code logs -> 2017 -> Thu, 12 Jan 2017< code.20170111.log - code.20170113.log >
--- 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.
17:04 catadroid` is now known as catadroid
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
code logs -> 2017 -> Thu, 12 Jan 2017< code.20170111.log - code.20170113.log >

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