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[02:25:26] <monty_hall> evening
[02:25:31] <monty_hall> my fellow devil worshippers
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[02:32:52] <Xardov> monty_hall: good evening to you
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[04:08:11] <monty_hall> it's too quiet
[04:08:22] <monty_hall> somebody say something
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[09:43:39] <l3dx> sssh
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[11:56:16] <ZeuPiark> hello
[11:59:39] <lrh9> Hello.
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[14:04:56] <monty_hall> sup amigos
[14:05:58] <monty_hall> ZeuPiark has a very polite irc client
[14:06:45] <lrh9> No autojoin?
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[14:21:02] <monty_hall> wait for it
[14:21:05] <monty_hall> wait for it...
[14:21:13] <monty_hall> :P
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[14:37:21] <jezek2> insane ;)
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[16:11:13] <monty_hall> my phone is getting on my nerves
[16:11:24] <monty_hall> f'ing thing is rebooting a little more frequently than I like
[16:11:35] <monty_hall> well, I like never actually :P
[16:11:39] <monty_hall> one time is too many
[16:12:06] <monty_hall> wonder if this is an android thing or a hardware issue
[16:12:33] <monty_hall> I shouldn't say little more, it always seemed to reboot whenever it felt like it
[16:12:47] <monty_hall> just sometimes it happens @ inconvenient moments.
[16:26:30] <lrh9> Is there any point targeting legacy OpenGL?
[16:42:37] <jezek2> if you target older HW
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[16:47:03] <jezek2> I'm even writing a SW renderer for those who have shitty GPU, bad drivers or the target platform lacks 3d acceleration altogether :)
[16:47:20] <jezek2> + it's fun
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[16:49:46] <lrh9> Thanks. I'm just wondering if I need to do some design up front. I know how to get OpenGL capabilities, but I'm not sure how to write an elegent renderer implementation so that I can pick out the best one and pop it in. If that makes sense...
[16:52:25] <jezek2> I think the best is to choose a baseline features & performance and just code single renderer, in my case I'm targetting GF6600 (and 9400M which shows about the same performance)
[16:53:17] <jezek2> it provides just adequate capabilities to my needs :)
[16:53:57] <jezek2> it can be limiting sometimes, but that always resulted in a better design
[16:54:45] <jezek2> and surprisingly way cheaper ways how to achieve something and even prettier :P
[16:55:02] <MatthiasM> lrh9: I wrote a renderer generator :)
[17:04:26] <lrh9> I was thinking about just writing a renderer using OGL 3.2+.
[17:05:38] <nbf> the actual opengl calls should be encapsulated well enough that they can be substituted
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[17:16:49] <toki78> hi
[17:17:09] <toki78> how can opencl render directly to GFX memory ?
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[17:29:26] <nbf> that's funny, one of The Stooges guitarists worked for AMD on their products
[17:29:38] <nbf> toki78: FBO and PBO
[17:30:02] <nbf> you can use FBO to retarget the output buffer and you can store the rendered buffer data in a PBO
[17:30:54] <toki78> nbf, thanks ! clCreateFromGLRenderbuffer ?
[17:31:22] <nbf> oh opencl
[17:31:33] <nbf> I'm sorry I missed that but what are you trying to do exactly?
[17:32:03] <lrh9> Are the OpenGL vector classes strictfp?
[17:32:07] <MatthiasM> toki78: I have only used the other way around: write with OpenCL into a PBO and upload that as texture in OGL
[17:32:19] <nbf> with FBO one of the output targets is a render buffer
[17:32:25] <MatthiasM> lrh9: OpenGL has no vector classes
[17:32:27] <nbf> render buffers are different from textures in that you can't really do anything with them
[17:32:43] <lrh9> Sorry. LWJGL vector classes.
[17:33:00] <MatthiasM> render buffers are typically used to provide the depth buffer when you are only interested in the color buffer
[17:33:13] <nbf> they're stored someone that's very efficient for the hardware to access
[17:33:15] <MatthiasM> lrh9: look at the javadoc
[17:33:52] <toki78> MatthiasM, can you provide source code ?
[17:33:57] <MatthiasM> toki78: no
[17:34:01] <toki78> oky :)
[17:34:14] <MatthiasM> that is part of a product
[17:34:21] <toki78> no problem
[17:34:24] <lrh9> I don't see anything strictfp.
[17:34:43] <toki78> last night I implemented an OCTREE for my raytracer
[17:34:54] <MatthiasM> lrh9: if you require precision then do your world math in fixed point
[17:35:02] <nbf> cool an opencl raytracer?
[17:35:08] <MatthiasM> and only convert to float at the last possible moment
[17:35:26] <toki78> I want to speed up that raytracer with "rendering directly to the screen"
[17:35:26] <lrh9> I'm not after precision I'm after determinism.
[17:36:08] <MatthiasM> well - fixed point is much more deterministic - esp when it comes to multi player or large values
[17:36:38] <MatthiasM> or when doing replays
[17:37:35] <lrh9> So no...
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[18:02:58] <CLT|Stiotic> Hello
[18:03:55] <CLT|Stiotic> Anyone there who'd might like to help a 3d noob?
[18:04:51] <lrh9> What's up?
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[18:07:50] <CLT|Stiotic> So, me and a few friends started on a small game project or are atleast planning to start on it and we were wondering if you make a 3d Game, what part of the game do you make in Models and what part of the game do you make in code? So lets say we have map and its build up with mostly square shaped stuff, do you build the map as a whole model, do you write it in code or do you make small models and attach them to each other?
[18:08:35] <MatthiasM> depends on what you want to do
[18:08:50] <MatthiasM> assembling the map from a set of building blocks is a common approach
[18:09:13] <MatthiasM> this has been done in eg: Never Winter Nights, Dungeon Siege, Diablo 3 etc
[18:09:16] <CLT|Stiotic> we want to make certain effects on certain blocks(speedboosts, etc)
[18:10:42] <CLT|Stiotic> but is the attachement method really usefull when were just talking about a flat let's say 100 x 100 ground piece?
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[18:25:11] <CLT|Stiotic> okay thanks
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[18:48:41] <toki78> Hi, how do I put the OpenGl context into the properties for CL10.clCreateContext
[18:48:43] <toki78> ??
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[18:59:23] <toki78> There is something missing like Display.getPointer()
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[19:26:21] <CLT|Stiotic> anyone got a good tutorial for virtual lights in lwjgl?
[19:26:36] <CLT|Stiotic> i cant find any and its kind of a hard topic for me
[19:27:48] <CLT|Stiotic> and i can't do anything with the c / c++ tutorials for it
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[20:06:34] <monty_hall> I love it.
[20:06:39] <monty_hall> ahh
[20:06:40] <nbf> lrh9: I would say you don't want your entity/component/whatever system directly rendering things
[20:07:06] <nbf> you should have a renderer that just does that and have the entity's rendering component somehow supply that with things to render
[20:07:31] <monty_hall> I'm occasionally getting NPE's with my weak hash set
[20:07:47] <nbf> i.e. the renderer entity component provides a matrix(s), geometry, materials, etc for rendering to the actual rendering code
[20:07:51] <monty_hall> I like those types of problems - ones you can't reliable reproduce :P
[20:08:19] <monty_hall> I saw a snippet somewhere that a draw back of entity systems is that they can be slow
[20:08:33] <monty_hall> rather they don't scale well
[20:08:39] <nbf> well their purpose is to make development easy and flexible
[20:08:44] <nbf> easy and flexible almost always means slow
[20:08:54] <monty_hall> yeah. Haven't really worked with them
[20:09:00] <monty_hall> somebody here was asking about artemis
[20:09:05] <nbf> but that's why I'm saying what I'm saying
[20:09:28] <nbf> make the entity components use a rendering system, don't build the rendering code into the entity system itself
[20:12:50] <CLT|Stiotic> I wonder why i just cant get lighting done...
[20:13:23] <nbf> CLT|Stiotic: what kind of lighting are you trying to accomplish?
[20:13:38] <nbf> lambertian would be a good start and it's really "hello world" easy to implement in a shader
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[20:13:54] <CLT|Stiotic> a really simple, more than 8 light lighting system
[20:14:05] <CLT|Stiotic> but i have no idea where to start
[20:14:07] <nbf> for a lot of lights, you need to switch to deferred rendering
[20:14:12] <CLT|Stiotic> i watched the tutorials from the coding univerese
[20:14:22] <nbf> but it sounds like you should try implementing just one :)
[20:14:33] <CLT|Stiotic> but he only explains the 8 lights method and only for 1 light
[20:14:39] <CLT|Stiotic> i got that already
[20:14:42] <CLT|Stiotic> and it works fine
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[20:24:17] <lrh9> Thanks all.
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[20:36:32] <CLT|Stiotic> nbf, got any tips how to go on now?
[20:47:32] <nbf> if you want more than 8 lights, you'll need to use deferred rendering techniques
[20:47:45] <nbf> there are many resources online about implementing that
[20:48:12] <CLT|Stiotic> Thanks ill have a look at that
[21:06:49] <CLT|Stiotic> okay i dont get it
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[21:24:31] <CLT|Stiotic> nbf, either am I to stupid to find good ressources to implement it or im to stupid to work with the ressources im finding :D
[21:26:34] <CLT|Stiotic> i kind of think its the second one
[21:53:02] <monty_hall> sup
[21:54:12] <CLT|Stiotic> not much, desperately trying to find out how to implement deffered rendering, you ? :P
[21:54:47] <monty_hall> harassing people on lwjgl
[21:54:54] <monty_hall> other than that...
[21:54:56] <monty_hall> actually,
[21:55:14] <monty_hall> I'm dinking around with creating a language for finite state machines
[21:55:23] <monty_hall> "dinking" <- so true
[21:55:31] <CLT|Stiotic> lol :D
[21:55:55] <CLT|Stiotic> man this is driving me crazy -.-
[22:03:19] <nbf> unrest in the ukraine, I wonder how long before putin sends in stormtroopers
[22:07:09] <nbf> CLT|Stiotic: deferred rendering isn't too hard but it has a lot of setup
[22:07:18] <nbf> you have to render various data into buffers for your shading pass
[22:07:33] <CLT|Stiotic> yeah if there was any kind of tutorial that would explain it that would be nice :/
[22:07:35] <nbf> so it's mainly simple drudgery
[22:08:19] <CLT|Stiotic> all I find is strange setup Gits or ruff explanations on stackoverflow
[22:09:48] <meoblast001> my work with C# has led me to a strange realisation
[22:10:16] <meoblast001> Java has so many great libraries and i believe i prefer it over C#... but C#'s core language is actually far more adavanced than Java
[22:10:22] <meoblast001> i'm starting to envy some of C#'s features
[22:10:27] <nbf> that's pretty much it
[22:10:36] <monty_hall> c# actually isn't bad
[22:10:37] <nbf> java's runtime is also much more advanced but the langauge has evolved slowly
[22:10:52] <nbf> they're just now adding features that C# has had for like 10 years
[22:10:55] <meoblast001> i've fallen in love with the way you do getters and setters in C#
[22:11:17] <meoblast001> they've basically just provided shortcuts for the way you're going to do things 95% of the time so you don't clutter your code with getters and setters for everything
[22:11:22] <nbf> they didn't want Java to turn into Scala
[22:11:33] <CLT|Stiotic> Thanks
[22:11:34] <nbf> but I think C# is a happy medium
[22:11:45] <meoblast001> i'm considering learning Scala
[22:12:02] <nbf> it's like C# on steroids
[22:12:03] <meoblast001> Scala, D, and Haskell are probably the next ones on my list
[22:12:10] <monty_hall> haskell rocks
[22:12:12] <nbf> if you like features, Scala makes C# look like Java
[22:12:18] <meoblast001> haha
[22:12:21] <nbf> and thus it's awful
[22:12:39] <CLT|Stiotic> nbf, am i going to die reading that or is it that 8/10 people know how to do it after reading all that? :D
[22:12:40] <meoblast001> D makes C++ look like a child on crack
[22:12:46] <meoblast001> oh wait... it already does look like a child on crack
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[22:13:17] <nbf> yeah C++ is a bastard
[22:13:32] <nbf> but it can be very fast and lightweight
[22:13:39] <nbf> and most importantly portable
[22:13:40] <meoblast001> didn't you rewrite a large portion of your software into C++, nbf?
[22:13:45] <nbf> yeah
[22:13:55] <meoblast001> curious. were there any other languages you took into consideration?
[22:14:01] <meoblast001> the more i don't use C++, the less i want to use it lol
[22:14:14] <nbf> not really, C++ has characteristics that no other language can match right now
[22:14:23] <nbf> which sucks because it's an awful language
[22:14:38] <meoblast001> only big characteristics i see are 1) everyone knows it (sort of) and 2) it's fast as hell
[22:14:57] <nbf> hopefully LLVM does for native code what Java did for virtual machines
[22:15:49] <nbf> ^ this is something I've had my eye on
[22:15:50] <meoblast001> i've heard good things about Rust too
[22:16:03] <meoblast001> people tell me not to get into D because Rust blows it away
[22:20:06] <meoblast001> seems meh at first glance
[22:22:50] <nbf> :)
[22:23:22] <nbf> one of these days I'm going to create some eclipse tooling for that
[22:23:55] <meoblast001> that actually seems pretty nice
[22:24:03] <meoblast001> i've been working on 2 eclipse plugins lately
[22:24:07] <meoblast001> one for research, another for class
[22:24:15] <nbf> it's C# for the JVM
[22:24:15] <meoblast001> i really don't like eclipse, but whatever
[22:24:27] <meoblast001> seems sort of like it
[22:24:46] <meoblast001> i may need to start using this
[22:25:02] <CLT|Stiotic> good night everyone
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[22:27:46] <monty_hall> I <3 declarative
[22:28:01] <monty_hall> alas, it's only as good as the algs used to implement it.
[22:28:22] <monty_hall> not every problem that needs to be back caculated can be solved efficiently with the same algorithm
[22:28:24] <monty_hall> or at all.
[22:28:25] <monty_hall> and then
[22:28:41] <monty_hall> you have to muck with the input to get what you want which causes another kind of headache
[22:28:46] <monty_hall> I guess you can't get something for nothing.
[22:29:39] <monty_hall> I think there's a programming language called "employee"
[22:30:04] <monty_hall> amazing you can tell it what to do, and most of the time it can do it. most of the time it needs other "employee" to delegate tasks.
[22:30:10] <monty_hall> problem is, they're so f'ing expensive :P
[22:33:35] <monty_hall> they bicker too :P
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[22:51:32] <jezek2> C# is featureful but it focuses mostly on wrong features (and has lot of exceptions of exceptions of rules), it's too messy yet doesn't provide the needed features to their full potential (eg. structs)
[22:52:43] <jezek2> + visual studio is awful :)
[22:54:50] <jezek2> nbf: isn't LLVM doing that already? :)
[22:59:01] <jezek2> meoblast001: and I prefer plain C over C++ any time... it's much less complex and thus less error-prone, I think in practice the more automatized memory management of C++ is like false sense of security (I've seen too many C++ apps that crash)
[22:59:10] <jezek2> though had interesting moment today :P
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[22:59:22] <monty_hall> I don't like forward delcaring my vars in c
[22:59:27] <monty_hall> that's about it
[22:59:33] <meoblast001> i don't like C lol
[22:59:40] <meoblast001> well, for any reasonably complex graphical application
[23:00:34] <jezek2> some_struct->member[x] = func(...); where that func modified some_struct pointer (calling realloc), turned out to be problem with C's handling of sequence points so it cached the previous pointer
[23:00:55] <jezek2> I don't like this weaker semantic of C
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[23:01:35] <jezek2> *modified member pointer
[23:01:35] <jezek2> :)
[23:01:42] <monty_hall> ;)
[23:01:45] <nbf> finally
[23:02:00] <nbf> was worried I borked bitlbee on an upgrade
[23:02:10] <jezek2> nbf: had nice moment with C today:
[23:02:10] <nbf> we're finally using an internal apt mirror to update all the servers! :)
[23:02:18] <jezek2> <jezek2> some_struct->member[x] = func(...); where that func modified some_struct pointer (calling realloc), turned out to be problem with C's handling of sequence points so it cached the previous pointer
[23:02:30] <jezek2> <jezek2> *modified member pointer
[23:02:31] <jezek2> :P
[23:02:44] <nbf> jezek2: yeah with LLVM definitely seems to be
[23:02:53] <nbf> which is why I'm hopeful it continues
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[23:03:20] <jezek2> nbf: doesn't your data centre provide debian apt mirror? :)
[23:03:27] <nbf> nope (that I'm aware of)
[23:03:31] <jezek2> oh that's shame
[23:03:41] <nbf> that would be cool, I've debated asking them if I could provide one
[23:03:45] <jezek2> all the bigger ones, even smaller ones (VPS) had one
[23:04:07] <nbf> I bet it would cut down on traffic although debian isn't as popular as red hat or even windows server
[23:04:09] <jezek2> (that I encountered)
[23:04:17] <jezek2> it is not?
[23:04:30] <nbf> I have a few extra servers, I could even through in the box
[23:04:40] <nbf> maybe get a discount on our rack
[23:04:49] <nbf> it would save them a ton of bandwidth
[23:05:06] <nbf> and I've been a customer for like 5 years now
[23:05:19] <jezek2> for a discount yeah I would provide one, otherwise I would poop on them :P
[23:06:33] <jezek2> but I guess for these services they would either want to run it themselves or not at all
[23:06:47] <jezek2> unless you get into some specific contract with them
[23:07:43] <jezek2> not sure how these are bendable for "small guys" (= having less like dunno 10 racks or so :P depending on the size of the provider)
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[23:09:59] <nbf> yeah this isn't a huge datacenter either, there's like maybe ~20 rows of racks with like 10-15 racks per row
[23:10:51] <nbf> and then there's a private section (not sure who's in there, lots of google devices) and cage wtih coloed towers
[23:11:46] <meoblast001> nbf: btw. did i tell you i'm working on a game that i may actually finish?
[23:11:47] <meoblast001> lol
[23:13:49] <nbf> that's a lie, no one finishes their games
[23:13:55] <nbf> heresey!
[23:14:40] <meoblast001> nbf: well if i don't come close to finished (have something playable), i may get a poor grade in a class
[23:14:54] <meoblast001> i elected to overcomplicate a project for a game design course in order to learn Android dev a bit
[23:15:03] <meoblast001> it should be playable and have win and lose end-games in by the end of this week
[23:15:16] <meoblast001> whether it's feature complete though, not sure... but it should be at least moderately enjoyable
[23:15:44] <nbf> that's cool
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[23:17:10] <meoblast001> i've been out of any and all gamedev for a few years now, so this project is sort of fun and annoying simultaneously
[23:17:15] <meoblast001> been doing lots of webdev
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[23:46:28] <jezek2> meoblast001: or you get both bad grade and non-finished game :P
[23:46:39] <meoblast001> yeah
[23:46:50] <meoblast001> it's like double jeopardy
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[23:52:12] <monty_hall> hello
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