--- Log opened Sat Mar 12 00:00:21 2016 |
--- Day changed Sat Mar 12 2016 |
00:00 | | Derakon[AFK] is now known as Derakon |
00:00 | | mode/#code [+ao Derakon Derakon] by ChanServ |
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00:09 | <&McMartin> | Whoa. |
00:09 | <&McMartin> | https://github.com/Croteam-official/Serious-Engine |
00:10 | <@gnolam> | For a second there, I read it as "CryEngine", and thought "there's no way they'll put that shit up for other people to view".~ |
00:11 | <&Derakon> | Oh, the classic games' engine. |
00:11 | <&Derakon> | Still, nifty. |
00:22 | <@Alek> | the Serious Engine was very nifty for its time. |
00:23 | <&McMartin> | ISTR it basically being the first one to really handle wide-open spaces decently |
00:24 | <@Alek> | not just the tricks like variable gravity and portals and etc, but it could handle hundreds, if not thousands, of enemies on maps many miles square, decent physics, and it scaled down as well as up. |
00:25 | <@Alek> | my PC at the time of Second Encounter was a generation or two short of the minimum requirements, but the game ran. took 5 minutes to load a level or quicksave, but it ran. :D |
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02:04 | <&ToxicFrog> | Hmm. How should I denote message handlers in a class definition? |
02:04 | <&ToxicFrog> | Er, s/class/component/ |
02:05 | <&ToxicFrog> | I guess I could sidestep the problem by abolishing methods entirely and making every function defined in a component a message handler~ |
04:23 | | * Vornicus pokes unmotivatedly at duck paths |
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04:30 | <~Vornicus> | I guess what I should really be doing is setting clipping areas. I'm not exactly sure whether the c64 *can* do that, but that's what it looks like it's doing; the ducks appear to disappear behind things. |
04:31 | <&McMartin> | Sprites all have strict linear priority, 0-7 being front to back |
04:31 | <&McMartin> | Each sprite can be individually set to be above or below the "text" |
04:32 | <~Vornicus> | What I'm looking at specifically is: when the ducks are walking through the buildings, there are places where they should be |
04:32 | <~Vornicus> | uh |
04:32 | <&McMartin> | visible through windows? |
04:32 | <~Vornicus> | Well, they're visible through windows on the one hand |
04:33 | <~Vornicus> | ...heh. now that i say it out loud I know how the ducks are done but not the gondola |
04:33 | <~Vornicus> | ...but only partially, because there's still confusing bits here. |
04:34 | <~Vornicus> | So thinking at it this means that the *windows* are actually the background color, and the *water* is characters |
04:34 | <~Vornicus> | Except that you can also get the ducks to come out of side paths and appear on open bridges after coming out of buildings |
04:35 | <~Vornicus> | and the gondola -- I don't know how that works. there's two horizontal bridges so you can flip the above-below-text flag at that scanline, but there's also a vertical bridge. |
04:35 | <&McMartin> | I think there may be some crazypants stuff involving multicolor bitmap mode here, that lets you have multiple background colors. |
04:36 | <~Vornicus> | ---which since it's not on the same scanlines as any characters you can also set the bgcolor at the scanline |
04:43 | <~Vornicus> | I feel partially like I'm getting too into the details here but I do need a way to be able to draw all these layers without things, like, sticking out, and this was confusing me, and now, I think, it is clear. |
04:47 | <~Vornicus> | The gondola sits in front of water but behind bridges; the water is itself in front of ducks that are inside buildings; there's also a layer that's in front of building-to-bridge interfaces, so I can have walls-duck-bridge. |
04:52 | <~Vornicus> | so I have: water & docks, bridges, buildings, from bottom to top. Most ducks are behind the water; ducks on bridges are in front of the bridges but behind the buildings; the gondola is in front of the water but behind the bridges. |
04:55 | <~Vornicus> | and then behind *all* of that I have blackness. |
05:14 | | * Vornicus pokes around in paint.net, teasing apart the layers. |
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08:42 | <&McMartin> | I seem to have forgotten. Given a file in a debianoid, how do I determine which .deb it came from, if any? |
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15:06 | <&ToxicFrog> | Argh. Naming is hard. |
15:09 | <&jeroud> | Are you deciding what your cache invalidation algorithm should be called? |
15:16 | <@ErikMesoy> | Carnival Midway Peasant. |
15:22 | < gizmore> | invallidate |
15:36 | <&jeroud> | raccone dition |
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18:08 | < Azash> | jeroud: Luther is good |
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21:08 | <&McMartin> | New Bumbershoot post! https://bumbershootsoft.wordpress.com/2016/03/12/fli-part-1-16-color-mode/ |
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22:02 | | Vornotron is now known as Vornicus |
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22:43 | | * Vornicus discovers a bug in his code, has no idea how the hell it's happening |
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23:31 | | Kindamoody|out is now known as Kindamoody |
23:37 | | Kindamoody is now known as Kindamoody[zZz] |
--- Log closed Sun Mar 13 00:00:43 2016 |