code logs -> 2012 -> Sun, 02 Dec 2012< code.20121201.log - code.20121203.log >
--- Log opened Sun Dec 02 00:00:09 2012
00:33
<~Vornicus>
Oh, duh.
00:33 You're now known as TheWatcher[T-2]
00:34
<~Vornicus>
To make new game and load game both work without issue, both create a semi-serialized structure that the true game object deserializes to get the game going.
00:38 You're now known as TheWatcher[zZzZ]
00:39
<&McMartin>
07:58 <&ToxicFrog> Don't use arrays~
00:39
<&McMartin>
No choice; this is for interop
00:41
<&McMartin>
(Specifically, for dealing with java.awt.image.BufferedImage so that I can build spritesheets with Clojure scripts, and precompute shadings in ways that proper blitters never quite get right >_<)
00:41
<~Vornicus>
So New Game and Load Game both produce basically parsed json structures and then the actual model object builds the shit around them.
00:41
<~Vornicus>
"precompute shadings"?
00:42
<&McMartin>
If I'm trying to arrange things that have alpha values, blitters perform alpha blending instead of actually just copying over the alphas, generally
00:42
<&McMartin>
Or they ignore alpha entirely
00:42
<&McMartin>
You have to block pixel copies.
00:43
<&McMartin>
It turns out Java's relatively convenient for this if you're using PNGs because it's got a handy 32-bit-color class and knows all the relevant formats.
00:43
<&McMartin>
But it's Java, which is a pain, so I wrote up some interop routines so I could use Clojure for that.
00:49 * Vornicus realizes the pun in a certain Minecraft mod.
00:55
<~Vornicus>
The Equivalent Exchange mod allows you to use the Transmutation Tablet to convert objects into other objects based on their "EMC" value; you can also use a Klein Star to store stuff, in which case you don't need to give it specific stuff. Compare to the Kleene Star...
01:07
<~Vornicus>
Okay so. Planets have random locations (restricted to not being 8-connected; I have this written already), random names (chosen from a list in a file), random classes (done by shuffling a list of classes ie 1 1 1 1 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 4); class 4 planets are homeworlds for the major factions, others are set to the neutral faction which has no real AI
01:08
<&McMartin>
Oh, your horrible pun has reminded me.
01:08
<~Vornicus>
uh oh
01:08
<&McMartin>
Also, VornMoo
01:08
<~Vornicus>
I should flee screaming shouldn't I.
01:08
<&McMartin>
Nah
01:08
<&McMartin>
But, how constrained is ship design in VornMoo?
01:08
<&McMartin>
Is "more flexibility in what you can mount" a thing to research?
01:09
<&McMartin>
Because if so, the top tier vessel - corresponding to the Metamorph or the Nubian in Stars! - should be the Voidstar.
01:09
<~Vornicus>
VornMoo was to be a faithful remake of MoO1, and as such, uh
01:10
<&McMartin>
Just mount points then.
01:10
<~Vornicus>
All ships could mount up to four different types of weapon and three different accessories.
01:10
<&McMartin>
Yeah
01:10
<&McMartin>
Oh well.
01:10
<&McMartin>
void * puns will have to wait~
01:10
<&McMartin>
(The Nubian was named because n00bs kept whinging about equipment restrictions)
01:11
<~Vornicus>
The thing I'm building now is not VornMoO but actually Galactic Vorntiers, from the old Mac game Galactic Frontiers. Which I still haven't gotten running to actually examine its entrails.
01:12 Kindamoody[zZz] is now known as Kindamoody
01:14 963AADPM6 is now known as froztbyte
01:14
<~Vornicus>
(for those of you playing the home game: in MoO, your technology improved 1. what equipment is available to mount and 2. how cheap that equipment is. Ships can also carry more stuff at higher tech levels.)
01:15 * froztbyte does not know what Mo0 is
01:15
<&McMartin>
Master of Orion, an old strategy game by Microprose.
01:15
< froztbyte>
MoO* ?
01:16
< froztbyte>
oh
01:16
< froztbyte>
ah yes, the name is known to me, though I never played it
01:16
<~Vornicus>
Came out in 1990, same year as Civilization and X-COM
01:16
< froztbyte>
iirc Worms was the thing from Microprose that I had the most exposure to
01:16
<~Vornicus>
It was a good year.
01:16
< froztbyte>
I had a weird childhood in that sense
01:16
<&McMartin>
X-COM was also Microprose
01:17
< froztbyte>
parents didn't even want to get me a console ever, so my days of playing MK2 were when I could get away to a friend's house
01:17 * McMartin is old, so Worms was "eh, Scorched Earth is already a thing"
01:17
< froztbyte>
had a 386 at home, and a very limited supply of things I could get with sneakernet
01:19
< froztbyte>
'91~'96: 386, '96~'98: 133MHz P1 that slowly got morphed into a 200MHz MMX, '98~'00: MMX, '00: 500MHz P3 with an SiS 6326 at the start
01:19
< froztbyte>
later upgraded to a Riva TNT
01:20
< froztbyte>
and through all this time, it was always the family computer
01:20
< froztbyte>
so I didn't get to do all that much, either
01:20
< froztbyte>
in '04 I finally got my own rig
02:39
<&McMartin>
Hrm
02:39 * McMartin pokes at stuff
02:39 * McMartin remembers he wrote a program to do that poking for him.
02:40
<~Vornicus>
what poking is being done?
02:41
<&McMartin>
When a certain call made it into OpenGL.
02:41
<&McMartin>
As opposed to being simulated in GLU
02:41
<&McMartin>
(Answer: The ARB_framebuffer_object extension, which was added to core in 3.0.)
02:41
<~Vornicus>
hooray, ARGLE
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02:42
<~Vornicus>
Okay vornda needs to fucking stop.
02:42
<&McMartin>
Some of this hasn't properly ARGLEd yet; specifically, the bit where extensions become core
02:43 thalass is now known as Thalass|KSP
02:47
<&McMartin>
OK, this is a job for Python
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03:14
<~Vornicus>
Okay, next tasks: learn to render text, use that to render the name, ship count, fort count in overload situations. Convert rendering to a spritesheet. Draw more planet shapes for each size.
03:15
< thalass>
Planet shape: Round.
03:15
< thalass>
>.>
03:15
<~Vornicus>
Well. Planet sprites.
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03:18
<&McMartin>
Success
03:18
<&McMartin>
mcmartin@osmium:~/devel/argle$ ./argle Material\ Texture.cpp
03:18
<&McMartin>
Minimum required version of OpenGL: 2.0
03:18
<&McMartin>
Required extensions: GL_ARB_sampler_objects, GL_ARB_uniform_buffer_object, GL_NVX_conditional_render
03:18
<&McMartin>
Some extensions part of OpenGL by version: 3.3
03:18
<&McMartin>
Remaining extensions: GL_NVX_conditional_render
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03:22
<~Vornicus>
\o/
03:23
<~Vornicus>
what's conditional render do?
03:23
<&McMartin>
I have no idea. I just picked a token I knew was never imported into core.
03:24
<&McMartin>
It's nVidia specific and marked experimental; I must assume it is from the era when Nothing Fucking Worked.
03:24
<&McMartin>
However, a function with a very similar name became part of OpenGL 3.0, so.
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03:41
< Tarinaky>
McMartin: Worms 2 was awesome though.
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03:55
<&McMartin>
Hm, OK, one more feature before ARGLE can be 1.1
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13:35
<&McMartin>
Elch
13:35
<&McMartin>
OK, one thing that unmistakably sucks about Game Maker is that there's no good way to export room formats.
13:35 * McMartin extracts the geometry of his test level with a text editor and a lot of tile counting.
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15:46 * Tamber mentally page faults
15:47
<@Tamber>
What's the name of the <condition> ? <a> : <b> operator thingy in C/Perl/et al?
15:48
< gnolam>
It's usually referred to as either simply the "conditional operator" or the "ternary operator".
15:48
<@Tamber>
Aha, ternary! Thank-you.
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23:19
< iospace>
http://threepanelsoul.com/2012/11/19/on-legacy-code/
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23:46
<&McMartin>
Whoops
23:46
<&McMartin>
Well, time to learn more about git.
23:46
< gnolam>
And I still say that the difference is mostly in the skill level of whoever wrote the legacy code.
23:50 * simon` is completing his BSc in CS somewhat behind schedule. I decided to speed up a little, and now it seems I have three months next year I have to fill out with something else.
23:52
<&Derakon>
Yeah, that strip isn't really accurate IMO.
23:53
<&Derakon>
Even a master maintaining legacy code isn't really doing what I'd call craftsmanship.
23:54
<&McMartin>
Stewardship.
23:55
<&McMartin>
Now, *extending* legacy code...
--- Log closed Mon Dec 03 00:00:24 2012
code logs -> 2012 -> Sun, 02 Dec 2012< code.20121201.log - code.20121203.log >

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