--- Log opened Thu Jan 12 00:00:29 2017 |
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01:57 | <&[R]> | Data structure question, trying to figgure out how I want to store walls on a grid. With the specific setup in mind, I don't want the walls to be a full tile, but rather be on the space between tiles. |
01:58 | <&[R]> | I'm trying to figgure out how I want to store it without it being too much of a hassle for rendering/pathfinding |
01:58 | <&McMartin> | How dynamic is this |
01:58 | <&[R]> | Right now I have an array that's twice the size of the tile array, all even indexes are a west-wall, all odd are a north-wall |
01:58 | <&McMartin> | Laziest answer is a 4-bit number for each room |
01:59 | <&[R]> | The walls could be made of differing materials or possibly be a door |
01:59 | <&McMartin> | ... won't you still need east and south walls, or are you extending the value? |
01:59 | <&McMartin> | That'll do, at any rate |
02:00 | <&[R]> | (0,0)'s south wall is the north wall of (0,1) |
02:01 | <&McMartin> | OK, so, it should actually be not twice the size of the tile array, but extend one row and one column beyond. |
02:01 | <&McMartin> | So you can have doors on the east or south edges |
02:01 | <&McMartin> | Dungeon crawlers do sometimes like them some one-way doors, but I guess you're not planning on Wizardry-ing it up. |
02:02 | <&[R]> | I'm doing this in JS, so I could add meta-data to a tile/wall fairly easily |
02:03 | <&[R]> | I don't understand what you mean by the "one row and one column beyond" bit |
02:03 | <&McMartin> | OK, so, say you have a 10x10 dungeon |
02:03 | <&McMartin> | Your wall array needs to pretend it is 11x11 |
02:03 | <&McMartin> | Because to find the east wall of (9, 0), it needs to check (10,0)'s west wall. |
02:03 | <&[R]> | Right |
02:04 | <&McMartin> | So, that's larger than "twice the size of the tile array" |
02:04 | <&McMartin> | That's all |
02:04 | <&[R]> | Oh, yeah |
02:04 | <&[R]> | That was somewhat implicit already |
02:05 | <&McMartin> | Oh, transition tiles, so no edge ever has a wall? |
02:05 | <&McMartin> | That's sane too |
02:05 | <&[R]> | Transition tile? |
02:06 | <&McMartin> | "Move from one map to the other by moving into a space that's an edge tile. Edge tiles aren't 'really' part of the map; they just exist as coordinates that mean 'move if you would go here'" |
02:06 | <&McMartin> | For something like Dragon Warrior or Ultima, towns on the overworld map would be similar despite not being at the edges |
02:06 | <&[R]> | Ah, I was going to impliment something like Minecraft's chunks |
02:07 | | * McMartin nods |
02:07 | <&[R]> | I'm making an editor, so expandable canvas is desirable |
02:07 | <&McMartin> | There I'm less helpful; most of my experience in playing with this stuff is early-2D or notionally-2D |
02:07 | <&[R]> | Ah, basically the map'll be broken in to 16x16 regions |
02:08 | <&[R]> | Unfortunately that means a 16x16 map'll be 4 chunks, but this is for the editable data structure, when I save it I'll store it as a 1d array |
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11:37 | <@abudhabi> | TheWatcher: Related to that grayscale thing, I've now got a bizarre issue in Edge. |
11:37 | <@abudhabi> | There are two containers I want to grayscale. The first one is not grayscaled, the second one is. |
11:37 | <@abudhabi> | Other browsers grayscale both. |
11:40 | <@Tamber> | Have you sacrificed a chicken? |
11:40 | <@abudhabi> | I don't even have a chicken. ;_; |
11:49 | <~Vornicus> | abudhabi: got a fiddle for it |
12:00 | <@abudhabi> | Nah, I'm currently working on a workaround: editing the images to be grayscale in the first place. |
12:01 | | * TheWatcher arghs, stabs at virtual-env |
12:04 | <@TheWatcher> | How I love dealing with packages that aren't managed by the OS package manager and break horribly when things like openssl are upgraded |
12:08 | | * abudhabi makes a fiddle, which bizarrely works in Edge. |
12:08 | <@abudhabi> | I figure it's some other issue with styling, not the grayscaling itself. |
12:29 | <~Vornicus> | likely. |
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16:09 | | * gnolam >_<s, starts bashing his head against his desk. |
16:09 | <@gnolam> | They want to roll out. On motherfucking XP. |
16:10 | <@Tamber> | ... wait... WHAT?! |
16:11 | | * gnolam starts looking for something sharp to gently but firmly shove into his frontal lobe. |
16:11 | <@TheWatcher> | Wha? |
16:13 | <@TheWatcher> | I'm... missing something. |
16:16 | <@Tamber> | Not as much as they're missing. |
16:23 | | Irssi: #code: Total of 36 nicks [35 ops, 0 halfops, 0 voices, 1 normal] |
16:27 | <@gnolam> | TheWatcher: not much to miss. A customer s suddenly saying "Oh hey, we want to deploy |
16:28 | <@TheWatcher> | Oooh |
16:28 | <@gnolam> | *A customer is suddenly saying "Oh hey, we want to deploy some of these on XP, that's cool with you, right?" |
16:28 | <@TheWatcher> | Windows XP. |
16:28 | <@abudhabi> | Price just doubled. :V |
16:30 | <@gnolam> | (Sorry, the sudden loss of brain function from reading that has apparently left me unable to type properly) |
16:31 | <@TheWatcher> | That's, uh... yeah |
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16:51 | <&jerith> | Those days when 25% of your production cluster nodes decide they don't actually *need* a working filesystem... |
16:53 | <&jerith> | Hopefully I have enough brain left after that for some Stellaris. |
16:53 | <&jerith> | Because that's my plan for the rest of the day. |
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17:31 | < catadroid> | https://beta.companieshouse.gov.uk/company/10542519 |
17:55 | <@TheWatcher> | Sneeerk |
17:56 | <@abudhabi> | Someone did their homework on injection security. |
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20:44 | | * TheWatcher eyes his client log window, >.<s and remembers to turn off the debugging output on this script |
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--- Log closed Fri Jan 13 00:00:30 2017 |