code logs -> 2012 -> Sun, 13 May 2012< code.20120512.log - code.20120514.log >
--- Log opened Sun May 13 00:00:17 2012
00:07 * ToxicFrog decides on a working name for his project: Warpcore
00:25
<&McMartin>
Ha ha ha ha ha
00:25
<&McMartin>
"You are expected to be able to read C and reasonable C++ code."
00:25
<&McMartin>
Emphasis mine
00:35
< Rhamphoryncus>
heh
00:36
<&McMartin>
What the Hell is this
00:37 * McMartin takes the section on "Vector multiplication", has it taken out and shot
00:37
<~Vornicus>
Quite.
00:39 * Rhamphoryncus gives you more ammo. You'll need it once you've started shooting bad explanations :P
00:39
<&McMartin>
This one isn't merely bad, it's false in every meaningful respect, and actively harmful.
00:39
<&McMartin>
There are two forms of vector multiplication, neither of which he presents, and both of which have geometrical interpretations.
00:39
< Rhamphoryncus>
heh
00:40
<&McMartin>
"I'm not going to assume you know any linear algebra [because if you did you would punch me in the face right now]"
00:41
< Rhamphoryncus>
hehe
00:42
< Rhamphoryncus>
I'm trying to understand depth buffer precision. It takes a float, normalizes it to 0..1, then stores that in an integer. However, if the float was 32 bit and the integer is also 32 bit what possible value is there in converting to an integer? You've already lost the precision by using a float
00:42
< Rhamphoryncus>
and you lose MORE by switching to an integer
00:43
<&McMartin>
If you're doing order comparisons, integer oprations will be simpler in hardware, I think.
00:43
< Rhamphoryncus>
hrm
00:44
<&McMartin>
This is for "what goes in the Z-buffer"?
00:44
< Rhamphoryncus>
yeah
00:45
<&McMartin>
Yeah, I bet it's so that you don't need a floating point unit to do occlusion tests on fragments
00:45
< Rhamphoryncus>
I'm planning to have a very large world (long view distances) that also lets you zoom in close. I know that's going to be problematic so I'm trying to educate myself on the options
00:45
<&McMartin>
Hrm
00:46
<&McMartin>
You shouldn't have to worry about this, since the clip space gets smaller (and thus depth precision increases) as you zoom in.
00:46
< Rhamphoryncus>
wait a sec
00:46
< Rhamphoryncus>
http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html
00:46
< Rhamphoryncus>
The behaviour there isn't flat. It's still behaving like floating point
00:47
< Rhamphoryncus>
The intent is to let you look out the window of a train. That will leave your distance pretty high
00:50
< Rhamphoryncus>
So I think you're right about making the occlusion tests simpler
00:50
< Rhamphoryncus>
But I still don't know what the actual precision is
00:51 * Vornicus thinks. a relatively simple bit transform should make floats directly comparable as integers...
00:52
< Rhamphoryncus>
It seems very biased towards near locations
00:52
<&McMartin>
That sounds like the right way to do it, tbh.
00:52
< Rhamphoryncus>
Perhaps it was designed to maximize what you get out of 16 bits and the extension to 24 and 32 was incidental
00:53
<&McMartin>
Also, stuff is likely to be "bunched up" more in the back so that the end result isn't visible to the user
00:53
<&McMartin>
Which speck of mud is in front back there isn't important; it's just mud
00:53
<&McMartin>
But which sheep is in front of which sheep next to the train is very important.
00:53
<~Vornicus>
(the multiplication presented there by the way is called the "cartesian product" and is used pretty much exclusively for non-square scaling)
00:54
< Rhamphoryncus>
Yeah, I'm not bothered by having a bias. I just get the impression that it's more than the float itself. I could be wrong though
00:55
<&McMartin>
The mapping may not be surjective.
00:55
<&McMartin>
(surjective?)
00:55
<&McMartin>
It might not use all the integers.
00:56
< Rhamphoryncus>
hrm. The sjbaker page does give the formula
00:57
< Rhamphoryncus>
which is.. a + b / z. a and b are constants derived from your znear/zfar. The result is then scaled by 2**depth
01:01
< Rhamphoryncus>
And poking at it in qalculate.. every doubling of distance gives you half as much precision
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01:03
<&McMartin>
That sounds about right
01:03
< Rhamphoryncus>
Obviously that means the upper end is pretty close to insignificant
01:04
<&McMartin>
The closer you are to zfar, the closer you are to the pop point
01:04
<&McMartin>
If the user can distinguish errors back there then your zfar isn't ze far enough.
01:05
< Rhamphoryncus>
hrm
01:06
< Rhamphoryncus>
Add a couple orders of magnitude and you WILL gain more precision at long distances
01:06
<&McMartin>
Sure
01:06
<&McMartin>
I guess the danger is if you're shuffling cards in the foreground.
01:07
< Rhamphoryncus>
or only a negligible amount :/
01:07
<&McMartin>
THis sounds like one of those things you shouldn't worry about until you can prove you have a proble, imo
01:07
<&McMartin>
*problem
01:09
< Rhamphoryncus>
I just want to understand it
01:09
< Rhamphoryncus>
And in particular I've seen mentions of having 32bit depth buffers, which could be a significant improvement
01:12
<~Vornicus>
(it still feels like you should be able to take an iee754 single and convert it with simple bit ops to things you can compare with integer comparison. it's probably a complement on the negatives so their values go largest to smallest.
01:13 You're now known as TheWatcher[T-2]
01:16
< Rhamphoryncus>
24 bit at 100km should only have a precision of around half a km, but 32 bit is down to only a few meters
01:16
< Rhamphoryncus>
So I'll have to experiment when I get to that point. It's a "maybe"
01:17
< Rhamphoryncus>
(8 bits -> 256 times the precision? Seems pretty obvious)
01:19 You're now known as TheWatcher[zZzZ]
01:20 * Vornicus pokes. Yes, okay, this can be done very simply.
01:20
<&McMartin>
(Tricky because 'precision' has a bunch of metrics, and they might sneak in some logarithmics somewhere)
01:21
<&McMartin>
(Not sure if 'resolution length' will be one of them)
01:22
<&McMartin>
Hmm, I wonder if I can get these gltut things running on my MBP.
01:35
< Rhamphoryncus>
main battle processor?
01:35
<&McMartin>
MacBook Pro.
01:35
<&McMartin>
Looks like the graphics card is just good enough
01:37
<&McMartin>
Oh C
01:37
<&McMartin>
I guess the other reason for "reasonable C++ code" is because C code in OpenGL is intrinsically unreasonable
01:38
<&McMartin>
Also, OK, looking through the first couple of chapters here
01:39
<&McMartin>
It's pretty clear that a good "modern OpenGL" project would simply be to rewrite the svaf renderer library to use buffer objects and vertex/fragment shaders instead of CVAs.
01:39
<&McMartin>
But I was using CVAs in a manner unnervingly similar to these VAOs.
01:40
<&McMartin>
There's only one call I'm not seeing yet
01:41
<&McMartin>
(CVAs had something like glDrawArrays but which let you submit the vertices repeatedly, out of order, for rendering purposes.)
01:42
<&McMartin>
Oh man, that is *dirty*
01:42
<&McMartin>
I'd better learn about geometry shaders before walking that path too far
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01:47
<&McMartin>
Hmm. Looks like OpenGL 3.x deprecated explicitly defined outputs for color and normal from the vertex shader, at least if this tutorial isn't playing silly buggers again.
01:48
< Noah>
How do you color them? Draw with with dryerase on the screen?
01:50
<&McMartin>
Pass a 3-vector to the fragment shader by whatever means (possibly as a defined output of the vertex shader!) that the fragment shader may then interpret as a color, should it so choose.
01:50
< Noah>
I see *puts markers away(
01:51
<&McMartin>
Oh hey
01:51
<&McMartin>
My respect for this tutorial is marginally restored
01:51
< Noah>
Oh good
01:52
< Noah>
Now you're life can continue undaunted by such silly things such as bad tutorial
01:52
< Noah>
TheNewBoston gave me a lot of info about Python, but if I have to slice roastbeef[:] again...
01:53
<&McMartin>
Heh
01:53
<&McMartin>
Well, here, it's "oh, it talks about gimbal lock and how to not have it, hooray"
01:54
< Noah>
What the hell is a gimbal lock?
01:54
<&McMartin>
"Gimbal lock" is how homing-missile-style setups go Horribly Wrong (tm) if you store their position as a pair of rotations.
01:55
< Noah>
Ah
01:55
<&McMartin>
A gimbal is one of those steampunk gyroscope mount things.
01:55
<~Vornicus>
Noah: open an FPS
01:55
<~Vornicus>
Look straight up
01:55
<~Vornicus>
Spin around.
01:55
<~Vornicus>
Note how what you're aiming at doesn't change in the slightest.
01:55
< Noah>
Ah
01:55
<~Vornicus>
That's gimbal lock.
01:57
<&McMartin>
And it means that if you're using FPS-like controls for a game agent and it has an AI routine like "now go point at target X", if it has to change direction it will freak the fuck out
01:57
< Noah>
And if the coding in the game is so bad that your aimer DOES move?
01:57
<&McMartin>
It's actually deliberately blocking 'straight up' to prevent this, most likely.
01:57
< Noah>
I see
01:57
<&McMartin>
Gimbal lock is considered "bad"
01:57
< Noah>
Like a tank gun
01:57
<&McMartin>
Right.
01:58
< Janus>
I'm sure an alternative is to allow the AI to bend backwards and shoot upsidedown
01:58
< Noah>
that's what I do
01:58
< Noah>
then I get banned
01:58
<&McMartin>
The correct solution basically involves putting an invisible globe around your homing missile or whatever and plot a course on it from where it's pointed and where it's intended to point, then follow that path.
01:58
<&McMartin>
It turns out that you can model that with an extention to complex numbers called "quaternions", which this tutorial also covers
01:58
<&McMartin>
So good for it!
01:58
<&McMartin>
MCMARTIN BOOMS, "I AM WELL PLEASED"
02:01
< Noah>
quaternions, I've heard that before somewhere
02:02
< Noah>
Oh shit
02:02
< Noah>
It's got numbers like i, k, AND j?
02:02
<&McMartin>
And all of them are square roots of -1!
02:03
< Noah>
FFFFF
02:03
<&McMartin>
This is one of those things like exponentials of imaginary numbers that turn out to be really handy when used in specific ways.
02:03
< Noah>
Such as making your FPS ai NOT freak out
02:04
<&McMartin>
It's more important for flight sims, actually
02:04
<&McMartin>
You want enemy ships to turn to point at the target and not try to simultaneously turn backflips and end up flying 45 degrees off of horizontal while upside-down as a result
02:05
< Noah>
It seems like I've seen that issue in a FPS before, when an AI goes to turn around it just swings up then rotates
02:05
< Noah>
Maybe that was just more bad programming
02:06
<&McMartin>
That's a pretty classic case of gimbal lock, though
02:06
<&McMartin>
I mean, you're kind of restating it.
02:06
< Noah>
Oh
02:06
< Noah>
Oh right, I get it now
02:06
<&McMartin>
Setting up your aiming system so that gimbal lock can happen is bad programming, and wildly changing height while trying to yaw is a major part of the aforementioned the-fuck-outfreaking.
02:07
< Noah>
The gimbal lock is the alternative to using a quaternion complex number plane
02:07
< Noah>
And it's bad
02:08
<&McMartin>
Right
02:08
<&McMartin>
Though it *is* easier to implement in terms of glRotate.
02:08
< Noah>
Which is why everyone and your mom does it
02:08
<&McMartin>
Which isn't a function anymore in OpenGL, perhaps precisely because it encourages this.
02:08
<&McMartin>
Right.
02:10
<&McMartin>
This is also reminding me that I never really got the hang of impostors
02:10
<&McMartin>
And I'm wondering if fragment shaders mean now I don't have to.
02:22
<~Vornicus>
"impostors"?
02:23
<~Vornicus>
Note that in fps, gimbal lock is in a certain sense unavoidable - that's how humans work, approximately.
02:34
< Rhamphoryncus>
McMartin: I don't think most FPS's can have gimbal lock because they don't have roll. Pitch and yaw are controlled independently
02:37
< Rhamphoryncus>
imposters aka billboards aka sprites. There's some distinction but that's the basic idea
02:39
< Rhamphoryncus>
And AI might exhibit gimbal lock if you jump over them, but you could just as well call that modeling of human behaviour.. and I expect they'd cheat and turn fast enough to keep up just fine
02:43
< Rhamphoryncus>
eh, wikipedia disagrees with me and says 2d is still gimbal lock
02:45
<~Vornicus>
ah those.
02:45
<&McMartin>
Yeah, basically, the trick I never mastered was "put stuff in clip space that's oriented in camera space
02:47
< Rhamphoryncus>
with an imposter you mean?
02:48
<&McMartin>
Yeah
02:48
< Noah>
I never look up when someone jumps over me in a FPS, I spin around while moving opposite the direction they're moving, they gotta land after all, and bullet will be waiting
02:49
< Rhamphoryncus>
Off hand.. apply coordinates to camera matrix to find center point, then draw without the camera matrix
02:49
<&McMartin>
Ofc, in TF2 that won't work because they'll have by then rocket-jumped off your hat
02:49
<&McMartin>
Rhamphoryncus: Yeah, something like that.
02:49
<@rms>
http://www.telusplanet.net/public/stonedan/source.txt <-- SSDS (It's VB 5 code. Yes 5. Does not work on 6.) Good for a laugh, or a cry.
02:50
< Rhamphoryncus>
rms: it's on telus. I'm already trying to decide between laughing and crying
02:50
<@rms>
Heh
02:51
<&McMartin>
SSDS?
02:51
< Noah>
No, they would've jumped into my hats stacked ontop of each other like so much Hatris
02:51
<@rms>
SpectateSwamp Desktop Search
02:51
<@rms>
Either the guy is completely retarded (but able to "code"); or a really dedicated troll.
02:52
< Rhamphoryncus>
wait, wasn't that a guy that posted on thedailywtf?
02:52
<@rms>
Yes
02:52
< Noah>
Some trolls are highly dedicated, so that's not an easy call
02:54
< Rhamphoryncus>
I'm surprised thedailywtf is still up. In one piece that is
02:54
<@rms>
Heh
02:55
<@rms>
The unofficial channel merged into #codelove on Slashnet a while ago
02:55
< Rhamphoryncus>
Everybody must be saying "naw, too easy, too obvious"
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12:31
< jeroid>
o/
12:31
< jeroid>
In line at customs in Washington DC.
12:32
< jeroid>
Arrived late, connection leaves in 30 minutes. Exciting times.
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13:49
< sshine>
has anyone here used k-dimensional trees for effectively accessing many points in high dimensions (3+)?
13:52
< sshine>
I've only read the Wikipedia article ( http://en.wikipedia.org/wiki/K-d_tree ) and used the datastructure a while back. I wonder if it's always the case that dimensions are cycled through linearly, or if it makes sense to partition the space in some other way that better relates to the weight of the space.
13:55 Kindamoody|afk is now known as Kindamoody
13:58
< sshine>
ah, I'm lazy. they're called adaptive k-d trees
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14:30
< gnolam>
http://alan.dipert.org/post/153430634/the-march-of-progress
14:58
< ShellNinja>
Hahaha.
14:58 * EvilDarkLord wtfs, finds that his Ubuntu installation appears to have vanished after rebooting. The relevant partition seems to be almost empty, and the installer doesn't detect it being installed at all. And GRUB is crashing to boot.
14:59
< EvilDarkLord>
Well, I had backups for all except my most recent work, no biggie. Just in case, though, anything obvious I should try before reinstalling?
15:02
< sshine>
EvilDarkLord, are you sure it's not just the partition table that is gone?
15:02
< EvilDarkLord>
sshine: I can't say. How would I check? Read random places from the partition and see if there's anything left?
15:03
< sshine>
EvilDarkLord, or recreate it if you know exactly where it was.
15:05
< EvilDarkLord>
sshine: The partition (ntfs) still appears to be present, it just has very little stuff on it.
--- Log closed Sun May 13 15:11:13 2012
--- Log opened Sun May 13 15:11:31 2012
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15:17 * EvilDarkLord reads across it, finds insufficient nonzero stuff to account for an installation.
15:42
<@ToxicFrog>
EvilDarkLord: er, you installed Ubuntu to an NTFS partition?
15:42
<@ToxicFrog>
I didn't know that was supported.
15:42
<@ToxicFrog>
Also, if you can still see the partition at all, it's not that the partition table is gone (if it were you would probably want to use testdisk to recover it)
15:48
< EvilDarkLord>
ToxicFrog: Sort of. You can install it inside an NTFS partition, but you cannot see the contents trivially from inside Windows.
16:08
<@ToxicFrog>
Oh, it installs a filesystem image or something
16:08
<@ToxicFrog>
Did you install it under windows using Wubi?
16:22
< EvilDarkLord>
I think I figured out why it broke. Suffice to say it was embarrassing.
16:24
< EvilDarkLord>
I installed it once under Wubi, not this time though.
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23:09 * TheWatcher eyes github
23:13
<@TheWatcher>
Oh, right, that's why the icons have all gone to shit. Brilliant/
23:20
<@rms>
What
23:21
<@TheWatcher>
They've replaced the old graphical icons with a custom font
23:21
<@TheWatcher>
"Octicons Regular"
23:21
<@TheWatcher>
contains glyphs that are the icons
23:21
<@TheWatcher>
which is fucking mental
23:22
<@rms>
:/
23:23
<@TheWatcher>
Especially when you've turned off web fonts because you don't like the crap some web designers pull with them
23:24
<@rms>
Ha
23:33
<@TheWatcher>
Aaand, I can't find a download of an actual bloody .ttf/.pfb/.afm, either
23:33
< Rhamphoryncus>
Can't you use a svg as an image now?
23:33
<@rms>
svg is an image.
23:53 jeroid [jerith@Nightstar-7658afb4.tmodns.net] has quit [[NS] Quit: Bye]
23:55 * TheWatcher fixes it, by converting the woff to ttf, and using a user stylesheet
--- Log closed Mon May 14 00:00:37 2012
code logs -> 2012 -> Sun, 13 May 2012< code.20120512.log - code.20120514.log >

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