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02:31 | <~Vornicus> | Ok, the gondola. |
02:33 | <&Derakon> | The gondola isn't evil. It's just a gondola. |
02:37 | <~Vornicus> | Big thing is this: it travels along predefined lines, which are all in the orthogonal directions. you can change what line you're on at a crossing. In order to make the game smoother, several things are done: 1. if you're moving along an N-S line and you're pushing E or W (or vice versa), it will accept this input as an appropritely-aimed N-S input that will get you to an E or W (depending) path faster. Note that this does not dominate |
02:37 | <~Vornicus> | chorded N or S. 2. if you're on an N-S line, are pushing NW or SW, and reach an intersection, you will transition to that path. |
02:41 | <~Vornicus> | In order to support this, I must have the lines and crossings available. in an early gamemaker version, what I had was a manuallly built path system: each path would cover half a block, and explicitly say which directions dominate, and which way to travel when a recessive direction is chosen, and which paths to transition to for various directions, and so forth |
02:43 | <~Vornicus> | This was time-consuming and full of errors. |
02:45 | <&McMartin> | This sounds alarmingly like Trace Vector's controls scheme |
02:46 | <~Vornicus> | (there were a full 50 paths. I don't think I ever managed to find all the errors) |
02:46 | <~Vornicus> | (sorry, correction: 56 paths) |
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02:51 | <~Vornicus> | Finally, if you release the controls, you will instead drift slowly, generally in the direction you were going at the time of release... but you will, if you are sufficiently close to a dock, instead drift toward the dock, and if you're at a dock you'll stop. |
02:59 | <~Vornicus> | Hm. Thoughts: you should never reverse direction unless your input state changes. the world should be discrete, with fixed timestep; drift happens every second physics frame; this makes it so I never have to go "this timestep will put me past a turn I should have taken, time to recalculate and see where I really end up" |
03:22 | <~Vornicus> | ...no, the drift-every-second-frame is bad for any possible interpolation; it wouldn't look at all smooth if you travel more than 1px/frame. instead you do move at half speed but you only switch to powered on even physics frames. All junctions and docks must have even locations in that scheme. If lag is annoying you can even give a 1-frame 3-point speed boost if your powered move starts on an odd frame so you land on where you would if |
03:22 | <~Vornicus> | you had started non-drift on the *previous* frame |
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03:26 | <~Vornicus> | though that would need the recalculate |
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04:10 | <~Vornicus> | Okay. the gondola's path system is simple: I just start with a list of lines and docks. I can then bake: "what line is this dock on?" and "where are the junctions and what are their natures?", associating each junction with the lines that it is on so if I have the line I'm on I can find the junctions to push to. |
04:25 | <~Vornicus> | Then the only thing is that the "garage" path has a flag that says "don't bake this junction onto the line it touches" |
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04:45 | <~Vornicus> | Then I think I just tell the thing that if you drift to a T junction and must turn, you turn... right, I guess. |
04:46 | <&Derakon> | Just look at how Link to the Past handled it in Turtle Rock~ |
04:51 | <~Vornicus> | LttP used explicit tiles for all its platforms; it actually had non-junction crossings. |
04:52 | <~Vornicus> | (but thanks for the reminder of the ref) |
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05:22 | <~Vornicus> | tiles actually isn't a bad idea either, though it does somewhat limit my pathing options |
05:22 | <~Vornicus> | ...though the original also had this sort of issue, being a Commodore game |
05:26 | <&McMartin> | The Commodore certainly liked tiles |
05:26 | <&McMartin> | Though these guys were sprites |
05:26 | <&McMartin> | I remember ripping them for you >_> |
05:26 | <@[R]> | <Yossarian> I wonder how difficult it would be to create client-side bots, essentially, for certain games. I mean, I know it would be difficult just not sure how I would do it (discussion in #codelove on irc.slashnet.org, I can relay stuff too) |
05:28 | <&McMartin> | ... isn't that, like, a single-player game |
05:28 | <&McMartin> | I mean, is he postulating arcade mode in Street Fighter here |
05:28 | <&McMartin> | Or a chess opponent |
05:38 | <~Vornicus> | The *guys* were sprites |
05:39 | <~Vornicus> | The paths might have been tiles |
05:42 | <~Vornicus> | oh, no, they could not have been! |
05:42 | <~Vornicus> | Because one path goes down the middle of a 5-tile-wide canal, and another down the middle of a 4-tile-wide canal |
05:48 | <~Vornicus> | One thing that was nice in my gamemaker version was that the paths near a dock would actually kind of push up - you'd float down the middle of the canal but would move to the side for the dock |
05:53 | <~Vornicus> | McM: live TASbot |
06:10 | | * Vornicus copies this chatlog into his notes, needs to organize the thoughts into something that can be coded. |
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08:02 | < catadroid> | Today - hardening our smart pointer types against threaded usage |
08:02 | < catadroid> | Fun times |
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09:48 | <@abudhabi> | McMartin: "abstract" -> "declared here, not implemented here", "static" -> "attached to the class, not the object", "abstract static" -> "declared on this class, not implemented on this class". |
09:49 | <@abudhabi> | So you could make a child class that overrides and implements a given static method. I would have found it useful at least once before. |
09:59 | | * TheWatcher stab and stab and stab the Cygwin X11 setup |
10:03 | <&McMartin> | abudhabi: Well yes, but, well, that's a function pointer. Without being attached to an instance it's not even a closure |
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10:21 | | * gnolam grinds his teeth. |
10:21 | <@gnolam> | We really need a standard Stabbing as a Service implementation. |
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10:38 | <@TheWatcher> | I'd pay for time using that service. |
10:45 | <@abudhabi> | McMartin: Null pointers are allowed, right? |
10:47 | <@abudhabi> | Java permits stuff like YourClassHere.doStuff(). There's no instance there, either. |
10:47 | <@abudhabi> | I don't see what would be so wrong with letting that work with inheritance. |
10:47 | <@abudhabi> | Well, abstract inheritance. |
11:10 | | * abudhabi mutters darkly. |
11:10 | <@abudhabi> | Damn heisenbug. |
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12:28 | <@gnolam> | TheWatcher: I'm at the point where I'm considering appending "... YOU FUCKING IDIOT" to some of the error messages. |
12:28 | <@gnolam> | I'd probably get away with it. |
12:28 | <@gnolam> | It's not like they're reading them anyway. |
12:28 | <@TheWatcher> | Well, yeah, exactly. |
12:30 | <@TheWatcher> | A while ago I saw an idea for handling popup error messages, the sort that people just always click 'okay' on without ever registering it: make them modal, prevent copy and paste in the window, and disable the okay button until the user has typed the important part of the error message they have been shown into a text box. |
12:31 | <@Tamber> | Still won't make it sink in. |
12:33 | <@TheWatcher> | Probably not. But it might irritate them almost as much as their blindly clicking through and complaining "IT NO WORKING" irritates the poor sods who need to support them. |
12:33 | <@Tamber> | :D |
12:35 | <@TheWatcher> | And, y'know, for accessibility it needs to read out the whole dialog, and refuse to enable the 'okay' button ontil it has finished. |
12:38 | <@TheWatcher> | (you might be able to guess that this behaviour makes me a trifle irked) |
12:38 | <@Tamber> | Just a tiny bit. |
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13:52 | | * Emmy GRRRRS |
13:53 | < Emmy> | why does my query include all the records i do NOT want when i go "IS (wrong data)", but does not exclude those when i go "IS NOT (wrong data)"! :( |
13:53 | < Emmy> | instead, it gives zero results. :/ |
14:05 | < Emmy> | OK, managed to fix that, now it balks that i haven't given a FROM statement when /i have/ |
14:05 | < Emmy> | Oh access. don't you ever change. |
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14:45 | < Emmy> | Yay. Database restructuring is done |
14:45 | < Emmy> | now to fix the mess of code that got broken because of it. :P |
14:48 | < Emmy> | Fortunately any of the acces forms using data from the database have been updated automatically, but any VBA code hanging behind them has not |
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15:17 | < Natanian> | For fuck sake |
15:18 | < Natanian> | People at school are getting the ip adress banded |
15:37 | < Emmy> | banded, even? |
15:38 | < Emmy> | i've heard of banned ips, but never of banded ips |
15:39 | <@Tamber> | You paint each number different colours; sorta like bands on resistors. |
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17:40 | < catadroid> | Huh. I just found a big optimisation in shared_ptr |
17:40 | < catadroid> | How exciting :3 |
18:25 | <@gnolam> | https://twitter.com/thepunningman/status/695196440558243840 |
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20:14 | <@TheWatcher> | gnolam: .... |
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20:54 | <&McMartin> | "It looks like the problem is that this computer's Stonehenge assembly is incomplete" |
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--- Log closed Fri Feb 05 00:00:09 2016 |