--- Log opened Tue Aug 28 00:00:37 2018 |
00:16 | | macdjord|wurk is now known as macdjord |
00:29 | | celticminstrel [celticminst@Nightstar-v1qb0r.dsl.bell.ca] has joined #code |
00:29 | | mode/#code [+o celticminstrel] by ChanServ |
00:40 | | VirusJTG [VirusJTG@Nightstar-42s.jso.104.208.IP] has quit [Connection closed] |
00:43 | | VirusJTG [VirusJTG@Nightstar-42s.jso.104.208.IP] has joined #code |
00:43 | | mode/#code [+ao VirusJTG VirusJTG] by ChanServ |
00:57 | | Derakon[AFK] is now known as Derakon |
03:35 | | Pink [user1@Nightstar-g7hdo5.dyn.optonline.net] has quit [Ping timeout: 121 seconds] |
04:08 | | Degi [Degi@Nightstar-ijckcq.dyn.telefonica.de] has quit [Connection closed] |
04:55 | | celticminstrel [celticminst@Nightstar-v1qb0r.dsl.bell.ca] has quit [[NS] Quit: KABOOM! It seems that I have exploded. Please wait while I reinstall the universe.] |
04:59 | | Derakon is now known as Derakon[AFK] |
05:39 | | Vornicus [Vorn@ServerAdministrator.Nightstar.Net] has joined #code |
05:39 | | mode/#code [+qo Vornicus Vornicus] by ChanServ |
05:44 | | Vornicus [Vorn@ServerAdministrator.Nightstar.Net] has quit [Ping timeout: 121 seconds] |
05:50 | | VirusJTG [VirusJTG@Nightstar-42s.jso.104.208.IP] has quit [Connection closed] |
05:50 | | VirusJTG [VirusJTG@Nightstar-42s.jso.104.208.IP] has joined #code |
05:51 | | mode/#code [+ao VirusJTG VirusJTG] by ChanServ |
07:12 | | himi [sjjf@Nightstar-1drtbs.anu.edu.au] has quit [Ping timeout: 121 seconds] |
07:18 | | Vornicus [Vorn@ServerAdministrator.Nightstar.Net] has joined #code |
07:18 | | mode/#code [+qo Vornicus Vornicus] by ChanServ |
07:27 | | Vornicus [Vorn@ServerAdministrator.Nightstar.Net] has quit [Ping timeout: 121 seconds] |
09:29 | | Vornicus [Vorn@ServerAdministrator.Nightstar.Net] has joined #code |
09:29 | | mode/#code [+qo Vornicus Vornicus] by ChanServ |
09:34 | | * TheWatcher headdesks |
09:35 | <@TheWatcher> | I swear I'm the only fucking developer in this institution who keeps production and development and testing separate |
09:42 | | Kindamoody[zZz] is now known as Kindamoody |
10:39 | | Degi [Degi@Nightstar-pkumc7.dyn.telefonica.de] has joined #code |
10:44 | | gnolam [lenin@Nightstar-ego6cb.cust.bahnhof.se] has quit [[NS] Quit: ADVENTURE] |
11:16 | | Emmy [Emmy@Nightstar-9p7hb1.direct-adsl.nl] has joined #code |
13:41 | | macdjord is now known as macdjord|wurk |
14:35 | | * Vornicus fights with the dual thingy. Hate geometry again. |
15:09 | | Degi [Degi@Nightstar-pkumc7.dyn.telefonica.de] has quit [Connection closed] |
15:36 | <~Vornicus> | Okay. issues currently arise because there's two edges that don't have twins. |
15:36 | <~Vornicus> | The reason they don't have twins is that they encompass the entire universe. |
15:37 | <@TheWatcher> | The solution is obviously to make a larger universe around the universe~ |
15:38 | | * Alek looks at Exapunks... |
15:38 | <@Alek> | is that pseudo-Assembly? |
15:39 | <~Vornicus> | I can technically twin them with each other but tbh I have no idea at all what that would do. |
15:48 | <@TheWatcher> | Try it and see? >.> |
15:49 | <@TheWatcher> | (As long as you don't inadvertently destroy the universe, we're fine!) |
15:58 | <~Vornicus> | ...though to be fair I should probably crush some of these other problems as well. Looks like I'm getting points in the dual that aren't points for one thing |
16:50 | <~Vornicus> | Ok: one of the big issues is that, when generating the dual I have to collect these infinitely distant points; this means, because all points in the dual have corresponding faces, that the distant faces are necessary in the original delaunay triangulation; this, I cannot avoid. |
16:54 | <~Vornicus> | Putting the two fully-distant edges as twins of one another has done ... something terrible, honestly, and I'm not sure how or what it means: I have a point that appears 3 times in the 11-gon around this point, and I don't even know if it's a valid 11-gon |
17:07 | <~Vornicus> | it is not, the repeated point is not actually a point but the vestigial point that is created for the false face. ... That's not enough though, and I certainly shouldn't be getting *that* many |
17:52 | | Degi [Degi@Nightstar-pkumc7.dyn.telefonica.de] has joined #code |
18:45 | | Emmy [Emmy@Nightstar-9p7hb1.direct-adsl.nl] has quit [Connection closed] |
18:45 | | Emmy [Emmy@Nightstar-9p7hb1.direct-adsl.nl] has joined #code |
18:47 | <&McMartin> | Alek: Yes. So is TIS-100, and so is Shenzhen I/O, by the same developer. |
18:47 | <&McMartin> | Zachtronics games are generally always resource constraint puzzles in programming-puzzle guise. |
18:52 | <&[R]> | What would a programming-puzzle be instead of those? |
18:55 | <~Vornicus> | Ugh. I don't even have a good idea of what it's doing in there. |
18:55 | <~Vornicus> | ...nor what it *should* be doing, really |
18:57 | <~Vornicus> | Like, it looks like it should work for non-special cases, but the fact of the existence of the special cases in *every* mesh makes it so I have to make sure the special cases actually work or it won't even get that far! |
19:15 | <~Vornicus> | but making the special cases work means figuring out what it should be doing in that case and ...honestly I'm stuck here. I don't see a way out at all. |
19:27 | <&McMartin> | [R]: They are usually problems about making something "physically" go places |
19:28 | <&McMartin> | TIS-100 for instance is a web of very weak parallel processors and a lot of the skill of the game is in using the communications web between processors as extra registers or timing controls |
19:29 | <&McMartin> | The first Zachtronics game that really made it big was SpaceChem, where the physical transport of components is a key aspect of it |
19:33 | <~Vornicus> | ugh. Okay. Do one out by hand, figure out what I'm up against. |
20:25 | | M-E [Emmy@Nightstar-9p7hb1.direct-adsl.nl] has joined #code |
20:27 | | Emmy [Emmy@Nightstar-9p7hb1.direct-adsl.nl] has quit [Ping timeout: 121 seconds] |
21:39 | <~Vornicus> | https://cdn.discordapp.com/attachments/474705430434807819/484099480585502750/unknown.png aaaaaaaaaaaa |
21:39 | <~Vornicus> | answer: make sure your things actually have the right meta table |
21:40 | <&McMartin> | OK, that *does8 look like a proper Vornonoi and not the dual |
21:41 | <&McMartin> | There's something weird about the black regions on the edges though, they seem to have two points each usually |
21:41 | <~Vornicus> | The black regions do not have the regions drawn |
21:41 | <~Vornicus> | Because they extend to infinity. Next up is to do clipping on those |
21:41 | | * McMartin nods |
21:42 | <&McMartin> | I also think I espy a couple places where the color selection algorithm has gone wrong |
21:43 | <~Vornicus> | Color selection is 100% random |
21:43 | <&McMartin> | Aha |
21:43 | <~Vornicus> | I pick a random rgb with each component 0.25 to 1 |
21:43 | <&McMartin> | then yeah, some birthday paradoxes or close to them |
21:43 | <~Vornicus> | Very nearly yes, like around the top right thirds corner I see one right off |
21:43 | <&McMartin> | The ones jumping out at me were in the lower left |
21:44 | <&McMartin> | Anyway, your like implies there's a Vornonoi discord out there |
21:44 | <~Vornicus> | I linked it to the Love2d discord |
21:45 | <~Vornicus> | Next up: clipping |
21:45 | <&McMartin> | aha, makes sense |
21:47 | | * McMartin fires up the Exapunks soundtrack as he begins tearing apart a ton of code he didn't write |
21:51 | <&McMartin> | Did something in particular motivate this Voronoi project, or is it just that Voronoi diagrams are awesome |
21:51 | | * McMartin has to admit that he'd probably implement such a generator with a raster-scan algorithm >_> |
21:52 | <~Vornicus> | someone was talking about how they wanted to do a thing with random terrain generation except they wanted biomes to have reasonably well defined regions |
21:53 | <~Vornicus> | I mentioned voronoi diagrms, and then realized I'd never actually built them |
21:54 | <&McMartin> | And then mathsniped to do it right/ |
21:55 | <~Vornicus> | And then I claimed a workshop and demanded bonobo leather |
21:55 | <&McMartin> | IIRC it was the nobles who demanded ~= bonobo leather trousers =` |
22:01 | <@ErikMesoy> | it's a little complicated |
22:02 | <@ErikMesoy> | "nobles" is often used casually about useless dwarves demanding ¤stupid crap¤, but technically speaking, the Hammerer and Dungeon Master are nobles and don't issue demands for ~bismuth barrels~ |
22:04 | <@ErikMesoy> | all sorts of dwarves can claim workshops to start Mysterious Constructions, and then they'll want generic things like "leather" or "glass" |
22:12 | <&McMartin> | Yeah, I mean, the obvious referent in this particular case is that the Voronoi Diagram code is the result of a "fey mood' |
22:53 | | Reiv [NSkiwiirc@Nightstar-ih0uis.global-gateway.net.nz] has joined #code |
22:53 | | mode/#code [+o Reiv] by ChanServ |
23:19 | | M-E [Emmy@Nightstar-9p7hb1.direct-adsl.nl] has quit [Ping timeout: 121 seconds] |
--- Log closed Wed Aug 29 00:00:38 2018 |