--- Log opened Mon Nov 28 00:00:09 2016 |
--- Day changed Mon Nov 28 2016 |
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00:54 | <&McMartin> | Heh |
00:54 | | * McMartin uploads all his mad hattery to the GitHub. |
00:54 | <&McMartin> | This has dramatically increased the number of langauges the repository thinks it has |
00:54 | <&McMartin> | It's now reporting: Assembly 89.3% Pascal 4.8% BASIC 4.1% C 1.0% Python 0.4% Batchfile 0.2% Makefile 0.2% |
01:09 | <&McMartin> | New Bumbershoot post: https://bumbershootsoft.wordpress.com/2016/11/28/hlls-in-dos-mixing-in-assembly- code/ |
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02:51 | <&McMartin> | Also, oh goodness, I have found a Thing. |
02:51 | <&McMartin> | https://bumbershootsoft.wordpress.com/2016/11/28/a-much-belated-acknowledgement/ |
02:52 | <&McMartin> | This is going to make it much easier to get Sound Blaster digital audio code to work. |
03:33 | <@celticminstrel> | Hm, Firefox understands binary literals. |
03:52 | | * McMartin eyes the number of dials the AdLib card has |
03:53 | <&McMartin> | If I do a "one key for every control you can waggle, per direction you can waggle it" I'm looking at 29 keys |
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05:31 | <@celticminstrel> | Why did I write my rotate() function to take a cardinal direction indicating how to rotate... :| |
05:32 | <@celticminstrel> | I should've made it use the 'cw' and 'ccw' and 180 constants used by Creature.prototype.turn()... |
05:49 | <@celticminstrel> | Why are right and left reversed... |
05:50 | <@celticminstrel> | Pfff, the mountain range runs straight through the swamp. |
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06:54 | <@celticminstrel> | So many coordinate transformations. X_X |
07:41 | <@celticminstrel> | Well, the dungeon generation works. |
07:41 | <@celticminstrel> | With one caveat. |
07:41 | <@celticminstrel> | Patches are overlapping. |
07:42 | <@celticminstrel> | And thus the later one overwrites. |
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14:16 | <@celticminstrel> | I kinda wish I could define a local variable to be a property. |
14:17 | <@celticminstrel> | Like var x = get() {return x.u;} or something. |
14:17 | <@celticminstrel> | Except change one of those x's. |
14:37 | <@celticminstrel> | I should definitely give some visual indication when the tile just out of sight is passable... |
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14:38 | <@celticminstrel> | Either that or implement full scrolling, which would probably be a pain since different regions may require different coordinate transformations. |
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15:47 | <@celticminstrel> | Connecting things together is hard. |
15:48 | | * Tamber gets the duct-tape |
15:56 | <@celticminstrel> | I'm not gonna check whether these stairs are being slapped down in the middle of a corridor rather than a room. |
16:29 | <@celticminstrel> | I don't suppose I can use something like A* to create connectivity? Normally it'd be used to test it, right? |
16:31 | <@celticminstrel> | Or Djikstra. |
16:32 | <@celticminstrel> | ^Dijkstra |
16:34 | <@celticminstrel> | Even if so, ROT's version is probably unsuitable... I'd think you'd need to be able to assign empty space a low cost and walls a high cost. |
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19:14 | | * McMartin hrms |
19:14 | <&McMartin> | OK, I think I understand the PCM-through-the-PC-speaker trick now. |
19:14 | <&McMartin> | Maybe I'll be able to replicate it tonight. |
19:47 | <@celticminstrel> | Whee, ¹²â2 |
19:55 | <@celticminstrel> | Sawtooth and square are so harsh. Sine is boring. Triangle is best beep of the four. |
19:57 | <@celticminstrel> | (I wonder if it's a good idea to create the oscillator once and just reuse it each time...) |
20:01 | <&McMartin> | If you're talking PC speaker, that's actually a different technique that I've already got working |
20:02 | <&McMartin> | ... for square waves, because that's what the hardware actually supports |
20:13 | <@celticminstrel> | Nah, JS audio context. |
20:14 | <@celticminstrel> | I should probably add a gain node though. |
20:14 | <@celticminstrel> | It's not as bad as a triangle, but might be a tad loud. |
20:14 | <&McMartin> | Do a sharp downward pitch bend on triangle and you get the Mega Man electric-tom |
20:15 | <@celticminstrel> | I don't even know how to schedule a pitch change in the middle of the sound. |
20:15 | <@celticminstrel> | I'm sure it's possible. |
20:15 | <@celticminstrel> | It'd be weird not to be. |
20:15 | <@celticminstrel> | (Using this API, I mean.) |
20:16 | <@celticminstrel> | It was just a small diversion though, now I'm implementing FOV. |
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20:33 | <@Azash> | https://twitter.com/campuscodi/status/803264358864351233 |
20:51 | <&VirusJTG> | yup, sounds about right |
21:38 | <@celticminstrel> | I could probably wander through this maze of twisty passages forever... |
21:38 | <@celticminstrel> | Well, twisty passages and rooms. |
21:39 | <&McMartin> | \o/ |
21:40 | <@celticminstrel> | Needs more interesting stuff though. I guess it's almost time for loot and monsters. |
21:40 | <@celticminstrel> | Though at some point I should try to make the map more reliably connected. |
21:40 | <@celticminstrel> | Sometimes you might end up stuck in your initial area because it just happened to not get any descent spots. |
21:41 | <@celticminstrel> | And sometimes the descent spots just drop you in the middle of a wall with nothing there except the stairs back up... |
21:44 | <~Vornicus> | Sounds like you're generating like it's a giant grid instead of the standard method of progressive generation |
21:44 | <@celticminstrel> | I guess? |
21:45 | <@celticminstrel> | Unlike the previous one I'm not generating each level as you first enter it. |
22:13 | <~Vornicus> | More along the lines of - you don't start, at each floor, with the staircase and generate connections and rooms from there |
22:15 | <@celticminstrel> | I suppose I could do it that way, but I'd probably have to generate it all from scratch instead of using ROT's generators. (Which I've done before, so I could do it, but it's more work.) |
22:15 | <@celticminstrel> | Plus I still need to ensure that stairs are always accessible from your starting point. |
22:23 | <~Vornicus> | the progressive method shouldn't generally need it unless your connectivity isn't walkability |
22:32 | <@gnolam> | http://minimaxir.com/2016/07/stack-overflow/ |
22:32 | <@gnolam> | "Visualizing How Developers Rate Their Own Programming Skills" |
22:32 | <@gnolam> | (Based on Stack Overflow survey data) |
22:35 | | Kindamoody [Kindamoody@Nightstar-0lgkcs.tbcn.telia.com] has joined #code |
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22:37 | <&McMartin> | That's pretty interesting. |
23:10 | | Kindamoody is now known as Kindamoody[zZz] |
23:38 | <@TheWatcher> | Yeah, it really is! |
23:39 | | * Vornicus is a 9 in some areas and like a 3 in others and it's annoying 'cause he needs those others |
23:39 | <@gnolam> | I suspect that if you did the same thing on a gamedev forum you'd see a lot more Dunning-Kruger in action.~ |
23:40 | <&McMartin> | Heh |
23:40 | <&McMartin> | That's in interesting question, too |
23:40 | <&McMartin> | Do I grade on depth or breadth? |
23:41 | <~Vornicus> | I don't know but honestly I'd say you're in the 10 zone |
23:41 | <&McMartin> | I'm also the 11+ years of experience range |
23:41 | <&McMartin> | But, well, I'm still a 3 in the administration range |
23:41 | <&McMartin> | *right now*, anyway |
23:41 | <&McMartin> | I'm pretty aggressive about selling myself as "I learn fast" |
23:41 | <&McMartin> | Though man, CoreMedia.framework has kind of been clowning me this past week |
23:42 | <&McMartin> | Porting iOS code to macOS given the current zeitgeist of "The Mac is an abandoned and decaying product" is hitting home kind of hard |
23:42 | <&McMartin> | So much of macOS is older and inferior codebases that they really could have updated around, oh, 10.6 without anyone really noticing |
--- Log closed Tue Nov 29 00:00:43 2016 |