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--- Log closed Sun Jul 31 00:27:37 2011 |
--- Log opened Sun Jul 31 00:27:49 2011 |
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00:40 | | You're now known as TheWatcher[t-2] |
00:42 | | You're now known as TheWatcher[zZzZ] |
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01:26 | <@Vornicus> | (I do not follow pep8 for my own code, personally, because 4 has always seemed too wide. Anything I write for publication gets the 4 treatment though.) |
01:26 | <@Vornicus> | (also I do make table-shaped things in my source text.) |
01:53 | < celticminstrel> | Table-shaped things? |
01:54 | <@Vornicus> | Table-shaped things: I have, for instance, a list of 2d or 3d coordinates and I want them lined up somewhat. |
01:56 | < celticminstrel> | Ah, so like in arrays/lists. |
01:56 | < celticminstrel> | Wait, you just said that. Duh. |
01:57 | <@Vornicus> | Yeah, but like: line up the right edge of the numbers, because that's easier to scan. |
02:01 | < celticminstrel> | Yeah, for long lists that need to be line-wrapped. |
02:26 | <@McMartin> | That violates PEP 8 |
02:27 | | * McMartin has been known to do the tabular thing for assignments, too, which PEP 8 explicitly forbids. |
02:27 | <@McMartin> | Holdover from functional languages, I think. |
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09:07 | <@Vornicus> | gah, I get stupid ideas. |
09:07 | <@Vornicus> | Thinking once again about implementing that crazy pixel-vectorization thing. |
09:09 | <@Vornicus> | Except instead of pixels, it'd be working on, like, tile edges. |
09:11 | < Reiver> | The purpose? |
09:13 | <@Vornicus> | THinking about, um, how to make a tile-based game feel more organic in some senses. |
09:16 | <@Vornicus> | Which is a thought I had long ago, when we were poking at X-Defence and I felt like I wanted, you know, to be able to make places feel less like they're bound to tiles. |
09:17 | <@Vornicus> | But hand-tuning tile shit, I looked at it for ten seconds and said "oh fuck no" |
09:18 | < Reiver> | Ah yes, I see |
09:18 | < Reiver> | So terrain looks more organic? |
09:19 | <@Vornicus> | Terrain, curved corridors, the works. |
09:19 | < Reiver> | Curved corridoors and terrain would be two different algy |
09:20 | < Reiver> | Though far from impossible. |
09:20 | <@Vornicus> | Terrain -- especially hilly stuff -- is done better with heightfields. |
09:20 | < Reiver> | I was thinking coasts |
09:21 | <@Vornicus> | But tuning walls and tile shapes to make stuff work out? yes please. |
09:21 | <@Vornicus> | Coasts would be a good thing to use it on. |
09:23 | <@Vornicus> | And cliffs. |
09:25 | <@Vornicus> | (You'd short circuit it; turn the "edge detection" to "these are the walls I have drawn" and maybe turn off the spline smoothing which is probably unnecessary.) |
09:26 | < Reiver> | Nice |
09:29 | <@Vornicus> | (actually... spline smoothing would be a good idea to keep, but crush the resolution, and do this as much as possible in the preprocess.) |
09:32 | | * TheWatcher flails, can't keep tinkering with this db schema anymore, has to actually face importing data |
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11:24 | | * TheWatcher waghs, realises he needs to work out a mapping system to prevent old links breaking, ;.;s |
11:32 | < TheWatcher> | Sod it, I'll worry about that later. |
11:33 | < TheWatcher> | Make the damned thing work, first. |
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13:37 | | * Vornicus wanders, determines that he already has the perfect dataset to try this out on: DROD levels. |
13:38 | <@Vornicus> | (well. almost perfect; DROD is tiles only, no edge pieces.) |
14:10 | < Reiver> | DROD? |
14:12 | <@Vornicus> | Deadly Rooms Of Death. Smitey turn-based puzzler. |
14:12 | <@Vornicus> | Very, very smitey. |
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17:06 | < Rhamphoryncus> | Hmm the most hands-on experience I had with heightmaps was hacking on warzone2100. What I observed is that it was far too smooth most of the time, so throwing a couple bits into roughness could make it much prettier |
17:09 | | Kindamoody is now known as Kindamoody|out |
17:10 | | * gnolam is obiviously missing some backscroll here. |
17:11 | < Rhamphoryncus> | gnolam: it was from 8 hours ago |
17:11 | < Rhamphoryncus> | Vornicus mentioned wanting to make a tile-based game feel less tile-based |
17:13 | < gnolam> | Using heightmaps? |
17:13 | < Rhamphoryncus> | that was one thing mentioned |
17:14 | < gnolam> | How, exactly? |
17:14 | < Rhamphoryncus> | it was short, I'll paste in PM if you don't mind? |
17:14 | < gnolam> | Sure |
17:15 | < gnolam> | I did a heightmap terrain thingy with integrated tiles a long time ago... I wonder if I still have the code for it? |
17:15 | < gnolam> | (If I don't, it's probably a good thing.) |
17:17 | < gnolam> | Vornicus: have you seen http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generati on/ ? |
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17:20 | < Rhamphoryncus> | What I keep struggling with is allowing rotation. I want not just your standard 90?, but some smaller increment (45? or 30?) and have clusters of tiles (groups of buildings, units, whatever) retain their positions relative to each other |
17:22 | | * Rhamphoryncus wonders if overlaying a few hex grids is sufficient, since I can probably wiggle the axis of rotation around as needed |
17:36 | < Rhamphoryncus> | Nope. I was confusing myself after all x_x |
17:41 | < Rhamphoryncus> | The spacing in one of the axis is an irrational number. Pretty hard to fix that |
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--- Log closed Sun Jul 31 18:01:09 2011 |
--- Log opened Sun Jul 31 18:01:21 2011 |
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19:35 | <@Vornicus> | ...Lloyd Relaxation. |
19:36 | <@Vornicus> | That, that, that... I needed that years ago. |
19:36 | <@Vornicus> | Damn it all. |
19:36 | <@Vornicus> | But that's not what I'm aiming at here, really |
19:37 | <@Vornicus> | (what I want to do is, I have a standard square tile map, and I want to "organicize" the things in it so it doesn't really, um, look like a square tile map.) |
19:39 | <@Vornicus> | But that thing there? |
19:39 | <@Vornicus> | Batshit awesome. |
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20:52 | < gnolam> | Argh |
20:59 | < gnolam> | UI decisions... |
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22:32 | < gnolam> | Eeep! |
22:33 | < gnolam> | Got a pretty nasty bug in my decay calculations. Luckily it hasn't affected anything so far. :o |
22:44 | | Phox|Bike is now known as Phox |
22:57 | < gnolam> | (Having several decay paths to the same daughter nuclide from the parent did... bad things to the calculated activity) |
--- Log closed Mon Aug 01 00:00:52 2011 |