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[01:05:20] <Whiteclaws> heylo
[01:06:43] <Whiteclaws> may I ask some help for this ?
[01:07:57] <nbf> it doesn't sound like you need to disable the mouse exactly
[01:08:23] <nbf> you just need to define a region and ignore inputs that are outside the region
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[01:12:07] <Whiteclaws> nbf , tell me more
[01:12:26] <nbf> ask more questions
[01:13:45] <Whiteclaws> basically , how would I make so it ignores 1 tick
[01:14:01] <Whiteclaws> the tick where the mouse is moved
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[01:26:33] <Whiteclaws> hi djdduty
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[01:59:42] <monty_hall> ask me no questions and I tell you no lies
[02:00:12] <Agro> not so fast
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[03:29:10] <monty_hall> I frankenstein, hmmm
[03:29:13] <monty_hall> not sure about it
[03:30:08] <ra4king> monty_hall: yo
[03:30:10] <monty_hall> frankenstein != basically normal dude with stitches
[03:30:45] <ra4king> monty_hall: ur ugly
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[04:15:42] <monty_hall> not a bad mid season fanale of walking dead
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[05:34:03] <monty_hall> interesting
[05:34:09] <monty_hall> amazon drone delivery
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[05:38:15] <monty_hall> take out food would be interesting
[05:38:34] <monty_hall> hell, anything delivered by a drone would be interesting :P
[05:46:08] <jezek2> yay ultimate consumerism ;)
[05:50:22] <monty_hall> but it would be pricey
[05:50:41] <monty_hall> I guess it would make sense if you lived in nyc
[05:51:02] <monty_hall> uber congestion
[05:51:07] <monty_hall> and the lazy factor too :P
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[15:59:28] <nbf> yep
[15:59:38] <nbf> which is sad
[15:59:44] <nbf> because it seems so cool at first
[16:07:56] <nbf> annnd I forgot to push my commits from yesterday :(
[16:23:39] <MatthiasM2> nbf: agreed
[16:41:46] <jezek2> didn't look cool to me even at first :P
[16:42:57] <jezek2> I think the biggest problem is when people use script languages (= anything with dynamic types etc.) to do real programs, it's just not the proper tool for it
[16:45:25] <MatthiasM2> well - Scala is not really dynamic typed - more like type inferred + a huge bunch of uglyness
[16:46:01] <jezek2> type inferred has very similar implications to the programmers
[16:46:12] <jezek2> so I treat them the same
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[16:46:38] <mr_monty> myello
[16:46:49] <jezek2> unless it's a reverse inferring like List<String> list = ArrayList();
[16:47:22] <jezek2> that just saves repeating the obvious without removing the context that it's list of strings
[16:47:46] <nbf> I'm not really against type inference
[16:47:56] <jezek2> but these var a = something;
[16:47:59] <jezek2> it's terrible
[16:48:13] <jezek2> it's very hard to look at the code and deciper what it works with
[16:48:48] <jezek2> had that negative experience with python and wasn't pleasant at all, literally lost after 3rd line of reading :D
[16:48:48] <mr_monty> well at least the compiler will complain about a bad assignment
[16:49:02] <mr_monty> and that's why I hate crapthon
[16:49:06] <mr_monty> and javascript
[16:49:10] <nbf> that type of assignment is still pretty obvious
[16:49:20] <nbf> since you an see the type of the original reference
[16:49:20] <mr_monty> and actionscript
[16:49:26] <nbf> *can see
[16:49:27] <jezek2> well it's usually var a = some.thing().else();
[16:50:01] <nbf> the thing with scala is that it lets you turn a project into the worst kind of obfuscated spaghetti code
[16:50:04] <jezek2> so you need to look up both methods to determine what the type is
[16:50:08] <jezek2> (or loosely remember it)
[16:50:25] <nbf> take a look at just about any open source scala project, you have to decrypt that shit before you can start to understand wtf is going on
[16:50:28] <jezek2> if the API is anything but well designed, loosely remembering can be deceiving pretty fast :P
[16:50:43] <jezek2> blender api is one example of that :P
[16:50:58] <nbf> I've only used python with blender
[16:51:18] <nbf> which wasn't documented extremely well but was decent enough for writing an exporter
[16:51:18] <mr_monty> python is pretty decent in that context
[16:51:23] <jezek2> me too, though I use it sometimes for some small things, and it's great as a calculator in interactive mode :)
[16:51:25] <mr_monty> because 1/2 the scripts that I write are tiny
[16:51:31] <mr_monty> okay, I lied
[16:51:34] <mr_monty> *all* are tiny :P
[16:51:54] <jezek2> well I did it in the 2.49 era, it was like two versions of blender API styles intermixed
[16:52:00] <jezek2> that didn't help it either
[16:52:27] <jezek2> have plan to migrate my export script to 2.6x, so I hope they improved it
[16:52:39] <jezek2> when all the internall stuff was quite revamped :)
[16:52:56] <nbf> yeah our exporter probably doesn't work anymore
[16:53:03] <nbf> but writing exporters is the wrong way to do it anyway
[16:53:08] <jezek2> how so?
[16:53:21] <nbf> it's better to write converters from known formats
[16:53:25] <jezek2> there is no good file format
[16:53:35] <jezek2> and the exporter can provide nice GUI for artists
[16:53:40] <nbf> because it's not realistic to write exporters for every 3d art tool
[16:53:54] <jezek2> that doesn't need them to tinker with options that can break things
[16:54:06] <jezek2> well it's usually that only single tool is used
[16:54:14] <nbf> so we moved from exporters to "asset conditioning"
[16:54:28] <jezek2> because having assets sources in different formats would be PITA
[16:54:46] <nbf> well your engine runtime only supports its format
[16:54:49] <jezek2> so for us it's gimp and blender
[16:55:00] <nbf> so that means you can heavily optimize for that format
[16:57:55] <jezek2> ideally we would model things directly in our editor, but it's something of nice to have but not really needed, because we need just a tiny subset of blender features and the rest of them is really in the way
[16:58:29] <jezek2> but it's manageable to dodge the other features, do some things manually (maybe I will do some plugins for some of the more manual than need to be tasks)
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[17:00:52] <jezek2> I think we will gradually end up in that position anyway just by improving the map editor, having mesh editing is good for terrains, esp. when they should be aligned to the rest of the map
[17:01:13] <jezek2> and having an map editor with brushes is way better than having just an editor where you place objects without any ability to edit anything
[17:01:38] <jezek2> models are not that good for doing large scale level geometry
[17:02:16] <jezek2> + the brushes are really needed for large scale stuff because of optimizations and simplifications for computing (eg. radiosity)
[17:03:41] <nbf> we've adopted sunflow for that
[17:03:54] <nbf> ultimately it's just triangles anyway, rendered into light maps
[17:04:53] <jezek2> that's nice but I want to have some custom computing as well, for precomputed dynamic updates with toggleable lights
[17:05:22] <nbf> I wish I had time for another project, sunflow would be fun to work on
[17:05:30] <nbf> the codebase is well written
[17:05:42] <jezek2> how long does sunflow computes the radiosity? :)
[17:05:56] <jezek2> it was fun when I implemented caching of form factors :D that was like turbo mode :D
[17:06:16] <nbf> it's fairly fast for java
[17:06:17] <jezek2> to the point I'm thinking I will increase the (quite crude) resolution of it
[17:06:42] <jezek2> otherwise I use GPU with the classic hemicube approach
[17:06:51] <nbf> the guy who wrote most of it got a job writing 3d software and they made him stop working on it
[17:07:16] <jezek2> was researching instant radiosity technique years before but couldn't get consistent results so reverted to the simple algo ;)
[17:07:30] <jezek2> ah yeah I barely remember that
[17:07:38] <nbf> yeah i wrote a simple radiosity renderer but then I found sunflow
[17:07:40] <jezek2> because I was looking at sunflow at some point too
[17:08:07] <nbf> and it was waaay better and more feature complete than my noob implementation
[17:08:47] <jezek2> my first implementation was completely bogus, it delivered some plausible results only by an accident with combination of test data :D
[17:08:57] <jezek2> but that was because I rushed through implementing it
[17:09:03] <jezek2> instead of doing every step properly
[17:09:11] <jezek2> starting with how to properly do lightmapping
[17:09:24] <jezek2> it's not as easy/obvious as it looks :P
[17:09:35] <razorquick> hi all~
[17:09:39] <jezek2> bilinear filtering can do havoc
[17:09:57] <jezek2> also when you work with bilinearly interpolated points in lightmap vs patches in radiosity that have actual volume
[17:10:02] <jezek2> and you need to combine between these two
[17:10:36] <jezek2> it's not hard to do, just that you really need to sit down and attack the problem properly
[17:11:43] <jezek2> nbf: does it also support triplanar radiosity like source engine?
[17:12:39] <nbf> not sure, I doubt it
[17:13:53] <jezek2> I usually end up not using 3rd party libs because of adding such features would mean about the same work as creating it from scratch with the exact features you need, for other things where I don't have such requirements I'm fine with 3rd party libs :)
[17:14:06] <nbf> that said, sunflow is really well built
[17:14:07] <jezek2> but I usually start using some 3rd party, finding out it's not good
[17:14:22] <nbf> it's easy to extend
[17:16:13] <jezek2> like I started with xith3d when returning to 3d programming, because I almost forgot all the stuff about opengl in the meantime :P
[17:16:41] <jezek2> and also I used like GL 1.1 on riva 128 :P
[17:16:57] <jezek2> so not really relevant anymore ;)
[17:17:14] <nbf> haha yep, I've been off in 2d gui lala land for so long I've forgotten a ton of 3d stuff
[17:17:15] <jezek2> then found out quickly that scenegraph is so limiting for me, esp. the performance
[17:17:19] <jezek2> (that was for mapeditor)
[17:18:24] <jezek2> but I appreciated that such libs are there, even when it's more for "toy" things than any real usage... as I could put something quickly on the screen
[17:18:57] <jezek2> focusing on my core problem and then revisit it later :)
[17:26:46] <nbf> ouch
[17:26:58] <nbf> both sony and microsoft sold more consoles in a weekend than nintendo did in a year
[17:29:08] <jezek2> you mean the original wii or the new wii something?
[17:29:15] <nbf> WiiU
[17:29:41] <nbf> I've skipped all the consoles though, I want a steambox
[17:30:06] <jezek2> well wasn't WiiU some kind of relative "failure" ? :)
[17:30:21] <nbf> apparently :)
[17:30:30] <jezek2> I really liked what they did with original Wii... being it popular and they wasn't at loss with producing it unlike the two other
[17:30:38] <jezek2> not that I care about consoles anyway :P
[17:30:41] <nbf> yeah I bet nintendo is sitting on a huge pile of cash
[17:30:50] <nbf> so they can afford to screw up at least once
[17:34:30] <nbf> that's funny, brian may from queen is a phd astrophysicst?
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[17:41:15] <mr_monty> yep
[17:41:30] <mr_monty> composed music for road warrior too
[17:43:43] <mr_monty> fat bottom girls for the credits
[17:43:48] <mr_monty> :P
[17:45:17] <mr_monty> was thinking of getting wii u for neices and nephew
[17:45:36] <mr_monty> but may get an xbox instead
[17:47:20] <mr_monty> what I don't like about consoles
[17:47:26] <mr_monty> invest in wii games
[17:47:30] <mr_monty> unplayable on an xbox
[17:47:46] <mr_monty> now you have to have both consoles connected to multi input tv - which fortunately they have.
[17:47:48] <mr_monty> more f'ing wires
[17:47:51] <mr_monty> i hate f'ing wires
[17:48:13] <mr_monty> wii good casual gaming machine
[17:48:19] <mr_monty> wii u doesn't look terribly compelling
[17:48:43] <mr_monty> nintendo hit the jackpot with the wii and the casual gaming market.
[17:48:52] <mr_monty> otherwise it's a whimpy console
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[17:49:23] <mr_monty> I'd like to start a game franchise with a smart italian plumber that likes to jump around
[17:49:35] <mr_monty> never been done, please try not to copy :P
[17:49:39] <mr_monty> s/smart/small
[17:50:26] <MatthiasM2> lol
[17:50:42] <mr_monty> possibly have a brother and some type of primate nemesis with the name "donkey"
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[18:25:46] <nbf> haha forgot about that pic
[18:25:48] <nbf> now that's a computer store
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[19:02:31] <mr_monty> I remember that pic
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[19:11:53] <nbf> I wonder where they found a picture of stallman wearing a suit
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[20:57:47] <ZeuPiark> hello
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[20:59:00] <lrh9> Heyo.
[21:00:24] <Mazon> !seen kappaOne
[21:00:24] <lwjglbot> Mazon: kappaOne was last seen in #lwjgl 1 week, 1 day, 23 hours, 11 minutes, and 5 seconds ago: <kappaOne> as long as you don't embed the lwjgl display inside any AWT then should be fine to use it with AWT
[21:01:10] <Mazon> anyone with an old java installed? - pre update 45?
[21:03:34] <jezek2> 6u7 fine? :P
[21:04:13] <jezek2> but I guess it's one major version old for you :D
[21:04:39] <Mazon> no, thats ok too
[21:07:11] <lrh9> Quick question if anyone can help me out. Would a keyboard event that occurs before a mouse event ever have a lower getEventNanoseconds or vice versa?
[21:07:26] <lrh9> I mean "higher".
[21:07:51] <Mazon> whichever comes first, has the lowest number
[21:08:43] <lrh9> OK. The javadoc says that it is only useful for relative comparisons between events of the same type, but I was wondering if I could use it to order both.
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[21:09:50] <lrh9> Thanks.
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[21:39:24] <mr_monty> dude I'm going to gerrmany :P
[21:39:38] <mr_monty> actually I'll probably visit in a few years
[21:39:47] <mr_monty> next year I want to go to the uk
[21:39:52] <mr_monty> and then japan
[21:40:22] <mr_monty> I still want to do north korea for the bizarre factor :P
[21:45:36] <nbf> I'm going to be going to germany next year
[21:46:09] <MatthiasM> where?
[21:46:22] <nbf> ludwigsburg
[21:46:30] <MatthiasM> hmm
[21:47:06] <nbf> this year we went to javaone instead of eclipsecon europe, which is in ludwigsburg
[21:47:20] <nbf> but we'll be skipping javaone next year, it's kind of a dull conference
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[22:10:39] <mr_monty> wouldn't mind skiing in the alps but I don't want to go by myself :P
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[22:11:04] * mr_monty crawls to the chalet with a broken leg :P
[22:11:37] <nbf> stuttgart's logo looks an awful lot like the italian stallion from rocky
[22:11:40] <nbf> or the ferrari logo :)
[22:11:48] <mr_monty> no doubt
[22:12:51] <nbf> everytime I see a picture of a german city it makes me think of frankenmuth :)
[22:14:47] <mr_monty> take your v to the nurburgring :P
[22:16:31] <mr_monty> minature wonderland looks cool too
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[22:20:20] <MatthiasM> yeah - that is nice
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[22:28:47] <stringPuppet> Hey
[22:28:51] <stringPuppet> Is someone here?
[22:28:55] <kappaOne> yes
[22:29:00] <stringPuppet> hi
[22:29:05] <kappaOne> hi
[22:29:08] <stringPuppet> How do I create a player entity
[22:29:16] <stringPuppet> instad of a quad i guees
[22:29:17] <stringPuppet> guess
[22:29:24] <stringPuppet> *instead
[22:29:53] <kappaOne> that sounds like a basic java question
[22:29:57] <kappaOne> rather than lwjgl releated
[22:30:07] <stringPuppet> Umm maybe
[22:30:15] <stringPuppet> LOL
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[22:32:01] <kappaOne> mazon: nice work with the 2.9.1 release
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[23:36:25] <nbf> "Lerdoff: PHP was supposed to be a thin layer on top of a bunch of C++ code, which is what I did at Yahoo. Facebook rolled everything out in PHP instead of translating that to C++. They just write faster Gits for PHP — I wonder what will be the next engine? Google has done some work along these lines. Maybe we’ll have some Git competition in a few years."
[23:36:37] <nbf> lerdoff = guy who wrote php
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