--- Log opened Sat Jul 11 00:00:31 2015 |
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08:28 | < abudhabi> | How many commsats would one need to provide communications coverage for a planet of the Earth's size or smaller? |
08:38 | <@macdjord|slep> | abudhabi: 3, if you don't mind limited coverage at the poles. |
08:40 | <@macdjord|slep> | If you demand polar coverage - 6 would definately do it, but there might be orbital arrangements of 4 or 5 which work. |
08:41 | < abudhabi> | OK, I'll pick up 8 for backups. |
08:43 | <@macdjord|slep> | If you want backups, go with 10. |
08:44 | <@macdjord|slep> | That gives you two rings of 5, which means you can have one failure in either one and still have 100% coverage. |
08:44 | < abudhabi> | Works. |
08:45 | < ErikMesoy> | 4 should work, placed in a d4 pattern |
08:45 | <@macdjord|slep> | Or go with 8, and make the equitorial loop 5, and the polar loop 3, since if the polar loop fails, all that means is periodic coverage gaps in the extreem latitudes. |
08:45 | <@macdjord|slep> | ErikMesoy: I can't think of any set of orbits such that the 4 sats will always be in the same pattern to one another. |
08:47 | < ErikMesoy> | macdjord: I'd want to draw to check, but if you imagine the d4 initially standing on its edge so that you have two downside, two upside, then draw each one's orbit in the direction across a face to the middle of an opposite edge, I think it holds |
--- Log closed Sat Jul 11 09:29:45 2015 |
--- Log opened Sat Jul 11 09:30:09 2015 |
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13:11 | <&ToxicFrog> | Save/load now working \o/ |
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15:11 | | * Thalass hrms |
15:12 | <@Thalass> | my raspberry pi keeps losing it's internet connection. Or, at least, it becomes unresponsive when I try to ssh to it. It takes a while, though. A day maybe? Hrm. |
15:12 | <@Thalass> | (on wifi that is) |
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15:36 | <&ToxicFrog> | Thalass: does it respond to ping at this point or is it completely off the network? |
15:38 | <@Thalass> | It won't respond to ssh with its .local address, I haven't tried ping and haven't bothered to memorize it's IP until now. I'll let you know when it happens again. |
15:38 | <@Thalass> | I was thinking I could write a script to ping google every now and again and then restart the networking services if there was no response. |
15:39 | <@Thalass> | which is a bandaid solution but y'know |
16:08 | | * ToxicFrog nods |
16:08 | <&ToxicFrog> | That shouldn't be hard. |
16:08 | <&ToxicFrog> | You don't need the IP to use ping, if the name resolves you can just ping by that |
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16:29 | <~Vornicus> | but if the name doesn't resolve that's a problem |
16:30 | | * Thalass nods |
16:32 | | * [R] wishes IP KVMs were a bit more proliferated. Only sources I've found of them are lulzy expensive, or assume that theres only one country in the world. |
16:38 | | * ToxicFrog totally overhauls the positioning system |
16:38 | <&ToxicFrog> | I was planning to work on proper keyboard controls next, but I think what I really need is on-screen logging support |
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17:05 | <&ToxicFrog> | And done! |
17:07 | <@Thalass> | what's this for? |
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17:41 | <&ToxicFrog> | Hmm. |
17:41 | <&ToxicFrog> | Save invalidation across version boundaries might be a problem. |
17:41 | <&ToxicFrog> | Thalass: a tty-based demake of Dungeons of Dredmor |
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19:51 | < jeanvitale83> | +list |
19:52 | < jeanvitale83> | |list |
19:53 | <&Derakon> | You will not find file sharing on this network. |
19:54 | < ErikMesoy> | That's what they all say. |
19:54 | <@Thalass> | TF: sounds neat |
19:54 | < ErikMesoy> | Well, except the stupid ones who will shortly be getting a legal notice. |
19:55 | < ErikMesoy> | And then if they are the Pirate Bay they will send a formal insulting reply of "I don't know if you noticed, but Sweden is not a US state, Sweden is a country in Europe, go perform anatomically improbable acts". |
19:55 | < ErikMesoy> | I think my train of thought ran away from me now. |
19:58 | <&ToxicFrog> | Thalass: it will be if I ever finish it. |
19:59 | <&McMartin> | ErikMesoy: Well, in addition to not finding it much here, the admins have been known to occasionally configure things to auto-kline people who send list requests. Clearly that's not on just now. |
20:02 | <&ToxicFrog> | At the moment I have the ECS framework, save/load, rendering, and (hacky but working as a prototype) movement, collision detection, and on-screen logging |
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20:16 | <&McMartin> | What does ECS mean here? |
20:20 | <&ToxicFrog> | Entity-Component System |
20:26 | <&ToxicFrog> | Rather than having a class heirarchy, you go full on composition and each entity is just an id + a set of components, e.g. Position, Health, DamageReceptors, Control, AI... |
20:27 | <&ToxicFrog> | This is what LGS used for the Dark Engine. |
20:28 | <~Vornicus> | It's also how unity (at least appears to) work |
20:34 | <&McMartin> | Unity also includes what it calls "prefab objects" which serve as a form of prototype-based inheritance |
20:34 | <&McMartin> | And the .NET underbelly uses inheritance in the usual way (and there's a superclass called Behaviour or something that all your scripts have to implement to serve as a component) |
20:34 | <&McMartin> | (I have little experience with Unity still but I've poked enough to see both of those in action) |
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21:16 | <&ToxicFrog> | I am kind of rethinking how save/load works. |
21:16 | <&ToxicFrog> | At the moment, save just dumps the entire entity table, and an entity in the save file includes all of its components. |
21:16 | <&ToxicFrog> | The problem here is that if I add new components to an entity type, that only applies to newly created ones, not ones loaded from the save file. |
21:17 | <&ToxicFrog> | (changes to component code will take effect, but added/removed components won't) |
21:18 | <&ToxicFrog> | I am wondering if perhaps I should borrow more heavily from the Dark Engine and have a separate file with an [EntityType => (ComponentName, ComponentType, ComponentDefaults)] mapping |
21:18 | <~Vornicus> | The usual way as I understand it is that you have routines that promote old saves to new ones |
21:18 | <&ToxicFrog> | And then each entity in the save file contains a [name of component => differences from the component's default data] map |
21:21 | <&jerith> | Version your serialisation format and write migration code? |
21:31 | <~Vornicus> | I like how we both said the same thing different ways |
21:31 | <&Derakon> | Generally speaking my advice re: savefile compatibility is to not bother~ |
21:31 | <&Derakon> | People can finish their games on the current version and then upgrade when they start a new character. |
21:37 | <&ToxicFrog> | My main concern, honestly, is not savefile compatibility but modding/development compatibility |
21:38 | <&ToxicFrog> | If changes don't take effect except on new entity creation, it makes testing changes harder |
21:38 | <&ToxicFrog> | (I've already run into this once when I added a keyboard control component to the player and then loaded a save and the game livelocked) |
21:40 | <&jerith> | If each game object explicitly deserialises its part of the game state, it can take care of this kind of thing. |
21:41 | <&ToxicFrog> | No, it's much simpler than that |
21:42 | <&ToxicFrog> | And that would still require me to save somewhere information about the entity-type => component-set mapping, which brings me back to the question of why duplicate that in the save file |
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21:43 | <&jerith> | Ah. |
21:57 | | * McMartin updates some half-written Rust code to 1.x |
21:58 | <&McMartin> | Yep, this still isn't a finished language |
21:58 | <&McMartin> | Things that you can't yet do in stable: set your process's exit code |
21:58 | | * McMartin doesn't *need* that right now per se, but oy. |
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23:32 | <&McMartin> | Mmm. I think Osmium may be on its last legs. |
23:32 | <&McMartin> | Or at least its battery is. |
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--- Log closed Sun Jul 12 00:00:10 2015 |