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   January 16, 2019  
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[01:06:29] <Atari2600> I just got this spam message: <nine_milli> blb wants to fuck u
[01:06:40] <Atari2600> are you getting similar ones?
[01:06:57] <Atari2600> I can't trace back the spammer to report to freenode
[01:07:14] <Tylak> I haven't had any spam today
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[01:24:51] <FroggyC> nothing like that
[01:26:34] <aeth> Atari2600: I believe there's a recommended flag to set to prevent getting private messages from unregistered users, or something along those lines.
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[01:28:08] <Atari2600> yeah! gonna research taht
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[01:29:05] <aeth> My flags appear to be +RZi
[01:29:39] <aeth> They're called modes (user modes and channel modes)
[01:29:47] <aeth> The user modes are described here: https://freenode.net/kb/answer/usermodes
[01:30:08] <aeth> It's +R
[01:30:29] <aeth> +g does something similar, but tells you that there was an attempt
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[02:10:08] <solidfox> Atari2600: i didnt get a spam
[02:10:10] <solidfox> :<
[02:17:24] <pavonia> aeth: Do you know what "unknown users" are in that context?
[02:17:42] <pavonia> or anyone else
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[02:19:44] <solidfox> pavonia: users that arent authenticated to freenode probably
[02:22:58] <pavonia> Hhm, "/quote help accept" suggests that only explicitly while-listed users can message you
[02:26:53] <solidfox> pavonia: ah
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[12:08:45] <rindolf> hi all
[12:08:55] <wPSvils> hello
[12:09:06] <rindolf> wPSvils: sup?
[12:12:05] <wPSvils> werkin' twerkin'
[12:12:18] <wPSvils> Trying to plan a roadmap.
[12:12:24] <wPSvils> What's up on your end?
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[12:25:34] <rindolf> wPSvils: I released a new version of https://www.shlomifish.org/open-source/projects/black-hole-solitaire-solver/ with support for https://en.wikipedia.org/wiki/Golf_(patience)
[12:25:44] <wPSvils> Nice!
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[12:40:02] *** jinak <jinak!~jinak@190.176.247.242> has joined #gamedev
[12:40:04] <jinak> hello
[12:40:11] <jinak> anyone here use GNU/Linux 64 bits?
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[12:49:50] <gogoprog> jinak: yes
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[13:16:49] <rindolf> jinak: yes
[13:17:07] <rindolf> jinak: mageia 7 x86-64
[13:17:26] <rindolf> jinak: and some VMs
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[13:20:11] <jinak> rindolf, http://blackrook.ddns.net/Ajedrez.txt
[13:21:28] <rindolf> jinak: this is in spanish
[13:22:11] <jinak> rindolf, yes, i can't write a good english
[13:22:49] <jinak> rindolf, you known 0% of spanish?
[13:23:36] <rindolf> jinak: i know very little spanish
[13:24:50] <jinak> rindolf, If you have a problem and you do not understand it at all I can help you :)
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[13:25:51] <brainzap> gaming on linux
[13:26:22] <R2robot> I gave up on that in 1999
[13:26:49] <brainzap> there was a tweet on a game company where they said they had 1% sales and 20% bug reports from linux
[13:27:00] <R2robot> sounds about right
[13:27:50] <R2robot> tbh it's because people half-ass the port/support
[13:28:01] <gogoprog> brainzap: that was the company from Planteary Annihilation
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[13:49:40] <DnzAtWrk> probably because people who use windows don't write bug reports but yell "WHY IS IT NOT WORKING??!! WTF"
[13:50:02] <DnzAtWrk> "I CLICKED THE BUTTON AND THEN IT DIDNT WORK"
[13:50:30] <brainzap2> linux whiteknight
[13:50:40] <jinak> o.o
[13:50:45] <DnzAtWrk> I prefer linux justice warrior
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[13:53:08] <DnzAtWrk> god I don't want to go home
[13:53:14] <DnzAtWrk> so peaceful and quiet at work
[13:55:20] <R2robot> haha
[13:55:23] <R2robot> that's sad
[13:56:38] <jinak> etherotuwehtklewjthelkther
[13:57:04] <jinak> DOWNLOAD MY FUCKING APP AND EXECUTE IN YOUR FUCKING MACHINE NOW!!!! SHIT!!!!! >:(
[13:57:17] <DnzAtWrk> pass, make a js version
[13:58:36] <jinak> PFFFRRRTTT!!!💨💩💩💩💩💩💩︵💩
[13:59:30] <DnzAtWrk> seriously though. I do not download random executables and run them on my machine. It's too risky
[13:59:34] <jinak> PfffFFFRRRRRRTTTTRRRFFFFFFFFRFRFRRRRRRRRRRRRRRRFFFFRRTTT!!!💨💩💩💩💩💩💩︵💩︵💩💩💩💩💩💩︵💩︵💩💩💩💩💩💩︵💩︵💩💩💩💩💩💩︵💩︵💩💩💩💩💩💩︵💩
[13:59:59] <jinak> ok, now I'm more relaxed...
[14:00:15] <jinak> DnzAtWrk, my app no is a random app...
[14:00:28] <jinak> DnzAtWrk, you never see about of BlackRook?
[14:02:01] <jinak> DnzAtWrk, you never ear or see of #BlackRook channel??
[14:03:11] <jinak> now you're ignored me...
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[14:03:19] <DnzAtWrk> no, I just looked over the github
[14:04:50] <DnzAtWrk> nobody likes not having their achivements acknowledged
[14:05:01] <DnzAtWrk> achieve*
[14:05:22] <jprajzne> hmm, blackrook sounds familiar
[14:06:26] <DnzAtWrk> I'm not a fan of card games :P
[14:06:31] <jprajzne> ah, now i know
[14:06:37] <DnzAtWrk> solitaire can bite me
[14:06:46] <jprajzne> it't rmbeer in disguise :)
[14:07:25] <jprajzne> that game server guy, i did some translation for him
[14:07:39] <DnzAtWrk> I know him
[14:07:45] <DnzAtWrk> which means he is either nice or an asshole
[14:08:03] <jprajzne> nice asshole
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[14:19:01] <Captain_Crow> are there any open source cross platform 3d graphics engines that are easy to use with c++ and well explained and supported?
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[14:25:54] <pulse> openGL
[14:25:55] <pulse> :D
[14:26:59] <jprajzne> opengl is a library :)
[14:27:57] <pulse> details, details
[14:28:19] <Captain_Crow> doesnt opengl just draw 2d triangles?
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[14:28:26] <pulse> :S
[14:28:39] <pulse> rude
[14:28:42] <jprajzne> Captain_Crow: it does do them in 3d too
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[14:29:08] <pulse> but the monitor is 2D
[14:29:52] <Captain_Crow> what's the easiest way to get 3d with opengl?
[14:30:02] <Captain_Crow> is there a library for the 3d math?
[14:30:38] <pulse> https://en.wikipedia.org/wiki/List_of_game_engines
[14:30:41] <pulse> it's dangerous to go alone, take this
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[14:31:13] <Captain_Crow> i been there many times, a lot of dead and abandoned engines
[14:31:42] <pulse> is ogre3d still a thing
[14:31:52] <pulse> i remember it being the popular choice for a while
[14:32:29] <Captain_Crow> i was just at their irc channel, was like 20 people, all seemed afk, i remember there used to be like 300 there
[14:33:19] <pulse> i think godot is the modern popular choice
[14:33:34] <DnzAtWrk> godot is more like unity I think
[14:33:37] <DnzAtWrk> ie a scene graph
[14:33:49] <pulse> yeah but i'm pretty sure you can code from scratch in it too
[14:34:05] <Captain_Crow> godot uses gdscript
[14:34:18] <Captain_Crow> as far as i know no c++ support
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[14:39:34] <DnzAtWrk> run program
[14:39:41] <DnzAtWrk> Segmentation fault (core dumped)
[14:39:48] <DnzAtWrk> thank you very helpful
[14:40:19] <brainzap> just dont write errors lol
[14:40:52] <DnzAtWrk> didn't make the program
[14:43:11] <Captain_Crow> does opengl actually handle the 3d math?
[14:43:34] <DnzAtWrk> no
[14:44:06] <DnzAtWrk> you need a proper vector/matrix math library
[14:44:10] <DnzAtWrk> not sure which is best
[14:44:17] <brainzap> doing it by hand
[14:44:22] <DnzAtWrk> screw that
[14:44:41] <pulse> doing it by foot
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[14:44:46] <Captain_Crow> what's easiest vector/matrix math library to learn?
[14:45:00] <brainzap> the one with most documentatoin
[14:45:04] <DnzAtWrk> if its good it should be no different from other libraries
[14:45:39] <DnzAtWrk> GLM
[14:45:40] <DnzAtWrk> ?
[14:45:47] <Captain_Crow> the only "math" library i know of is glm and i didnt understand it well
[14:45:48] <pulse> why not just use unreal
[14:46:04] <pulse> isn't it free now
[14:46:37] <Captain_Crow> i dont think so, it's open source but under an eula with licence and royalty fees as far as i know
[14:46:44] <DnzAtWrk> <brainzap> doing it by hand
[14:46:46] <DnzAtWrk> whups
[14:46:54] <DnzAtWrk> https://github.com/g-truc/glm/blob/master/manual.md
[14:46:58] <DnzAtWrk> what a pain in the ass
[14:47:02] <DnzAtWrk> but that's C for you
[14:47:16] <pulse> this seems somewhat interesting https://urho3d.github.io/
[14:49:52] <brainzap> AngelScript
[14:53:01] <DnzAtWrk> why C though
[14:53:20] <DnzAtWrk> the only time I would consider using C for gamedev is if I were to make a console game from scratch or something
[14:53:24] <DnzAtWrk> which I don't
[14:54:08] <DnzAtWrk> there is just so much extra effort for a boost in performance
[14:55:02] <pulse> C is nice
[14:55:07] <pulse> until you start doing something with strings
[14:55:20] <DnzAtWrk> <pulse> until you start doing something
[14:55:26] <pulse> :D
[14:55:30] <brainzap> until you need to implement buisness values
[14:57:15] <Captain_Crow> glm is for turning 3d space co-ordinates into 2d screen co-ordinates for opengl?
[14:57:35] <brainzap> opengl is 3d
[14:57:40] <jprajzne> it;s funny, because strings are why k&r wrote c, i think? :)
[14:57:47] <DnzAtWrk> to be fair, that bit of 3d math is really quite minimal
[14:57:55] <DnzAtWrk> you could probably make a library for that in like 500 lines of code
[14:58:10] <DnzAtWrk> https://github.com/datenwolf/linmath.h/blob/master/linmath.h
[14:58:11] <brainzap> americans didn't expect that there would be more than 127 characters
[14:58:12] <DnzAtWrk> oh look someone did
[14:58:17] <DnzAtWrk> but I don't know how buggy it is
[14:58:51] <DnzAtWrk> yeah, sounds like there are still some bugs in the issue tracker
[14:59:36] <Captain_Crow> im confused, does opengl itself do 3d or not?
[14:59:54] <DnzAtWrk> of course
[14:59:59] <DnzAtWrk> all GPU graphics are in 3d
[15:00:04] <DnzAtWrk> even the 2d games
[15:01:01] <DnzAtWrk> I guess software blitting isn't
[15:01:07] <DnzAtWrk> except for the texture
[15:01:19] <Captain_Crow> opengl automatically handles 3d co-ordinates and displays them to the screen?
[15:01:33] <DnzAtWrk> mmm, how to explain this
[15:01:35] <DnzAtWrk> give me a sec
[15:02:07] <DnzAtWrk> what you give the GPU is textures and buffers arrays of values
[15:02:15] <jprajzne> opengl does 3d, simple answer
[15:02:51] <DnzAtWrk> the vertex shader deals with transforming your x,y,z coordinates into 2d coordinates on the screen
[15:02:59] <jprajzne> there's a rasterizer that does translation from 3d to 2d in order to display the content on the monitor
[15:03:23] <Captain_Crow> oh
[15:04:06] <Captain_Crow> what's the purpose of glm then?
[15:04:25] <DnzAtWrk> that's the actual 3d math
[15:04:38] <DnzAtWrk> both the GPU and your program needs to do that
[15:04:59] <DnzAtWrk> you need to transform your 3D points in different ways and move between local and global coordinates and whatnot
[15:05:10] <DnzAtWrk> and the GPU deals with transforming your 3D coordinates into a 2D image
[15:05:49] <DnzAtWrk> the vertex/fragment shader has built in vector/matrix math
[15:05:52] <DnzAtWrk> so no need to worry about that
[15:06:31] <Captain_Crow> does glm just help with translating and rotating 3d co-ordinates of model vectors or something?
[15:06:50] <jprajzne> or you can do that yourself with matrix transformations
[15:06:51] <DnzAtWrk> if you want to
[15:07:15] <R2robot> Captain_Crow: raylib http://raylib.com
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[15:09:44] <DnzAtWrk> void main(void) { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
[15:09:49] <DnzAtWrk> this is roughly the extent of a vertex shader
[15:10:23] <DnzAtWrk> take the 3d position you pass in the vertex buffer (gl_Vertex), transform it by the model view projection matrix (your camera), and pass it over to the fragment shader
[15:11:01] <DnzAtWrk> the fragment shader interpolates between the values you pass to it and fill in whats inside the triangles formed by vertices
[15:11:06] <DnzAtWrk> </shaderCrashCourse>
[15:15:21] <Captain_Crow> does glm or opengl have build in shaders or is there a library for that?
[15:16:11] <DnzAtWrk> I don't think so, but the simplest shader you can make is like 10 lines long
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[15:16:29] <DnzAtWrk> and the internet is full of example
[15:16:30] <DnzAtWrk> s
[15:16:56] <solidfox> think i may have gotten like an hour of sleep maybe
[15:17:20] <solidfox> i need to exercise to feel tired i think
[15:17:23] <DnzAtWrk> and then you can do silly stuff like this: https://www.dropbox.com/s/lw71ghzqqff9nx3/relativistic.flv?dl=0
[15:17:46] <jprajzne> you don't really need shaders to start with 3d
[15:17:49] <DnzAtWrk> https://www.youtube.com/watch?v=qQNIKOD6WnY
[15:17:51] <DnzAtWrk> or this
[15:18:42] <DnzAtWrk> naw you don't need it but don't be intimidated by them either
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[16:10:56] <DnzAtWrk> my face when the audiobook on greek mythology I listen to gives the answer I couldn't figure out after 10 hours in a game
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[17:24:22] <Atari2600> your face... your ass... what's the difference?
[17:33:20] <pulse> these alien bastards are gonna pay for shooting up my ride
[17:36:27] <Atari2600> <3
[17:36:33] <Atari2600> no game can surpass this
[17:37:32] <Atari2600> also that hilarious unforgettable team speak trolling with that WoW group
[17:37:44] <Atari2600> 100% ownage
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[17:51:05] <babuloseo> Atari2600: wait what\
[17:51:15] <Atari2600> :)
[17:52:02] <Atari2600> https://www.youtube.com/watch?v=3p_OuMW4bfE
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[19:18:43] <Atari2600> fuck I need coffee
[19:19:41] <R2robot> get a room
[19:19:50] <coffee> I'm here to save the day mate <3
[19:19:58] <R2robot> lol
[19:19:59] <Atari2600> <3 rightaway
[19:22:36] <Atari2600> balls balls balls balls balls of steel
[19:30:11] <pulse> https://www.youtube.com/watch?v=5glPSZV1Kmc
[19:30:24] <pulse> possibly the greatest intro to any platformer, ever
[19:30:30] <pulse> I`M BACK
[19:31:26] <Atari2600> I will get coffee and be back later
[19:31:33] <Atari2600> (then I'll get pulse for a threesome)
[19:31:39] <pulse> :s
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[19:35:27] <R2robot> wow, I don't remember duke nukem 2 at all. is that real?
[19:36:01] <pulse> it was awesome
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[19:41:11] <R2robot> I wasn't that into duke nukem..
[19:41:15] <R2robot> at all really
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[19:58:38] * Atari2600 slaps R2robot
[19:58:46] <Atari2600> moar violence against machines needed!!!
[19:59:00] <Atari2600> duke nukem games were pretty cool. all of them
[19:59:21] <Atari2600> a nice character. cool fun satire of the typical murica macho man
[20:00:14] <Atari2600> they bring back amazing catchphrases from some underdog movies: "Groovy!", "It's time to kick ass and chew bubblegum, and I am all out of gum"
[20:01:04] <R2robot> yeah, I wasn't into that
[20:02:08] <brainzap> and fuck bitche
[20:03:46] <pulse> hey, hey, hey
[20:03:53] <pulse> "groovy" is earthworm jim's catchphrase
[20:04:07] <pulse> https://www.youtube.com/watch?v=juHgQBB2tLU
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[20:13:21] <pulse> by contrast
[20:13:27] <pulse> quake guy's catchphrase was simple but effective
[20:13:31] <pulse> HUH HUH HUH
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[20:26:34] <DaScoot> I only played DNF (some of it) and it felt less like satire and more like, well, being exactly what it was
[20:33:14] <pulse> DNF sucks
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[20:50:26] <Twipply> I'm writing a game engine just for fun, but I'm not sure how engines are used in relation to the game itself
[20:50:38] <Twipply> Should I write my game executable that loads in engine .dlls or shared objects?
[20:50:47] <Twipply> The other way around? Engine application loading the game
[20:51:11] <Twipply> Or maybe just write my game and include the appropriate headers and such for the engine?
[20:51:46] <pulse> doesn't matter
[20:52:02] <Twipply> I get that any way will work, currently I'm just including engine headers in my game
[20:52:12] <Twipply> I just wonder what method most people use, what's simplest/best/etc
[20:52:15] <pulse> typically a game engine is reusable
[20:52:17] <Twipply> I'm also googling it of course
[20:52:21] <pulse> so design with that principle in mind and you'll be fine
[20:52:34] <pulse> i design em as any old library
[20:53:11] <Twipply> I prefer the idea of them both being distinct projects
[20:53:16] <Twipply> rather than including engine headers
[20:53:46] <Twipply> I guess that doesn't actually mean they'd be one project, but it feels like they're too interlocked
[20:55:22] <Twipply> Also, do you have anything you've written pulse?
[20:55:27] <Twipply> Screenshots maybe?
[20:55:35] <Twipply> I'm just curious to see whatever anyone has
[20:55:59] <pulse> i'm working on a HTML5 game
[20:56:10] <pulse> i wrote a C++ engine years ago though
[20:56:21] <pulse> it was just a few dlls
[20:56:23] <Twipply> I'm trying to write mine in C++ at the moment
[20:56:40] <pulse> i'm working on this https://github.com/pulzed/MoxMagus
[20:56:44] <pulse> but i haven't updated it in a long while
[20:56:47] <Twipply> I'm leaning towards an engine that loads the game through shared objects or whatever
[20:56:54] <pulse> works on my custom engine
[20:57:01] <pulse> but again it's HTML5
[20:57:21] <Twipply> Oh I remember this game
[20:57:26] <Twipply> I played it before when you mentioned it
[20:57:28] <pulse> yeah
[20:57:31] <pulse> i haven't updated it in a while
[20:57:39] <pulse> i have a bunch of art done but
[20:57:42] <pulse> it's not finished
[20:57:54] <pulse> kinda stuck on it in the meanwhile
[20:58:09] <Twipply> I'm aiming at 3D currently
[20:58:18] <Twipply> Not that I've got far enough for that to matter just yet
[20:58:36] <Twipply> Just got some very sketchy logging and an event system
[20:59:01] <pulse> i need to get into the habit of writing a GDD
[20:59:08] <pulse> i'm super disorganized
[20:59:40] <Twipply> Dunno what I need to do next really
[20:59:48] <Twipply> This is my first attempt at an engine
[20:59:59] <pulse> get something playable asap
[21:00:06] <pulse> otherwise you lose momentum fast
[21:00:30] <Twipply> Figured I'll just go for a little first person shooter or so
[21:00:47] <Twipply> I guess I also wrote an .obj parser for loading models
[21:00:51] <Twipply> some OpenGL stuff also
[21:01:12] <Twipply> I'm really lost on the architecture of an engine though
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[21:02:35] <Twipply> Guess I should go work out how to create a shared object and load it up in my engine
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[21:12:26] <Atari2600> pulse, Earthworm Jim also stole that catchphrase
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[21:40:59] <Atari2600> https://www.youtube.com/watch?v=Wp_K8prLfso :)))
[21:41:08] <Atari2600> please watch this movie
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[21:44:33] <Atari2600> :~ Nairobi
[21:45:20] <pulse> i shall
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[21:55:37] <Atari2600> Ai! ai!... A Balrog! A Balrog is come!
[21:57:20] <aeth> What catchphrase? "I guess I also wrote an .obj parser for loading models"?
[21:58:19] <pulse> https://www.youtube.com/watch?v=aZ6OSf1jKiI
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[22:09:38] <solidfox> got my chair
[22:09:58] <Atari2600> yum
[22:10:10] <Atari2600> you gonna be a lazyfox now
[22:10:14] <Atari2600> meltedfox
[22:12:11] <solidfox> lol
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[22:33:09] <totoro42> hi there, i've got a question about from scratch rendering
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[22:33:42] <totoro42> when you're rendering texturing at the pixel level (during the scanlines of the triangle to fill it)
[22:34:26] <totoro42> you first have to deduce u and v texture coordinates
[22:34:38] <totoro42> for the texel
[22:35:20] <totoro42> but then you have to do perspective correction on these u,v coordinates in order to perspective texturing instead of affine texturing
[22:35:45] <totoro42> and actually this correction is about divided by the depth of the pixel
[22:36:06] <totoro42> my question is why we have to divide u and v by the depth of the pixel
[22:36:39] <totoro42> i heard on some tutorials that's because you divide by depth as well the x and y coordinates
[22:37:08] <totoro42> but this explaination doesn't go enough in depth into the problem, can you help to wrap my head around this ?
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[23:12:59] <Atari2600> pixels are rectangles :D
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[23:15:32] <totoro42> Atari2600, there's a relation with my question ? i so i don't get it :)
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[23:26:38] <pulse> Atari2600 is high on pixels, don't pay attention to him
[23:28:22] <totoro42> pulse, have you got an idea on my question ?
[23:28:43] <pulse> not in the slightest
[23:29:06] <totoro42> damn
[23:30:45] <pulse> if i were you i'd try something like https://computergraphics.stackexchange.com/
[23:30:53] <pulse> or ask on tigsource in one of the appropriate subforums
[23:35:19] <totoro42> okay, that's a good tip, thank you
[23:35:47] <Atari2600> texture levels
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[23:42:14] <cantelope> https://codegolf.tk/a/361
[23:44:25] <pulse> noice
[23:57:09] <dostoyevsky> pixels are a screenshot of a drug
[23:57:21] <Atari2600> code is unreadable, as usual
[23:59:03] <solidfox> oh shit i may have gotten a game that i cant play due to crappy intel graphics
[23:59:32] <pulse> https://www.youtube.com/watch?v=AnMR6SOBa9k
[23:59:40] <dostoyevsky> Atari2600: Make the font larger, or use a different font
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   January 16, 2019  
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