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| 02:11:43 | fordcars | Uh, 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? |
| 02:15:29 | raptor | no |
| 02:15:32 | raptor | you have to in |
| 02:15:41 | raptor | stall them or specify the header path |
| 02:15:52 | raptor | oh |
| 02:16:02 | raptor | if you do 'make install', then yes, you do get the headers |
| 02:16:03 | raptor | but |
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| 02:16:13 | raptor | i think if you use raspbian, you can install them via apt |
| 02:17:06 | fordcars | I don't think SDL2 is there yet |
| 02:17:14 | raptor | oh ok |
| 02:17:16 | raptor | well |
| 02:17:21 | raptor | hmmm |
| 02:17:32 | fordcars | Would this work: http://www.raspberrypi.org/phpBB3/viewtopic.php?t=58180&p=489354 |
| 02:17:33 | raptor | then SDL2 isn't really needed, is it? |
| 02:17:44 | raptor | because the client can use SDL1.2 in X |
| 02:17:50 | fordcars | Yeah, but it's the future :P |
| 02:17:56 | raptor | and the server only uses either |
| 02:18:01 | raptor | heh, yes |
| 02:18:06 | fordcars | Well, monkey wanted me to explain how to build using SDL2 |
| 02:18:07 | raptor | let me look at that.. |
| 02:18:47 | raptor | yeah those instructions will work, but you only need the main SDL2 library |
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| 02:19:32 | fordcars | Okokok thanks |
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| 02:54:21 | raptor | rats, watusimoto didn't commit any changes... |
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| 04:09:22 | hilo | hi, was Slipzone functionality changed in some way? |
| 04:09:32 | raptor | hi |
| 04:09:37 | raptor | like how? |
| 04:10:14 | hilo | Well I just figured out the mechanism |
| 04:10:27 | hilo | Setting it to team -1 pretty much acts like a speedzone |
| 04:10:38 | hilo | and team 0 makes it like I'm used to |
| 04:10:49 | hilo | Never saw this before |
| 04:11:04 | raptor | not sure I follow |
| 04:11:06 | hilo | Team 1 will make it do nothing. |
| 04:11:16 | hilo | I changed a Goalzone that was team -1 |
| 04:11:19 | raptor | ahh |
| 04:11:19 | hilo | into a slipzone |
| 04:11:23 | hilo | and voila |
| 04:11:30 | raptor | you are editing the level file directly? |
| 04:11:33 | hilo | yes |
| 04:11:39 | raptor | ok, you are missing data |
| 04:11:49 | raptor | you can't convert a GoalZone to a SpeedZone |
| 04:12:00 | raptor | SpeedZone requires more parameters |
| 04:12:06 | hilo | It acts like a speedzone |
| 04:12:15 | hilo | If you go into it with any momentum |
| 04:12:17 | raptor | sorry slipzone |
| 04:12:18 | hilo | it will rocket you |
| 04:12:28 | raptor | I meant slipzone the entire time |
| 04:13:14 | raptor | join the sam test server |
| 04:13:20 | hilo | ok |
| 04:13:22 | raptor | get the current map |
| 04:13:29 | raptor | and look at how slipzone works |
| 04:14:20 | hilo | ok got the map |
| 04:14:28 | raptor | ok, in there you'll see how speedzone works |
| 04:14:42 | raptor | you are probably not editing the team number, rather the slip number |
| 04:15:05 | raptor | that's because you can't convert a different zone into a speedzone |
| 04:15:45 | hilo | ok |
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| 04:17:06 | kaen | yep, and with a negative slip coefficient, it behaves kind of crazy |
| 04:17:13 | hilo | I never knew there were diff kinds of slipzones |
| 04:17:13 | kaen | it used to crash... |
| 04:17:20 | kaen | there wasn't until 019 |
| 04:17:47 | raptor | you should know that SlipZones are experimental and might be removed from the game at any time |
| 04:17:52 | raptor | it's why they're not in the editor |
| 04:18:00 | hilo | Yes I realize that |
| 04:23:11 | raptor | ok great |
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| 05:32:56 | fordcars | Ohhh interesting behaviour in SlipZones |
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| 05:47:13 | fordcars | raptor, 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? |
| 05:47:21 | raptor | hi |
| 05:47:27 | raptor | build directory is ther |
| 05:47:29 | raptor | there |
| 05:49:37 | Nothing_Much | is it time to upgrade the server? :D |
| 05:50:29 | fordcars | Ok sweet |
| 05:50:34 | fordcars | Nope haha |
| 05:50:48 | fordcars | Writing a tutorial for Building Bitfighter on Raspberry Pi |
| 05:50:57 | fordcars | !gci |
| 05:50:57 | BFLogBot | GCI Students Welcome! Please see: http://bitfighter.org/wiki/index.php/GCI_Student_Bootstrap for getting started. |
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| 05:53:19 | fordcars | Oh, and finally, do I use cmake on Raspberry Pi , raptor? |
| 05:53:30 | raptor | yes |
| 05:53:31 | raptor | but |
| 05:53:42 | raptor | with the option -DUSE_SDL2=1 |
| 05:53:48 | fordcars | Ahhh right |
| 05:54:01 | fordcars | cmake .. -DUSE_SDL2=1; make |
| 05:54:02 | fordcars | ? |
| 05:55:34 | raptor | do the .. last |
| 05:55:46 | raptor | cmake -DUSE_SDL2=1 .. |
| 06:05:22 | fordcars | Oh okok |
| 06:06:40 | fordcars | Alright, done! |
| 06:06:56 | fordcars | Not the prettiest, but it'll be good for now |
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| 07:35:15 | fordcars | Night! |
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| 16:43:00 | raptor | good day! |
| 16:44:07 | bobdaduck | I should make sure everything is ready for the party! |
| 16:44:13 | | bobdaduck plays dwarf fortress instead |
| 16:45:12 | watusimoto | hi |
| 16:57:01 | raptor | hi |
| 16:57:17 | raptor | watusimoto: did you see my response here: http://bitfighter.org/forums/viewtopic.php?f=6&t=2206&p=22878#p22878 |
| 16:57:55 | watusimoto | I did not. Does that mean we can upload that to GameJolt to provide a single download for folks? |
| 16:58:08 | raptor | yes, for 32/64 bit |
| 16:58:14 | raptor | I'm pretty sure it'll work almost anywhere |
| 16:58:21 | watusimoto | we can try :-) |
| 16:58:23 | raptor | it works on my openSUSE box |
| 16:58:31 | watusimoto | would it make sense to put that on our downloads page as well? |
| 16:58:40 | watusimoto | (since we're going through the trouble of building it...) |
| 16:58:50 | raptor | and trouble it is! |
| 16:59:09 | raptor | I think it would make sense - obviously the optimal build will be whatever the distro provides |
| 16:59:23 | raptor | but this should work and maybe only crash in a handful of cases... :) |
| 16:59:37 | watusimoto | Let's list it with the other downloads, perhaps with a note that it is a "fallback" |
| 16:59:59 | watusimoto | we can work out the exact text later |
| 17:00:13 | watusimoto | when we do the 019c release |
| 17:00:22 | raptor | 019b? |
| 17:00:41 | watusimoto | whatever we decided to call it |
| 17:01:00 | watusimoto | 019b is fine |
| 17:01:33 | raptor | the one we're releasing this week |
| 17:01:42 | watusimoto | yes. |
| 17:01:42 | raptor | after bobdaduck finds all the bugs for us in his part tonight |
| 17:01:47 | raptor | *party |
| 17:01:52 | watusimoto | so we're holding off until tomorrow? |
| 17:01:58 | watusimoto | (that's ok with me) |
| 17:02:14 | raptor | I thought having bobdaduck's party was a good chance to verify things |
| 17:02:24 | watusimoto | sure |
| 17:02:36 | raptor | so if you're OK with one more day, I think it would be good |
| 17:02:44 | watusimoto | sure, we wait |
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| 17:11:18 | raptor | also, migrating to GLES 2 is definitely something we should do |
| 17:11:20 | raptor | but |
| 17:11:27 | raptor | it's non-trivial |
| 17:11:37 | raptor | me may want to do some sort of abstraction layer |
| 17:11:40 | raptor | *we |
| 17:11:46 | watusimoto | I know we've talked about this before |
| 17:11:56 | watusimoto | will GLES2 work on all platforms? |
| 17:12:07 | raptor | but 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 |
| 17:12:23 | raptor | GLES 2 will work on all platforms that support OpenGL 2 |
| 17:12:36 | raptor | but if we want to support OGL 1, then no it wouldn't work |
| 17:12:46 | kaen | there's no abstraction layer in that clone :/ |
| 17:12:51 | watusimoto | do we want to souuprot ogl1? |
| 17:12:58 | watusimoto | is there any use case for that? |
| 17:13:04 | raptor | good question |
| 17:14:15 | raptor | looks like older OSX (10.4) might need it |
| 17:14:49 | raptor | but we've talked about dropping 10.4 support after 019 |
| 17:15:16 | raptor | although I think we do have some active members that still use it (like Quartz) |
| 17:15:38 | raptor | people's old macbooks just don't die, i guess |
| 17:16:30 | watusimoto | well, if we do need to support it, then we definitely need that abstraction layer |
| 17:16:37 | raptor | actually |
| 17:16:59 | watusimoto | we already do a lot of our drawing with primitives like drawSquare() |
| 17:17:00 | raptor | kaen: isn't EGL an abstraction layer for OpenGL versions? |
| 17:17:10 | watusimoto | we could just expand that |
| 17:17:15 | raptor | yeah, all of those primitives would go away |
| 17:17:37 | watusimoto | or become our new abstraction layer |
| 17:17:50 | raptor | sorry, i mean the abstraction layer would have to use shaders vs the OGL calls we use now |
| 17:18:33 | watusimoto | ah, I see |
| 17:18:39 | watusimoto | sort of |
| 17:19:04 | raptor | this graphic: http://wiki.maemo.org/OpenGL-ES |
| 17:19:12 | raptor | we use the 'fixed function pipeline' |
| 17:19:36 | raptor | the abstraction layer would require us to toggle between those and 'programmable shader pipeline' |
| 17:19:39 | watusimoto | no what I mean is I need to better grok shaders |
| 17:19:53 | raptor | ah, think: uploadable bits of code |
| 17:20:22 | raptor | basically a routine you load into the graphics card and it use that, instead of calling the functions with the CPU |
| 17:20:31 | watusimoto | ok |
| 17:20:50 | watusimoto | so something like drawSquare would become a shader? |
| 17:20:58 | watusimoto | or is that still too high level? |
| 17:20:59 | raptor | although I'm not too clear on how they're loaded, run, etc. kaen definitely knows better |
| 17:21:22 | raptor | still too high |
| 17:22:17 | raptor | think replacing the innards of renderVertexArray |
| 17:22:37 | kaen | drawSquare 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 |
| 17:23:45 | raptor | ^^ yeah, kaen definitely knows more than me at this point |
| 17:23:53 | kaen | and you would have some specific shader program bound. an "identity" shader is just the fixed pipeline reimplemented in a shader |
| 17:24:00 | kaen | or you could have a shader that turns every pixel purple |
| 17:24:14 | raptor | but shader isn't color only, is it? |
| 17:24:19 | kaen | it's mostly color |
| 17:24:31 | kaen | there's also a "vertex" shader which can manipulate the location of each vertex |
| 17:24:31 | raptor | then is it 'fragments' that are the routines? |
| 17:24:37 | raptor | ah, yes |
| 17:24:42 | raptor | vertex shader, that's right |
| 17:24:50 | kaen | there's different portions to each program, mainly vertex and fragment |
| 17:25:30 | kaen | the vertex shader is responsible for translating from model space -> world space -> camera space -> screen space |
| 17:25:39 | kaen | which ends up being like one line in the identity shader |
| 17:26:20 | watusimoto | sounds complex... it will probably make more sense when I've seen the code |
| 17:26:30 | kaen | and then the GL determines which screen pixels (fragments) needs to be rendered for a set of vertices |
| 17:26:38 | kaen | and then runs the fragment shader for each pixel |
| 17:26:59 | kaen | and then your fragment shader picks a color |
| 17:27:10 | raptor | yeah, it's basically taught from an understanding of how the entire OpenGL pipeline works |
| 17:27:25 | kaen | yeah. because you're replacing almost the entire fixed pipeline |
| 17:27:36 | kaen | you manually pass in model/view/projection matrices |
| 17:27:53 | kaen | texture vertices, light positions/attributes |
| 17:27:56 | kaen | everything |
| 17:28:31 | kaen | but once you make a little scaffolding, it's very straightforward |
| 17:30:00 | raptor | actually looks like OSX 10.4.9 has OpenGL 2.0 |
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| 17:30:44 | kaen | oh cool |
| 17:30:54 | kaen | that'd be awesome to just drop ogl1 |
| 17:31:58 | raptor | I'm trying to think - what does windows xp support? |
| 17:32:58 | raptor | ha! default software implementation is OpenGL 1.1 |
| 17:33:00 | raptor | boo |
| 17:34:14 | Nothing_Much | hi guys |
| 17:34:16 | Nothing_Much | what's going on? |
| 17:34:45 | raptor | bitfighter! |
| 17:35:02 | Nothing_Much | woot! |
| 17:35:50 | raptor | kaen: what's your take on EGL?: http://en.wikipedia.org/wiki/EGL_%28API%29 |
| 17:36:37 | raptor | seems like EGL is an official abstraction layer for all the GL technologies from Khronos |
| 17:37:07 | Nothing_Much | are we talking about mobile again? |
| 17:37:08 | Nothing_Much | o.o |
| 17:37:26 | kaen | I have no idea |
| 17:37:29 | kaen | never heard of it |
| 17:37:41 | Nothing_Much | kaen: You never heard of EGL? |
| 17:37:50 | kaen | nope |
| 17:38:00 | Nothing_Much | dude! Wayland and Mir are using those! |
| 17:38:08 | Nothing_Much | or those EGL thing |
| 17:39:22 | watusimoto | well, that's twice today I was burned by python string replacements not happenig in place, and instead returning the modified string |
| 17:40:00 | kaen | yeah. sounds to me like it connects GL/GLES to the native windowing system |
| 17:40:30 | Nothing_Much | I think I understand what you said |
| 17:40:37 | kaen | for the purpose of... rendering directly into a window system buffer? some low level synchronization? |
| 17:40:48 | Nothing_Much | or not |
| 17:41:02 | kaen | I don't really understand it myself. |
| 17:41:12 | raptor | I think it abstracts OpenGL versions as well as OpenVG |
| 17:41:32 | kaen | now that would be perfect |
| 17:41:34 | raptor | you initialize EGL, use it to draw, then it transforms it to whatever is supported on the system |
| 17:42:12 | Nothing_Much | the system being the game or the OS? |
| 17:42:21 | Nothing_Much | because if that means mobile support then that'd be awesome |
| 17:42:58 | raptor | OS |
| 17:43:07 | raptor | OS/hardware |
| 17:43:17 | raptor | i got to go to a meeting, back soon... |
| 17:44:33 | kaen | I dunno man... that looks like it just procures rendering surfaces/contexts. |
| 17:45:09 | kaen | which is cool because normally you'd have to implement that once per windowing system since GL doesn't actually provide an API for that |
| 17:45:46 | kaen | but I don't think it's a cross-GL abstraction layer |
| 17:58:59 | Nothing_Much | kaen: is it possible to ask someone about it that has experience with EGL? |
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| 18:20:25 | Nothing_Much | 8PM? |
| 18:20:26 | Nothing_Much | aw man |
| 18:20:31 | Nothing_Much | I have class at that time :(( |
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| 18:27:57 | Nothing_Much | Hey fordcars |
| 18:28:03 | fordcars | Hi |
| 18:29:12 | fordcars | raptor, can 10.4 only use OpenGl, no ES? |
| 18:30:03 | fordcars | Is there even a difference? |
| 18:30:08 | Nothing_Much | fordcars: 10.4 what? |
| 18:30:31 | fordcars | Sorry, Mac os 10.4 :) |
| 18:30:38 | Nothing_Much | oh okay |
| 18:32:22 | fordcars | I was reading the logs |
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| 18:54:50 | raptor | back for a bit |
| 19:00:08 | raptor | Watusimoto: If you have a Linux box available, you should test this: http://bitfighter.org/~raptor/files/bitfighter-019a-Linux-standalone.tar.gz |
| 19:00:29 | Watusimoto | ok, just unpack and run? |
| 19:00:33 | raptor | yep |
| 19:00:40 | Watusimoto | ah... will have to be tomorrow |
| 19:00:43 | raptor | unpack, run the 'bitfighter' script inside |
| 19:00:46 | raptor | ok |
| 19:00:48 | Watusimoto | I have no linux client available |
| 19:00:52 | Watusimoto | only servers |
| 19:00:59 | Watusimoto | but will try |
| 19:01:04 | Watusimoto | that's the desura package? |
| 19:01:17 | raptor | yes-ish |
| 19:01:27 | Watusimoto | my machine won;t be the best test, as it already has a bitfighter, so thus all the requirements |
| 19:01:27 | raptor | the desura isn't a package, but that funny MCF format |
| 19:01:30 | Watusimoto | right |
| 19:01:43 | raptor | that's the tarball of the full directory I made for Desura |
| 19:02:00 | raptor | ah right |
| 19:02:12 | raptor | hmm, maybe I have an old VM lying around somewhere... |
| 19:02:19 | Watusimoto | well, I will try it |
| 19:02:26 | Watusimoto | maybe Nothing_Much can test it too |
| 19:02:50 | raptor | it already works on my system |
| 19:03:21 | raptor | oh, i found an old debian 5 system |
| 19:08:40 | | penalty has joined |
| 19:18:44 | raptor | doesn't run on debian 5: GLIBC_2.11 not found |
| 19:18:48 | raptor | debian 5 uses 2.7 |
| 19:20:04 | raptor | i guess debian 5 is older than I thought... |
| 19:21:05 | raptor | back later |
| 19:37:34 | Watusimoto | what getLevelInfoFromCodeChunk() could be with regexp |
| 19:37:35 | Watusimoto | http://pastie.org/8876959 |
| 19:37:45 | Watusimoto | (current, then new) |
| 19:38:03 | Watusimoto | unfortunately, I've concluded regexp aren't really the right tool for this job |
| 19:38:16 | Watusimoto | or at least I think I have |
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| 20:12:40 | Nothing_Much | hi what's up? |
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| 20:23:32 | kaen | EGL provides: |
| 20:23:33 | kaen | Mechanisms for creating rendering surfaces (windows, pbuffers, pixmaps) onto which client APIs can draw and share |
| 20:23:33 | kaen | Methods to create and manage graphics contexts for client APIs |
| 20:23:33 | kaen | Ways to synchronize drawing by client APIs as well as native platform rendering APIs. |
| 20:24:33 | kaen | taken from https://www.khronos.org/egl/ |
| 20:24:47 | fordcars | Doesn't Bitfighter already use EGL? |
| 20:25:14 | Nothing_Much | no clue lol |
| 20:27:01 | fordcars | Me neither haha |
| 20:27:12 | fordcars | I just always got an error about that on Raspberry Pi |
| 20:28:08 | kaen | maybe sdl uses egl to conjure up contexts |
| 20:28:21 | kaen | sounds like it would save them from writing X code |
| 20:49:00 | | kodaone Quit (Quit: Colloquy for iPhone - http://colloquy.mobi) |
| 20:52:12 | | Watusimoto has joined |
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| 21:14:14 | | Nothing_Much has joined |
| 21:36:49 | | bobdaduck_ has joined |
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| 21:51:10 | | YoshiSmb has joined |
| 21:51:27 | YoshiSmb | Hello everybody! |
| 21:55:26 | kaen | hi! |
| 21:56:30 | YoshiSmb | it's been a long time huh? |
| 22:30:08 | Nothing_Much | Hey YoshiSmb |
| 22:33:23 | YoshiSmb | Hey |
| 22:37:46 | fordcars | Later! |
| 22:37:53 | | fordcars Quit (Quit: Page closed) |
| 22:39:44 | YoshiSmb | nobody is online right now... |
| 22:56:35 | bobdaduck_ | YoshiSmb: there's a party in two hours! |
| 22:57:06 | bobdaduck_ | Which I should be preparing for, because I'm sure its ridiculously glitchy |
| 22:57:12 | bobdaduck_ | But I'm playing dwarf fortress instead |
| 22:57:45 | YoshiSmb | Ok, see you after 2 hours, for now, im afk. |
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| 23:37:01 | | Skybax has joined |
| 23:37:07 | Skybax | Hey guys |
| 23:37:17 | Skybax | Got a theoretical question for ya |
| 23:40:57 | | HylianSavior has joined |
| 23:42:40 | Skybax | How much do you think a patent for a perpetual motion machine that generates electricity would sell for? x) |
| 23:46:53 | | YoshiSmb Quit (Ping timeout: 245 seconds) |
| 23:49:21 | Skybax | Anyones? |