--- Log opened Sat Jan 07 00:00:10 2012 |
--- Day changed Sat Jan 07 2012 |
00:00 | <@jerith> | And I'm not really using enough of networkx to be worth pulling the whole thing in. |
00:00 | <@jerith> | And I can probably do this in a more effecient way anyway. |
00:01 | <@jerith> | But it isn't really slow at the moment, so meh. |
00:01 | | 459AACNR6 is now known as himi |
00:07 | | * Vornicus wanders the source code. Is not used to C++. This may cause difficulties. |
00:10 | <@jerith> | Quite. |
00:11 | <~Vornicus> I haven't written C++ in 7 years; I haven't written C in about 4. |
00:14 | < gnolam> | Yikes. |
00:14 | < Red_Queen> | Why not? |
00:14 | < gnolam> | Back in 2004/2005, VC6 was still in widespread use... :-/ |
00:16 | | Reiver [orthianz@3CF3A5.E1CD01.C6689C.33956A] has quit [Ping timeout: 121 seconds] |
00:20 | <~Vornicus> Because I haven't done anything that required better performance than I could get off Python. |
00:26 | | You're now known as TheWatcher[T-2] |
00:28 | | * himi is in the same situation, aside form a bit of hacking on someone else's C code a few months back |
00:28 | <@himi> | Though you can substitute bash/perl/python for python alone . . . |
00:29 | | You're now known as TheWatcher[zZzZ] |
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00:47 | <@jerith> | Vornicus: https://github.com/jerith/depixel has proper pixel polygon drawing now. |
00:48 | | * jerith actually looks at the next part of the paper. |
00:54 | <@McMartin> | I find myself continuously needing C++ for the system calls. |
01:40 | <~Vornicus> It elides how it decides where to relink the beziers - it says it can be done but I don't know interpolation that well. |
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02:49 | | * Vornicus frowns at this code |
02:51 | <~Vornicus> I have a sinking feeling I'll be chasing this around in circles. |
02:54 | <~Vornicus> wtf, why is there hungarian in here |
02:56 | <~Vornicus> I'm not liking this plan. |
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03:05 | < Red_Queen> | 035347 | <Vornicus> wtf, why is there hungarian in here <- This line in itself, context or not, is awesome. |
03:05 | <@McMartin> | Red_Queen: Sadly, this refers to "Hungarian Notation", not random text in Hungarian. |
03:06 | < Red_Queen> | I know. |
03:10 | < Red_Queen> | That's why I wrote "Contaxt or not." |
03:13 | | * Vornicus gnargs. |
03:32 | < Red_Queen> | What happens if you feed a vorn after midnight? |
03:33 | < celticminstrel> | What's hungarian notation again? |
03:35 | < ToxicFrog> | celticminstrel: prefixing a variable name with some letters representing additional information about it. |
03:36 | < ToxicFrog> | There's two types, Systems Hungarian (which is what most people mean by "hungarian notation"), where the prefix encodes the actual type of the variable; and Apps Hungarian, where it encodes the intended usage. |
03:39 | < celticminstrel> | Oh that. |
03:40 | < celticminstrel> | Apps Hungarian...? |
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04:08 | <@McMartin> | Apps Hungarian is really just another form of type tags. |
04:17 | <~Vornicus> In my case, several of the things here are WCHAR_T* wszYaddaYadda |
04:18 | <~Vornicus> Which is to say that they're wide-char zero-terminated strings. |
04:29 | <~Vornicus> Gneh. I don't have an ide, this is going to be troublesome. |
04:30 | | * Vornicus hops between two dozen source filestrying to figure out what he's looking for. |
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05:18 | <~Vornicus> nope. screw this, gonna ask for help with that once I've managed to get this a bit more presentable. |
05:26 | | * Vornicus does, however, check the number of different entities he'll eventually have to deal with for map drawing. |
05:38 | <~Vornicus> Okay. walls (two types - the "hard" wall is filled in with something that looks more like the surface of the wall), floors (six types, each with a different texture), pits, water, trapdoors over both pits and water,, five types of door, four of which can have closed versions 4-adjacent to open ones..."bridges" which I guess I haven't met in the game yet, upward and downward stairs, broken and |
05:38 | <~Vornicus> secret walls, and then we have various overlays. |
05:42 | <~Vornicus> I'll have to worry about the overlays when it's the ortho tile; that should change the connectivity graph. |
05:50 | <~Vornicus> The hardest part will be trapdoors; still not exactly sure how that will work. |
05:53 | < Janus> | Oh, what's this? *crowds* |
05:54 | <~Vornicus> Janus: I'm applying the depixelization algorithm to DROD |
05:54 | <~Vornicus> And enumerating the things I will have to deal with. |
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05:57 | <~Vornicus> Hnnnng, okay, let's see if this is complicated or not. |
05:58 | < Janus> | Oh! It's always neat seeing how depixeling things affect my sprites. Couldn't fathom how it manages to do it though |
06:01 | <~Vornicus> jerith's gotten further than I have because he's working straight off the paper and is a better coder than I am. |
06:01 | <~Vornicus> I am not really all that good but somehow people think I am, and then I'm doing a lot of custom stuff in here. |
06:04 | <~Vornicus> oh where's the link |
06:05 | <~Vornicus> https://github.com/jerith/depixel there we are. |
06:06 | < Janus> | You must be pretty good if you taught me how to program. Must've been like trying to squeeze blood from a stone. Or how to do basic math at least |
06:07 | <~Vornicus> RIght now I'm going through the rulebook of drod and figuring out what things I need the connectivity graph(s) to do. |
06:08 | <~Vornicus> Right now i'm puzzling over water; I could have sworn there was a boat entity. |
06:12 | <~Vornicus> And if there /is/, then I have an interesting problem: water land/land water is supposed to have both diagonals. |
06:20 | <~Vornicus> Aha, there it is. |
06:21 | | Kindamoody is now known as Kindamoody|out |
06:21 | <~Vornicus> Boat (techinically "platform") entities do not take diagonals if either of the cardinal directions are unavailable. |
06:23 | <~Vornicus> Janus: first and foremost I am a teacher. |
06:23 | < Janus> | Oh, I get it. So the corner would be used to connect the land instead. |
06:24 | <~Vornicus> RIght. |
06:25 | <~Vornicus> oh, you should see my current progress. |
06:25 | <~Vornicus> http://www.flickr.com/photos/7861878@N06/6605223235/ |
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06:27 | <~Vornicus> I need to correct the corner choices so that there's somewhat less distortion (places where two polys of the same color meet should have only vertical or horizontal or slope 1 lines; none of the slight slopes you see) |
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06:30 | <~Vornicus> Also i need to figure out mitre line joins and some other crazy polygon shit, and rendering in something other than POV-Ray, which is probably the dumbest rendering decision ever, what the crap Vorn. |
06:30 | <~Vornicus> But most importantly, and listen to me carefully now |
06:30 | <~Vornicus> I need to sleep. |
06:30 | <~Vornicus> Badly. |
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06:31 | <~Vornicus> As evidenced by the fact that my girlfriend is now tugging at my arm. |
06:31 | < Janus> | Oh wow, so smooth, aha. It'll be something to behold once there's more contours. |
06:31 | < Janus> | Yes, go and 'sleep'! *shot* |
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08:54 | <@jerith> | Vornicus: There's your problem. You need to sleep /well/, not badly. |
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09:17 | | You're now known as TheWatcher |
--- Log closed Sat Jan 07 09:35:58 2012 |
--- Log opened Sat Jan 07 09:36:54 2012 |
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09:56 | < maoranma> | I fucking love #tropers, they talk about everything there. |
09:56 | < maoranma> | We're talking about http://en.wikipedia.org/wiki/Muggle_Quidditch and the fact that if they didn't have the stupid brooms, it would actually be kinda awesome |
10:16 | <@jerith> | Quidditch is designed specifically to be all about the snitch, which is why the scoring is so biased. |
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17:39 | <@jerith> | Oh, cool. networkx gices me some tools I thought I'd have to build myself. |
17:40 | <@jerith> | *gives |
17:59 | <~Vornicus> like what? |
18:00 | <@jerith> | nx.connected_component_subgraphs() for one. |
18:00 | <@jerith> | .isolates() as well, although it seems I don't actually need that one. |
18:30 | <~Vornicus> Nice. |
18:31 | <~Vornicus> Yeah, I don't think you'll particularly need isolates; you'll get all you need for that from connected_component_subgraphs |
18:32 | <@jerith> | There are a few places where I remove nodes that have become disconnected. |
18:33 | <@jerith> | But I do that as part of collapsing the valence-2 nodes which distorting the pixel shapes. |
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20:09 | <@ToxicFrog> | Hrm. One of my SATA hot-swap bays appears to have failed. |
20:09 | <@Tamber> | Oh dear. |
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20:14 | <@ToxicFrog> | The drive is fine, but I can't really leave it where it is (perched on top of the server with cables coming out the side) |
20:14 | <@ToxicFrog> | If for no other reason than that the cat will murder it |
20:15 | <@Tamber> | Indeed. |
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--- Log closed Sun Jan 08 00:00:52 2012 |