code logs -> 2014 -> Tue, 09 Dec 2014< code.20141208.log - code.20141210.log >
--- Log opened Tue Dec 09 00:00:09 2014
00:15
<@Reiv>
ToxicFrog: How much difference do you see in a low-spec machine, though?
00:15
<@Reiv>
RAM is not exactly slow.
00:24 PinkFreud [WhyNot@Pinkfreud.is.really.fuckin.lame.nightstar.net] has quit [Ping timeout: 121 seconds]
00:26
<@gnolam>
RAM _is_ slow.
00:27
<&ToxicFrog>
Linux installed on Durandal :party squeaker:
00:27
<@gnolam>
RAM speed hasn't increased nearly as dramatically as CPU speed.
00:27
<@gnolam>
So it's quite often the bottleneck.
00:30
<@celticminstrel>
I'm still not sure whether I should load the entire terrain into memory instead of just four sectors... even with that, the game runs a bit slowly sometimes (though I think that might be partly because of the debugger).
00:32
<&ToxicFrog>
celticminstrel: performance is nothing unless you can prove you don't have it. See if it's slow without the debugger; profile it and see why it's slow.
00:33
<&ToxicFrog>
Unless you're doing something to all the loaded terrain all the time, loading more terrain into memory may increase load times but shouldn't bog things down at runtime.
00:33
<@celticminstrel>
Yeah, I don't think I'd be doing anything with more than four sectors no matter how much is actually loaded...
00:36
<@gnolam>
(Besides the speed of the RAM itself, there's also that pesky speed of light getting in the way. At 3 GHz (the speed of a reasonably modern CPU), light moves just 1 dm during a clock cycle. This creates Issues.)
00:40
<@celticminstrel>
I clearly need to take a closer look at animated terrain...
00:41
<@celticminstrel>
In general it seems that drawing is taking the majority of CPU time.
00:42
<@celticminstrel>
Especially scrollbars and backgrounds... due to my tiling routine.
00:43
<@celticminstrel>
Is there any reason to be worried about hitting a maximum number of textures?
00:58
< SmithKurosaki>
tf: why linux on durandal? not gaming on him anymore?
01:09
<&ToxicFrog>
SmithKurosaki: seeing how much gaming I can get away with on linux.
01:10
< SmithKurosaki>
Ahh, still have the windows partition at least?
01:10
<&ToxicFrog>
Yeah, I'm keeping that around.
01:10
< SmithKurosaki>
yay
01:11
<&ToxicFrog>
I'm going to do the same thing I did with thoth: dual boot until I realize I haven't booted into the windows partition in O(years)
01:11
<&ToxicFrog>
Increasingly, I find myself skipping games on Thoth not because they're the wrong OS but because it simply doesn't have the hardware to run them.
01:11
< SmithKurosaki>
So, Im getting a warning on my code in gcc
01:11
< SmithKurosaki>
thoth?
01:12
<@gnolam>
SmithKurosaki: what's the warning?
01:12
<&ToxicFrog>
SmithKurosaki: the laptop. I retired the Leela name.
01:13
< SmithKurosaki>
ahh, wasnt sure if you would pass it on. Leela was a good name :)
01:15
< SmithKurosaki>
integer constant is too large for ālongā type
01:15
< SmithKurosaki>
Its only a warning, but afaict, its keeping me from running my code
01:16
<&ToxicFrog>
You have a variable declared "long"; you are trying to store a number (specified as a numeric literal in your code) that won't fit in it.
01:16
< SmithKurosaki>
It also wont fit into a double
01:16
<&ToxicFrog>
E.g. long int x = 5000000000
01:17
<&ToxicFrog>
doubles have a 52-bit mantissa, what is this number?
01:17
<&ToxicFrog>
You can use a uint64 to get more range, but if it's too large even for that you'll have to either sacrifice precision or use an arbitrary precision math library like gmp.
01:18
< SmithKurosaki>
600851475143 Working on problems from project euler again to relearn c
01:19
<&ToxicFrog>
That should fit just fine in a double or a 64-bit int:
01:19
<&ToxicFrog>
> return math.log(600851475143, 2)
01:19
<&ToxicFrog>
39.128217458065
01:19
< SmithKurosaki>
Weird
01:20
<&ToxicFrog>
For the issues with double: make sure you're writing the constant as 600851475143.0 rather than just 600851475143? I think in the latter case it'll infer the type of the constant as "int" and then cast.
01:20
<&ToxicFrog>
For the issues with int: try "long long", or include <stdint.h> and use uint64_t
01:21
< SmithKurosaki>
hrm
01:21
<~Vornicus>
Why does that number look familiar?
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01:21
<&ToxicFrog>
Vornicus: Project Euler?
01:21 mode/#code [+o PinkFreud] by ChanServ
01:21
<~Vornicus>
oh, wait
01:21
<~Vornicus>
Yeah
01:21
< SmithKurosaki>
That
01:34 iospace is now known as io\PACKERS
02:19
<&McMartin>
https://community.qualys.com/blogs/securitylabs/2014/12/08/poodle-bites-tls
--- Log closed Tue Dec 09 02:35:01 2014
--- Log opened Tue Dec 09 02:35:10 2014
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03:54 * ToxicFrog officially releases emufun 1.1: https://github.com/ToxicFrog/EmuFun/releases
04:01 * celticminstrel is forced to resort to Google. That was... uh... surprisingly easy. Sometimes Google really does work very well!
04:02
<@celticminstrel>
In that case, I'll try keeping some kind of index of all textures ever tiled.
04:14
<@celticminstrel>
In fact, I could probably pre-populate it with the main ones that are most likely to be used.
04:16
<@celticminstrel>
Random unrelated observation: When XCode saves a file, TextWrangler loses track of it and thinks it no longer exists.
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06:02 * McMartin gets his C64 game half-playable, is tempted to abandon it immediately
06:07
<@celticminstrel>
I still have that vague idea of making the game of Kid Radd for something like NES... it's probably unlikely to happen, but still.
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19:56 * gnolam ponders color pickers.
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20:00
<@gnolam>
Hmm.
20:00
< Vorntastic>
Mcm! I seem to recall you used xml somewhere for monocle or something; I'm interested in why you chose it (or if you changed to something else, what advantages you assigned to xml when originally considering it)
20:02 * celticminstrel used XML for BoE dialog definitions but can't remember why I chose it; now is also using it for scenario files, but that's probably more just because I was already using it.
20:04 Reiv_ [NSwebIRC@Nightstar-q8avec.kinect.net.nz] has joined #code
20:07
<@gnolam>
Darned 2D representations of 3D data...
20:11 * gnolam flails a bit.
20:11
<@gnolam>
Probably better to leave it for now.
20:20 * abudhabi mumbles, grumbles, upgrades disk and processor.
20:20
< abudhabi>
886.2 PLN in total.
20:22
< abudhabi>
I'll order it tomorrow, have it shipped to my Polish address, assemble it when I'm there for Christmas, then haul it to Norway in the trunk.
20:23 Kindamoody is now known as Kindamoody[zZz]
21:09
<&McMartin>
Vorn: I used JSON for Monocle, on the grounds that it was easily parsed and represented recursive data well.
21:10
<&ToxicFrog>
I prefer EDN myself, but JSON is more widely supported.
21:20
<&McMartin>
The other advantage of JSON is that Monocle was my wheel-reinvention project, and JSON is dead simple to implement, even in C, and it played very well with the other libraries I was using there.
21:44
< Vorntastic>
Huh. I was wondering though about why, uh -- in what situations would xml be your tool of choice?
22:22
<&McMartin>
When producing stuff I intend to transform into HTML or XHTML later.
22:22
<&McMartin>
Wheen feeding structured data in bulk to automatic marshalling and unmarshalling systems.
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22:46
<@celticminstrel>
Marshalling?
22:47
<&McMartin>
http://en.wikipedia.org/wiki/Marshalling_%28computer_science%29
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--- Log closed Wed Dec 10 00:00:25 2014
code logs -> 2014 -> Tue, 09 Dec 2014< code.20141208.log - code.20141210.log >

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