--- Log opened Sat Jun 27 00:00:24 2020 |
00:41 | <&McMartin> | https://twitter.com/zackbanack/status/1275791669904932864 |
00:42 | < catalyst> | that is amazing |
00:45 | <~Vornicus> | what. |
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01:11 | <&ToxicFrog> | holy shit |
01:15 | <&McMartin> | The best part is that if the file dialog did this, MessageBox really should have too. |
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04:24 | | * McMartin reads more about Direct3D. |
04:24 | <&McMartin> | I must take back and qualify one of my earlier statements. |
04:25 | <&McMartin> | I had said, a few days ago, that Direct3D 9 occasionally caused you to lose all the data you had in the GPU memory and thus required you to reset and reconfigure the device, and that one of the advances in DX10 (and then actually used in DX11) was that this was no longer necessary. |
04:25 | <&McMartin> | This is not *quite* true. |
04:25 | <&McMartin> | DX11 and friends can still hit this scenario. |
04:26 | <&McMartin> | However, the scenario hits on DX9 when the user shifts focus to or from a full-screen application. |
04:26 | <&McMartin> | ... it hits on DX11 when the user hot-swaps your graphics driver mid-run. |
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07:02 | | * McMartin gets a nice 3D plot out of his DX9 program. |
07:03 | <&McMartin> | I'm not doing anything special here, but the whole program weighs in at 11KB. |
07:03 | <&McMartin> | That's promising. |
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09:26 | <~Vorntastic> | Linear algebra: still unreasonably effective |
09:44 | <&McMartin> | What brings this up |
09:47 | <~Vorntastic> | Was thinking about the camera, was working out focused zoom |
10:00 | <~Vorntastic> | And - granted, this is all head work, I haven't written it down - it looked hard for a while but then I noticed that there was a simple way |
10:10 | <~Vorntastic> | Specifically: getting the box rotated correctly is easy, but placing the box correctly looked hard, but it's: 1. Find the cam-space and world-space coordinates in the old zoom; world - new_orientation * cam gives a point on the line in the center of the camera, intersect that line with the plane of allowed camera locations. |
10:12 | <~Vorntastic> | I forgot to keep numbering steps noooo I'm an internet recipe writer noooo |
10:16 | <~Vorntastic> | (where orientation actually includes the sizing of the box, so sans location it gives the right thing just offset) |
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11:20 | <~Vorntastic> | Ok let's see. Basics of data storage: I have a tiled world, and care about corners, edges, tiles. It feels like better would be to have a single cell structure that contains all of them, and explicitly nil cells/edges beyond the end. |
11:23 | <~Vorntastic> | I need to be able to... Manage cell transitions; grass grows, etc. This is a lot and we don't want every cell to be checked all the time. |
11:29 | <~Vorntastic> | This suggests that cells need timers and need to activate when their timer expires; there are fucktons of these though, so I need a heapoid of timing things |
11:32 | | * Reiver muses |
11:32 | <&Reiver> | How often are you checking your edges? |
11:34 | <~Vorntastic> | *checking* them, uh, occasionally, thing is you need to put things like fences on edges |
11:34 | <&Reiver> | right |
11:34 | <&Reiver> | How often are you checking for adjacency, eg, "From one cell to its neighbours"? |
11:36 | <~Vorntastic> | Oh that. That I'm not certain of. Cellular automata type stuff is certainly a thing that happens; if you play ottd you can see it doing flooding, for instance |
11:36 | <&Reiver> | right |
11:36 | <~Vorntastic> | Similarly, fire and pollution spread, vehicles et al need to path |
11:38 | <~Vorntastic> | These are all squares though so explicit graph adjacency isn't really a problem. Why do you ask? |
11:39 | <&jerith> | Vorntastic: A common mechanism for that sort of thing is to keep sets of "cells with pending grass growth", etc. |
11:39 | <~Vorntastic> | Yes, that's the aim of the heapoid |
11:40 | <&jerith> | Ah. |
11:40 | <~Vorntastic> | Where i can put all the tiles into a pile and see what the score is |
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22:24 | <~Misty> | hah. Hey mcm you know how you were talking about dx9 the other day and how you had to be careful tabbing out? |
22:24 | <~Misty> | turns out Borderlands missed a step, and forgot to include protection during zone loads |
22:24 | <&McMartin> | Welp |
22:26 | <&McMartin> | That's going to be an exceptionally painful place to get it right, come to think of it. |
22:27 | <&McMartin> | Since that's "you lost some of the data you were loading as you were loading it in" |
22:27 | <~Misty> | and it is also the place where I am most likely to tab away, so~ |
22:37 | <&McMartin> | For my little projects I get to cheat; there will not be loading screens because I can completely reprovision all my VRAM in the space of a single frame |
22:37 | <&McMartin> | And if it fails again, then, well, do it all again, who will notice? |
22:39 | <~Misty> | hah |
22:42 | <&McMartin> | Resets aside, texture management on DX9 appears to be a vastly bigger buttpain than it is in OpenGL, and it's not a walk in the park in OpenGL either. |
22:47 | <&McMartin> | https://cdn.discordapp.com/attachments/462366590344888332/725943491733225552/D0e5eerWoAMbkJ0.png |
22:48 | <~Misty> | borderlands has some kickass texture load in transitions. |
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--- Log closed Sun Jun 28 00:00:25 2020 |