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IRC Log for 2015-03-17

Timestamps are in GMT/BST.

00:04:13kaen_mbp has joined
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00:12:42Watusimoto_ has joined
00:23:12Watusimoto_hello
00:23:20raptorhi
00:46:15raptorah ha
00:46:24raptori just ran into Mortar with my opengl refactor...
00:46:38raptorseems like it doesn't use gameObjectRender like the rest...
00:52:43Watusimoto_ha, mortar
00:52:48Watusimoto_unfinished business, that
00:52:57raptoroh man
00:53:10Watusimoto_but I'm still aware of what needs to happen
00:53:15raptorthis refactor is exposing loads of organizational problems
00:53:21Watusimoto_good!
00:53:28raptorso, now to do it right...
00:53:30Watusimoto_like what
00:53:32raptorquestion
00:53:34raptor(s)
00:53:45raptortake the BfObject tree
00:54:25raptormost objects have their render/renderEditor() methods
00:54:44raptorand they delegate to gameObjectRender (GOR) to do the dirty work
00:55:06raptorbut there are several that don't actually delegate, or only do so in pieces
00:55:29raptorsame with teh GameType tree
00:55:31raptor*the
00:55:47raptorso now the question is - what should we do?
00:56:33Watusimoto_well... what is the problem?
00:56:41Watusimoto_the delegation, or the imcompleteness of it all?
00:57:18Watusimoto_the way I see it, the delegation is just a matter of convenience; the responsibility to render one's self reamins with the class.
00:59:50Watusimoto_if it chooses to delegate, great. If it chosoes to keep the work in house; that may be a bit sloppy and incosnsntent, but is it a problem
01:00:27Watusimoto_I have actually thought about htis quite a bit... I see some untidiness, but i don't see a design flaw
01:00:43Watusimoto_though I am happy to hear a differing opinion!
01:03:35raptorsorry, back
01:03:50raptorok, the problem is that now we have a GL* object that needs to be called
01:04:13raptor(also, i like to fix untidiness, and I agree it's not really a design flaw)
01:04:47raptorso I could add the GL* object to BfObject/GameType, etc., and have it be inherited by all the objects
01:05:22raptoror I could just have GOR use it, but that would require tidiness :)
01:08:53raptorso i guess i'm looking for opinions on how to handle our new GL* object
01:12:04Watusimoto_BfObject should not incorporate the GL object
01:12:10Watusimoto_that would just be weird, no?
01:12:13raptorcorrect
01:12:17raptorit feels very wrong
01:12:27Watusimoto_I agree; so don't do it!
01:12:33raptorso that means i'll have to clean up the delegation
01:12:49Watusimoto_utlimately, the gl object is just a tool to be called by the rendering functions to accomplish some end
01:12:54raptoryes
01:13:08Watusimoto_it's basically a collection of static-like functions
01:14:01raptorthe rendering functions are/will be static, but the GL* functions not
01:14:05Watusimoto_so why not instantiate a global gl object and just use that to call its functions
01:14:59raptori did that, sort of, with RenderManager::init()
01:15:19raptorRenderManager has: static GL *mGL;
01:15:33Watusimoto_kind of like... something else we do
01:15:39raptorand in init() GL *mGL = new GLES1();
01:15:41Watusimoto_but I can't find it
01:16:03raptorand i provide a method: RenderManager::getGL()
01:16:10raptorso we do have a single global-ish static object for the GL* object
01:16:27raptorI suppose I can call that in all the BfObject places that require it
01:16:38raptorbut that leaves the untidiness :)
01:16:51Watusimoto_yes, or move all the palces that require it into gameObjectRenderer
01:17:36raptorare you doing any large refactors right now? because this is going to touch a lot of files...
01:17:47Watusimoto_no
01:18:02Watusimoto_only tests and modest fixing of bugs related to #$%^&* team locking
01:18:06raptorand i'm still a few days away from getting it done...
01:18:10Watusimoto_that's ok
01:18:20Watusimoto_I can refrain from doing anything interesting in that time :-)
01:18:24raptorheh
01:18:31Watusimoto_I can stay away from rendering, which will help
01:18:41raptori'm suprised you're still working on that..
01:19:09Watusimoto_me too
01:19:15Watusimoto_it doesn;t help that I keep falling asleep
01:19:38Watusimoto_or that my kids have started monopolizing my computer
01:19:47Watusimoto_so my total time is less than it might appear
01:20:50raptordoes minecraft really require a developer-powered laptop to play?
01:22:52Watusimoto_I don't know... I don;t have one of those around here
01:23:04Watusimoto_I'm using a very consumer level laptop
01:25:15Watusimoto_minecraft uses more juice than vstudio
01:25:27raptorgotta decorate them blocks
01:25:45raptoroh wait... it's java based, now i see..
01:30:25Watusimoto_:-)
01:31:17raptorI know java code can perform very, very efficiently
01:31:27raptornot RAM-efficient, though
01:31:38raptorbut CPU efficient
01:34:36Watusimoto_this is a pretty cool music video
01:34:37Watusimoto_http://www.thisiscolossal.com/2015/02/slow-motion-music-video/?src=footer
01:34:47Watusimoto_shot, it says, in just 5 seconds
01:34:55Watusimoto_I saw at least two flying cats
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01:56:43raptorI'm not sure what to do about RenderUtils/GameObjectRender
01:56:55raptorit seems like they should be merged or divided-up better
01:58:24raptorthat video was neat - i didn't know that high-speed cameras of that quality were at average consumer-level availability
02:00:27Watusimoto_that camera might not have been consumer level
02:00:55Watusimoto_they could be merged into one uber rendering file
02:01:00raptori was browsing other videos on the site and there were quite a few that did high-speed time-lapses
02:01:30raptormaybe put everything in RenderUtils
02:01:49Watusimoto_saw this one a few months back... really good
02:01:49Watusimoto_http://www.thisiscolossal.com/2014/01/stainless-hypnotizing-slow-motion-footage-of-trains-pulling-into-stations/
02:02:21Watusimoto_except it wouldn't really be rederUtils anymore... just render.cpp
02:02:36raptorwe have a JoystickRender class...
02:02:42Watusimoto_but that would be ok; a big file, but ok
02:04:06Watusimoto_rendering is just ugly
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02:09:26raptorok, i'm heading to bed - too much rendering
02:09:30raptornight!
02:09:42Watusimoto_night!
02:09:46raptorthat train video was neat, too
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21:30:20amgine123hello everyone :(
21:30:59amgine123raptor are you here jeff is wodnering
21:31:33amgine123if you are dropping ppc in OSX in 20.a
21:38:26amgine123 slaps raptor with a large trout!
21:43:48raptorhi
21:44:14raptorhere shortly - very likely yes, 020 will drop ppc - but there may be an 019e since 020 is undergoing major changes
21:44:46raptorbut it'll be a while either way
21:44:51raptorback later..
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