/mapgen39a.gif |
20:35 | <@Derakon> | That's an animation of my spacefilling automaton assigning large sectors of the map to different terrain types. |
20:36 | <@Derakon> | I start with a selection of seeds (5 in this case), which expand outwards to fill the map until they hit seeds of different types or their assigned lifetime (indicated by seed color) hits zero. |
20:36 | <@Derakon> | The problem here being that not all of the map is getting filled. |
20:37 | <@Derakon> | I can't just give them arbitrarily large lifespans because a) that still doesn't guarantee filling, and b) the automaton is capable of getting into a loop. |
20:37 | <@Derakon> | Any suggestions? |
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21:10 | <@Derakon> | Oh, hrm, I already had a fix for this. It's just not working, for some reason. |
21:11 | <@Derakon> | (Said fix consists of finding unassigned spaces and assigning to them the terrain type with the biggest weighting) |
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22:07 | | Birds is now known as AnnoDomini |
22:11 | | * gnolam stabs the GIMP repeatedly with a dull shiv. |
22:15 | < gnolam> | Just how fucking hard is it to NOT occsasionally set your annoying swarm of windows to random positions and sizes? Or, if you feel you /really/ have to do this, to not set them to IMPOSSIBLE positions and sizes? |
22:15 | < gnolam> | ARrrrrrrrgh |
22:22 | | * Derakon iteratively generates a bunch of maps in an attempt to find a small map that reproduces an error he was getting earlier. |
22:56 | <@Derakon> | ...erk. Wikipedia's Marching Squares algorithm got re-written at some point to be less useful. |
22:59 | <@Derakon> | Compare: current version: http://en.wikipedia.org/wiki/Marching_squares |
23:00 | <@Derakon> | Previous version: http://en.wikipedia.org/w/index.php?title=Marching_squares&diff=359601163&oldid= 354746853 |
23:01 | < Phox> | Just some editor stroking his peen |
23:01 | <@Derakon> | Apparently the previous version isn't "really" Marching Squares. |
23:04 | < Phox> | Dunno. I just took a brief glance, but it looks like one is working from data to generate a contour, while the other is working from a contour to generate data |
23:05 | < Phox> | Wouldn't either be equally apt? |
23:07 | < gnolam> | ... I read that as "centaur" |
23:07 | <@Derakon> | Phox: there may be some subtle differences that I'm not catching. |
23:08 | <@Derakon> | But whoever did the replacement with the "real" algorithm "from literature" (quoting from the talk page) did a terrible job of it. |
23:08 | <@Derakon> | Note also how he misspelled "cells" in the image file that he used to explain the algorithm. |
23:08 | <@Derakon> | Good luck fixing that typo! |
23:10 | | AnnoDomini [annodomini@Nightstar-2ddec668.adsl.tpnet.pl] has quit [[NS] Quit: leaving] |
23:10 | < gnolam> | Also, he can't spell "and". |
23:10 | <@Derakon> | So he can't. |
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--- Log closed Mon Mar 14 00:00:58 2011 |