#bitfighter IRC Log

Index Search ←Prev date Next date→

IRC Log for 2014-03-05

Timestamps are in GMT/BST.

00:35:55Nothing_Much Quit (Quit: Konversation terminated!)
00:36:11Nothing_Much has joined
00:38:19koda Quit (Quit: koda)
00:40:17Nothing_Much Quit (Client Quit)
00:42:06Nothing_Much has joined
00:44:15Platskies Quit (Quit: Platskies)
00:47:30Platskies has joined
01:01:13Watusimoto Quit (Ping timeout: 240 seconds)
01:25:39Flynnn Quit (Quit: This computer has gone to sleep)
01:39:09Platskies Quit (Read error: Connection reset by peer)
01:41:00Skybax Quit (Ping timeout: 264 seconds)
01:42:20Flynnn has joined
01:42:36Platskies has joined
01:57:18Flynnn Quit (Quit: This computer has gone to sleep)
02:09:14fordcars has joined
02:11:43fordcarsUh, raptor? I am writing a tutorial on Building Bitfighter for Pi, but I don't remember, if you compile SDL2, do you get the development headers?
02:15:29raptorno
02:15:32raptoryou have to in
02:15:41raptorstall them or specify the header path
02:15:52raptoroh
02:16:02raptorif you do 'make install', then yes, you do get the headers
02:16:03raptorbut
02:16:13CrazyLinuxNerd Quit (Ping timeout: 244 seconds)
02:16:13raptori think if you use raspbian, you can install them via apt
02:17:06fordcarsI don't think SDL2 is there yet
02:17:14raptoroh ok
02:17:16raptorwell
02:17:21raptorhmmm
02:17:32fordcarsWould this work: http://www.raspberrypi.org/phpBB3/viewtopic.php?t=58180&p=489354
02:17:33raptorthen SDL2 isn't really needed, is it?
02:17:44raptorbecause the client can use SDL1.2 in X
02:17:50fordcarsYeah, but it's the future :P
02:17:56raptorand the server only uses either
02:18:01raptorheh, yes
02:18:06fordcarsWell, monkey wanted me to explain how to build using SDL2
02:18:07raptorlet me look at that..
02:18:47raptoryeah those instructions will work, but you only need the main SDL2 library
02:19:16Nothing_Much Quit (Quit: Konversation terminated!)
02:19:32fordcarsOkokok thanks
02:19:43Nothing_Much has joined
02:28:20CrazyLinuxNerd has joined
02:33:59Flynnn has joined
02:50:19kaen Quit (Ping timeout: 244 seconds)
02:54:21raptorrats, watusimoto didn't commit any changes...
02:59:38kaen has joined
03:20:00kaen Quit (Ping timeout: 264 seconds)
03:32:17kaen has joined
04:08:55Loco has joined
04:09:00Loco is now known as hilo
04:09:22hilohi, was Slipzone functionality changed in some way?
04:09:32raptorhi
04:09:37raptorlike how?
04:10:14hiloWell I just figured out the mechanism
04:10:27hiloSetting it to team -1 pretty much acts like a speedzone
04:10:38hiloand team 0 makes it like I'm used to
04:10:49hiloNever saw this before
04:11:04raptornot sure I follow
04:11:06hiloTeam 1 will make it do nothing.
04:11:16hiloI changed a Goalzone that was team -1
04:11:19raptorahh
04:11:19hilointo a slipzone
04:11:23hiloand voila
04:11:30raptoryou are editing the level file directly?
04:11:33hiloyes
04:11:39raptorok, you are missing data
04:11:49raptoryou can't convert a GoalZone to a SpeedZone
04:12:00raptorSpeedZone requires more parameters
04:12:06hiloIt acts like a speedzone
04:12:15hiloIf you go into it with any momentum
04:12:17raptorsorry slipzone
04:12:18hiloit will rocket you
04:12:28raptorI meant slipzone the entire time
04:13:14raptorjoin the sam test server
04:13:20hilook
04:13:22raptorget the current map
04:13:29raptorand look at how slipzone works
04:14:20hilook got the map
04:14:28raptorok, in there you'll see how speedzone works
04:14:42raptoryou are probably not editing the team number, rather the slip number
04:15:05raptorthat's because you can't convert a different zone into a speedzone
04:15:45hilook
04:17:06HylianSavior Quit (Quit: Leaving)
04:17:06kaenyep, and with a negative slip coefficient, it behaves kind of crazy
04:17:13hiloI never knew there were diff kinds of slipzones
04:17:13kaenit used to crash...
04:17:20kaenthere wasn't until 019
04:17:47raptoryou should know that SlipZones are experimental and might be removed from the game at any time
04:17:52raptorit's why they're not in the editor
04:18:00hiloYes I realize that
04:23:11raptorok great
04:34:18Platskies Quit (Ping timeout: 240 seconds)
04:59:50hilo Quit (Quit: Page closed)
05:15:15HylianSavior has joined
05:32:56fordcarsOhhh interesting behaviour in SlipZones
05:34:15Platskies has joined
05:37:40Platskies Quit (Client Quit)
05:47:13fordcarsraptor, are you still here? I can't remember, if I get the source with Mercurial, is the build directory already there, or do I have to make it?
05:47:21raptorhi
05:47:27raptorbuild directory is ther
05:47:29raptorthere
05:49:37Nothing_Muchis it time to upgrade the server? :D
05:50:29fordcarsOk sweet
05:50:34fordcarsNope haha
05:50:48fordcarsWriting a tutorial for Building Bitfighter on Raspberry Pi
05:50:57fordcars!gci
05:50:57BFLogBotGCI Students Welcome! Please see: http://bitfighter.org/wiki/index.php/GCI_Student_Bootstrap for getting started.
05:53:04Nothing_Much Quit (Quit: Konversation terminated!)
05:53:19fordcarsOh, and finally, do I use cmake on Raspberry Pi , raptor?
05:53:30raptoryes
05:53:31raptorbut
05:53:42raptorwith the option -DUSE_SDL2=1
05:53:48fordcarsAhhh right
05:54:01fordcarscmake .. -DUSE_SDL2=1; make
05:54:02fordcars?
05:55:34raptordo the .. last
05:55:46raptorcmake -DUSE_SDL2=1 ..
06:05:22fordcarsOh okok
06:06:40fordcarsAlright, done!
06:06:56fordcarsNot the prettiest, but it'll be good for now
06:17:37LaunchDirector Quit (Ping timeout: 240 seconds)
06:19:22LaunchDirector has joined
06:32:03raptor Quit ()
07:35:15fordcarsNight!
07:35:29fordcars Quit (Quit: Page closed)
07:44:09Flynnn Quit (Quit: Leaving)
07:46:25HylianSavior Quit (Quit: Leaving)
08:11:07CrazyLinuxNerd Quit (*.net *.split)
08:59:00kaen Quit (Ping timeout: 264 seconds)
09:01:05CrazyLinuxNerd has joined
09:05:33kaen has joined
09:14:59kaen Quit (Ping timeout: 268 seconds)
09:45:07kaen has joined
10:15:39Invisible has joined
10:31:27watusimoto has joined
10:31:27ChanServ sets mode +o
10:52:53Invisible Quit (Ping timeout: 244 seconds)
10:58:01CrazyLinuxNerd Quit (Ping timeout: 240 seconds)
11:11:09CrazyLinuxNerd has joined
11:28:13Watusimoto_ has joined
11:54:14LaunchDi1ector has joined
11:56:50LaunchDirector Quit (Ping timeout: 265 seconds)
12:00:31kodapad has joined
12:22:43kodapad Quit (Quit: K Thx Bai)
12:24:57kodapad has joined
12:34:08Invisible has joined
12:34:29kodapad Quit (Ping timeout: 240 seconds)
12:52:18Invisible Quit (Ping timeout: 240 seconds)
12:54:18Watusimoto_ Quit (Ping timeout: 244 seconds)
13:43:07Watusimoto_ has joined
13:50:41Invisible has joined
14:02:26Invisible Quit (Quit: Invisible)
14:02:54destroyerimo has joined
14:06:07Watusimoto_ Quit (Ping timeout: 244 seconds)
14:12:05LaunchDi1ector is now known as LaunchDirector
14:24:01destroyerimo Quit (Ping timeout: 240 seconds)
14:36:50LordDVG has joined
14:47:21Watusimoto_ has joined
14:55:12Darrel Quit (Read error: No route to host)
15:02:34Nothing_Much has joined
15:02:59CrazyLinuxNerd Quit (Ping timeout: 240 seconds)
15:05:58Watusimoto_ Quit (Ping timeout: 240 seconds)
15:08:16destroyerimo has joined
15:12:44destroyerimo_ has joined
15:14:03destroyerimo Quit (Ping timeout: 252 seconds)
15:14:41Darrel has joined
15:34:00Canseco has joined
15:34:02destroyerimo_ Quit (Quit: I am always here)
15:42:13destroyerimo has joined
16:22:07kodapad has joined
16:33:37bobdaduck has joined
16:39:48kodapad Quit (Ping timeout: 264 seconds)
16:42:47raptor has joined
16:42:47ChanServ sets mode +o
16:43:00raptorgood day!
16:44:07bobdaduckI should make sure everything is ready for the party!
16:44:13bobdaduck plays dwarf fortress instead
16:45:12watusimotohi
16:57:01raptorhi
16:57:17raptorwatusimoto: did you see my response here: http://bitfighter.org/forums/viewtopic.php?f=6&t=2206&p=22878#p22878
16:57:55watusimotoI did not. Does that mean we can upload that to GameJolt to provide a single download for folks?
16:58:08raptoryes, for 32/64 bit
16:58:14raptorI'm pretty sure it'll work almost anywhere
16:58:21watusimotowe can try :-)
16:58:23raptorit works on my openSUSE box
16:58:31watusimotowould it make sense to put that on our downloads page as well?
16:58:40watusimoto(since we're going through the trouble of building it...)
16:58:50raptorand trouble it is!
16:59:09raptorI think it would make sense - obviously the optimal build will be whatever the distro provides
16:59:23raptorbut this should work and maybe only crash in a handful of cases... :)
16:59:37watusimotoLet's list it with the other downloads, perhaps with a note that it is a "fallback"
16:59:59watusimotowe can work out the exact text later
17:00:13watusimotowhen we do the 019c release
17:00:22raptor019b?
17:00:41watusimotowhatever we decided to call it
17:01:00watusimoto019b is fine
17:01:33raptorthe one we're releasing this week
17:01:42watusimotoyes.
17:01:42raptorafter bobdaduck finds all the bugs for us in his part tonight
17:01:47raptor*party
17:01:52watusimotoso we're holding off until tomorrow?
17:01:58watusimoto(that's ok with me)
17:02:14raptorI thought having bobdaduck's party was a good chance to verify things
17:02:24watusimotosure
17:02:36raptorso if you're OK with one more day, I think it would be good
17:02:44watusimotosure, we wait
17:10:16Canseco Quit (Remote host closed the connection)
17:11:18raptoralso, migrating to GLES 2 is definitely something we should do
17:11:20raptorbut
17:11:27raptorit's non-trivial
17:11:37raptorme may want to do some sort of abstraction layer
17:11:40raptor*we
17:11:46watusimotoI know we've talked about this before
17:11:56watusimotowill GLES2 work on all platforms?
17:12:07raptorbut I think kaen did a lot of the work already in one of his clones: http://code.google.com/r/bkconrad-bitfighter-shaders/source/browse
17:12:23raptorGLES 2 will work on all platforms that support OpenGL 2
17:12:36raptorbut if we want to support OGL 1, then no it wouldn't work
17:12:46kaenthere's no abstraction layer in that clone :/
17:12:51watusimotodo we want to souuprot ogl1?
17:12:58watusimotois there any use case for that?
17:13:04raptorgood question
17:14:15raptorlooks like older OSX (10.4) might need it
17:14:49raptorbut we've talked about dropping 10.4 support after 019
17:15:16raptoralthough I think we do have some active members that still use it (like Quartz)
17:15:38raptorpeople's old macbooks just don't die, i guess
17:16:30watusimotowell, if we do need to support it, then we definitely need that abstraction layer
17:16:37raptoractually
17:16:59watusimotowe already do a lot of our drawing with primitives like drawSquare()
17:17:00raptorkaen: isn't EGL an abstraction layer for OpenGL versions?
17:17:10watusimotowe could just expand that
17:17:15raptoryeah, all of those primitives would go away
17:17:37watusimotoor become our new abstraction layer
17:17:50raptorsorry, i mean the abstraction layer would have to use shaders vs the OGL calls we use now
17:18:33watusimotoah, I see
17:18:39watusimotosort of
17:19:04raptorthis graphic: http://wiki.maemo.org/OpenGL-ES
17:19:12raptorwe use the 'fixed function pipeline'
17:19:36raptorthe abstraction layer would require us to toggle between those and 'programmable shader pipeline'
17:19:39watusimotono what I mean is I need to better grok shaders
17:19:53raptorah, think: uploadable bits of code
17:20:22raptorbasically a routine you load into the graphics card and it use that, instead of calling the functions with the CPU
17:20:31watusimotook
17:20:50watusimotoso something like drawSquare would become a shader?
17:20:58watusimotoor is that still too high level?
17:20:59raptoralthough I'm not too clear on how they're loaded, run, etc. kaen definitely knows better
17:21:22raptorstill too high
17:22:17raptorthink replacing the innards of renderVertexArray
17:22:37kaendrawSquare would bind a square's vertices to a vertex buffer, then call drawArrays on those verts. then the GPU would use the currently bound program to color the actual pixels contained in the square
17:23:45raptor^^ yeah, kaen definitely knows more than me at this point
17:23:53kaenand you would have some specific shader program bound. an "identity" shader is just the fixed pipeline reimplemented in a shader
17:24:00kaenor you could have a shader that turns every pixel purple
17:24:14raptorbut shader isn't color only, is it?
17:24:19kaenit's mostly color
17:24:31kaenthere's also a "vertex" shader which can manipulate the location of each vertex
17:24:31raptorthen is it 'fragments' that are the routines?
17:24:37raptorah, yes
17:24:42raptorvertex shader, that's right
17:24:50kaenthere's different portions to each program, mainly vertex and fragment
17:25:30kaenthe vertex shader is responsible for translating from model space -> world space -> camera space -> screen space
17:25:39kaenwhich ends up being like one line in the identity shader
17:26:20watusimotosounds complex... it will probably make more sense when I've seen the code
17:26:30kaenand then the GL determines which screen pixels (fragments) needs to be rendered for a set of vertices
17:26:38kaenand then runs the fragment shader for each pixel
17:26:59kaenand then your fragment shader picks a color
17:27:10raptoryeah, it's basically taught from an understanding of how the entire OpenGL pipeline works
17:27:25kaenyeah. because you're replacing almost the entire fixed pipeline
17:27:36kaenyou manually pass in model/view/projection matrices
17:27:53kaentexture vertices, light positions/attributes
17:27:56kaeneverything
17:28:31kaenbut once you make a little scaffolding, it's very straightforward
17:30:00raptoractually looks like OSX 10.4.9 has OpenGL 2.0
17:30:38destroyerimo Quit (Ping timeout: 240 seconds)
17:30:44kaenoh cool
17:30:54kaenthat'd be awesome to just drop ogl1
17:31:58raptorI'm trying to think - what does windows xp support?
17:32:58raptorha! default software implementation is OpenGL 1.1
17:33:00raptorboo
17:34:14Nothing_Muchhi guys
17:34:16Nothing_Muchwhat's going on?
17:34:45raptorbitfighter!
17:35:02Nothing_Muchwoot!
17:35:50raptorkaen: what's your take on EGL?: http://en.wikipedia.org/wiki/EGL_%28API%29
17:36:37raptorseems like EGL is an official abstraction layer for all the GL technologies from Khronos
17:37:07Nothing_Muchare we talking about mobile again?
17:37:08Nothing_Mucho.o
17:37:26kaenI have no idea
17:37:29kaennever heard of it
17:37:41Nothing_Muchkaen: You never heard of EGL?
17:37:50kaennope
17:38:00Nothing_Muchdude! Wayland and Mir are using those!
17:38:08Nothing_Muchor those EGL thing
17:39:22watusimotowell, that's twice today I was burned by python string replacements not happenig in place, and instead returning the modified string
17:40:00kaenyeah. sounds to me like it connects GL/GLES to the native windowing system
17:40:30Nothing_MuchI think I understand what you said
17:40:37kaenfor the purpose of... rendering directly into a window system buffer? some low level synchronization?
17:40:48Nothing_Muchor not
17:41:02kaenI don't really understand it myself.
17:41:12raptorI think it abstracts OpenGL versions as well as OpenVG
17:41:32kaennow that would be perfect
17:41:34raptoryou initialize EGL, use it to draw, then it transforms it to whatever is supported on the system
17:42:12Nothing_Muchthe system being the game or the OS?
17:42:21Nothing_Muchbecause if that means mobile support then that'd be awesome
17:42:58raptorOS
17:43:07raptorOS/hardware
17:43:17raptori got to go to a meeting, back soon...
17:44:33kaenI dunno man... that looks like it just procures rendering surfaces/contexts.
17:45:09kaenwhich is cool because normally you'd have to implement that once per windowing system since GL doesn't actually provide an API for that
17:45:46kaenbut I don't think it's a cross-GL abstraction layer
17:58:59Nothing_Muchkaen: is it possible to ask someone about it that has experience with EGL?
18:11:59watusimoto Quit (Ping timeout: 240 seconds)
18:20:25Nothing_Much8PM?
18:20:26Nothing_Muchaw man
18:20:31Nothing_MuchI have class at that time :((
18:24:32fordcars has joined
18:27:57Nothing_MuchHey fordcars
18:28:03fordcarsHi
18:29:12fordcarsraptor, can 10.4 only use OpenGl, no ES?
18:30:03fordcarsIs there even a difference?
18:30:08Nothing_Muchfordcars: 10.4 what?
18:30:31fordcarsSorry, Mac os 10.4 :)
18:30:38Nothing_Muchoh okay
18:32:22fordcarsI was reading the logs
18:42:14CrazyLinuxNerd has joined
18:51:29kaen Quit (Read error: Connection reset by peer)
18:52:03Watusimoto has joined
18:53:49kaen has joined
18:54:50raptorback for a bit
19:00:08raptorWatusimoto: If you have a Linux box available, you should test this: http://bitfighter.org/~raptor/files/bitfighter-019a-Linux-standalone.tar.gz
19:00:29Watusimotook, just unpack and run?
19:00:33raptoryep
19:00:40Watusimotoah... will have to be tomorrow
19:00:43raptorunpack, run the 'bitfighter' script inside
19:00:46raptorok
19:00:48WatusimotoI have no linux client available
19:00:52Watusimotoonly servers
19:00:59Watusimotobut will try
19:01:04Watusimotothat's the desura package?
19:01:17raptoryes-ish
19:01:27Watusimotomy machine won;t be the best test, as it already has a bitfighter, so thus all the requirements
19:01:27raptorthe desura isn't a package, but that funny MCF format
19:01:30Watusimotoright
19:01:43raptorthat's the tarball of the full directory I made for Desura
19:02:00raptorah right
19:02:12raptorhmm, maybe I have an old VM lying around somewhere...
19:02:19Watusimotowell, I will try it
19:02:26Watusimotomaybe Nothing_Much can test it too
19:02:50raptorit already works on my system
19:03:21raptoroh, i found an old debian 5 system
19:08:40penalty has joined
19:18:44raptordoesn't run on debian 5: GLIBC_2.11 not found
19:18:48raptordebian 5 uses 2.7
19:20:04raptori guess debian 5 is older than I thought...
19:21:05raptorback later
19:37:34Watusimotowhat getLevelInfoFromCodeChunk() could be with regexp
19:37:35Watusimotohttp://pastie.org/8876959
19:37:45Watusimoto(current, then new)
19:38:03Watusimotounfortunately, I've concluded regexp aren't really the right tool for this job
19:38:16Watusimotoor at least I think I have
20:06:54penalty Quit (Remote host closed the connection)
20:08:48kodaone has joined
20:12:40Nothing_Muchhi what's up?
20:16:39Watusimoto Quit (Ping timeout: 252 seconds)
20:23:32kaenEGL provides:
20:23:33kaenMechanisms for creating rendering surfaces (windows, pbuffers, pixmaps) onto which client APIs can draw and share
20:23:33kaenMethods to create and manage graphics contexts for client APIs
20:23:33kaenWays to synchronize drawing by client APIs as well as native platform rendering APIs.
20:24:33kaentaken from https://www.khronos.org/egl/
20:24:47fordcarsDoesn't Bitfighter already use EGL?
20:25:14Nothing_Muchno clue lol
20:27:01fordcarsMe neither haha
20:27:12fordcarsI just always got an error about that on Raspberry Pi
20:28:08kaenmaybe sdl uses egl to conjure up contexts
20:28:21kaensounds like it would save them from writing X code
20:49:00kodaone Quit (Quit: Colloquy for iPhone - http://colloquy.mobi)
20:52:12Watusimoto has joined
20:57:13LordDVG Quit (Remote host closed the connection)
20:57:47Nothing_Much Quit (Read error: Connection reset by peer)
21:14:14Nothing_Much has joined
21:36:49bobdaduck_ has joined
21:39:37bobdaduck Quit (Ping timeout: 240 seconds)
21:51:10YoshiSmb has joined
21:51:27YoshiSmbHello everybody!
21:55:26kaenhi!
21:56:30YoshiSmbit's been a long time huh?
22:30:08Nothing_MuchHey YoshiSmb
22:33:23YoshiSmbHey
22:37:46fordcarsLater!
22:37:53fordcars Quit (Quit: Page closed)
22:39:44YoshiSmbnobody is online right now...
22:56:35bobdaduck_YoshiSmb: there's a party in two hours!
22:57:06bobdaduck_Which I should be preparing for, because I'm sure its ridiculously glitchy
22:57:12bobdaduck_But I'm playing dwarf fortress instead
22:57:45YoshiSmbOk, see you after 2 hours, for now, im afk.
23:03:07bobdaduck_ Quit (Remote host closed the connection)
23:37:01Skybax has joined
23:37:07SkybaxHey guys
23:37:17SkybaxGot a theoretical question for ya
23:40:57HylianSavior has joined
23:42:40SkybaxHow much do you think a patent for a perpetual motion machine that generates electricity would sell for? x)
23:46:53YoshiSmb Quit (Ping timeout: 245 seconds)
23:49:21SkybaxAnyones?

Index Search ←Prev date Next date→

These logs were automatically created by BFLogBot on irc.freenode.net.