[00:00:50] <LunarJetman> if my engine is a success I might write some books
[00:01:04] <pulse> be original and make it a comic :^)
[00:02:36] <mijowh> a music video
[00:03:03] <mijowh> rap about engine design
[00:03:07] <mijowh> make it corny af
[00:04:10] <rtypo> nice way to miss your target audience
[00:06:09] <LunarJetman> a bit like my ravioli marketing videos
[00:07:10] <Prestige> Greetings all
[00:07:16] <mijowh> hello Prestige
[00:07:19] <rtypo> hi
[00:07:23] <Prestige> How's it going?
[00:07:28] <mijowh> well
[00:07:42] <mijowh> yourself?
[00:08:24] <Prestige> I'm good, vacation starting tomorrow
[00:09:05] <mijowh> pulse thats actually a really good analogy
[00:09:14] <pulse> xD
[00:09:15] <Prestige> that was awesome pulse
[00:09:28] <Prestige> should've been like a 2 second vid though haha
[00:09:37] <Prestige> so much anticipation
[00:09:42] <mijowh> lol
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[00:15:31] <Prestige> attempting to find a nice way to create an animation system for my game engine
[00:16:19] <mijowh> i havent tackled animation myself yet
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[00:17:00] <mijowh> what form? animated images, skeletal 3d animation, rigged 2d, 3d blendshapes/morphing, theres probably other methods,...
[00:17:16] <pulse> what kinda engine
[00:17:26] <Prestige> 2d sprite sheets into animations, I'll post some code here in a sec
[00:18:32] <pulse> i handle this as simply as it gets
[00:18:59] <pulse> i have an array that contains arrays of tile coords
[00:19:36] <pulse> then just set the active sequence and that's about it
[00:19:48] <pulse> i could use an ID system i guess
[00:20:31] <Prestige> & mijowh
[00:20:44] <Prestige> it's a 2d game engine in typescript (compiles to javascript if you aren't familiar)
[00:20:58] <LunarJetman> ew
[00:21:00] <mijowh> im not familiar
[00:21:01] <Prestige> Line 11, it splits a sprite sheet into its frames (canvases)
[00:21:24] <Prestige> then I create animations with those frames
[00:21:27] <mijowh> alright, so each frame of animation (single image) that would be
[00:21:33] <Prestige> Right
[00:21:53] <Prestige> the single frame animations don't take a frame duration parameter
[00:22:00] <Prestige> but the walking animation does (has 2 frames)
[00:22:38] <Prestige> I'm planning on creating a GUI application where you can create animations and export them into a json file
[00:22:53] <Prestige> so this may not matter a whole lot, but I'd like to make the code more elegant
[00:24:16] <mijowh> hm alright, and whats the question itself, if you even have one? how to draw said animation on screen? how to structure the data the represents an animation? transitioning between animations?
[00:24:45] <DarkUranium> Prestige, your project sounds interesting to me, but I really need to go to sleep right now.
[00:24:52] <Prestige> I have all that functioning, just contemplating a way to make this portion of the code easier to read
[00:24:58] <DarkUranium> I may have some ideas on the animation; ping me tomorrow.
[00:25:12] <Prestige> You got it, I'll shoot you a message when I get off my plane
[00:25:39] <LunarJetman> Prestige: you have taken the wrong path.
[00:25:56] <Prestige> I'm open for suggestions
[00:26:07] <LunarJetman> not-C++ is the wrong path. :)
[00:26:09] <mijowh> it seems pretty straightforward to me. looks like youll start out in idle anim, walk for half a second, then go into jump animation frame and stay there indefinitely
[00:26:14] <Prestige> hahaha
[00:26:23] <mijowh> is that what it does? thats what it looks like
[00:26:51] <Prestige> It just packs the animations into the player object so you can call setCurrentAnimation('walking'), and it will switch to that animation
[00:27:08] <Prestige> but you can't see that implementation from what I pasted, that's in the super class
[00:27:11] <mijowh> ah okay, i thought that was just some quick test case
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[00:27:46] <Prestige> I haven't pushed this code yet, writing it as an example "how-to" project
[00:27:55] <Prestige> want to make sure it's good to go
[00:29:22] <mijowh> quick glance it looks like you have everything there for your animations to work
[00:29:43] <Prestige> yep it runs, just want it to be good and clean :P
[00:29:51] <Prestige> LunarJetman: I'd like to learn c++ tbh
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[00:30:09] <Prestige> but I think it might be a difficult thing to do, making it cross platform and all
[00:30:18] <mijowh> im not familiar with typescript
[00:30:41] <rtypo> Prestige: is typescript nice to work with? i only know vanilla js
[00:31:01] <DarkUranium> mijowh / rtypo: It's just JS with (optional) type annotations.
[00:31:02] <Prestige> It is for me, coming from a java background. I like having types
[00:31:03] <DarkUranium> Python3 has the same idea.
[00:31:06] <notchris> wooot
[00:31:10] <DarkUranium> Prestige, Java background, eh?
[00:31:11] <notchris> got particle system working
[00:31:33] <DarkUranium> (but off to sleep for real now; ta!)
[00:31:38] <Prestige> Yep started with java and moved around to a bunch of other languages, somehow never got into c++
[00:31:53] <Prestige> "A transpiler from Java to TypeScript/JavaScript" woah what
[00:32:54] <Prestige> this is crazy haha
[00:33:25] <mijowh> like as for code cleanliness, just go through and make sure you have consistent naming conventions, well documented functions and such. whatever 'style guidelines' you follow dont matter, just make it all consistent. mixing conventions is like one of the major things that hurts readability imo
[00:33:31] <Prestige> JSweet actually uses the typescript definition files, how awesome
[00:33:43] <mijowh> and if its an interpreted language, should you be worried about the cross platform support?
[00:33:57] <mijowh> i imagine most platforms probably have some interpreter for it
[00:34:10] <Prestige> Oh I meant for C++, I have no idea how that works though tbh
[00:34:26] <mijowh> oh, preprocessor directives and cross compiling in my case
[00:34:29] <Prestige> I thought doing graphics in c++ might rely on platform specific code or something
[00:34:39] <Prestige> I really need to spend some time on it
[00:34:40] <mijowh> also, llvm toolchain
[00:35:02] <mijowh> it does rely on platform specific code DEPENDING how deep you go
[00:35:17] <mijowh> to say, do it manually, yes platform-specific (wgl, glx, etc.,)
[00:35:46] <mijowh> but there are toolkits like GLFW3(my suggestion) that will abstract that away from you and give you mostly cross platform windowing, glcontext, and input handling
[00:37:36] <mijowh> going the manual route will deal with several apis on each platform and alot of work. dealing with the winapi windowing system, or xlib/wayland, maybe handling xcb input, handling events on all these platforms. using xinput AND rawinput on windows to support xbox and generic usb gamepads
[00:37:45] <mijowh> you should probably use glfw.
[00:37:59] <Prestige> haha yeah I could agree with that pretty easily
[00:39:06] <mijowh> but cross platform support is pretty well provided in that case, and you can just make gl* calls to do what you want with opengl
[00:39:58] <mijowh> if you want to get into c/c++ (glfw is a c lib actually, so whatever way your going)
[00:40:54] <Prestige> don't know if I'd prefer c or c++
[00:41:00] <mijowh> there are other toolkits as well, like Qt (you can get glcontext there, im not sure how though i dont use it), SDL (sort of like GLFW with a hundred other features tacked on)
[00:41:07] <Prestige> probably going to continue this typescript engine for a while and then look into it
[00:41:10] <mijowh> glfw is just window, input, glcontext
[00:41:30] <mijowh> sdl is like, glfw + audio stuff, image loading, a whole bunch of other things
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[00:41:48] <Prestige> Seems like everyone in here is making games with c++
[00:42:05] <mijowh> its what i use, i cant speak for others
[00:42:08] <Twipply> I'm making a mess with C++
[00:43:29] <LunarJetman> mijowh: I will be destroying Qt soon.
[00:43:42] <mijowh> good luck with that
[00:43:47] <LunarJetman> luck is not a factor.
[00:45:18] <LunarJetman> Prestige: my C++ engine will be cross platform.
[00:45:27] <mijowh> i wrote my own windowing/input/gl initialization system using xlib/xcb/emscriptenwebgl/winapi/rawinput
[00:45:34] <mijowh> id like to add wayland support
[00:45:42] <mijowh> maybe think about mobile at some point, idk
[00:46:10] <mijowh> also need to set up xinput on windows to handle xbox controllers
[00:47:14] <LunarJetman> also, I will be initiating the singularity with neos.
[00:48:28] <pulse_> i will be destroying an orange soon
[00:48:31] <mijowh> and the shift key doesnt work on xlib
[00:48:35] <mijowh> idk why
[00:49:48] <Prestige> LunarJetman: open sauce?
[00:49:57] <LunarJetman> ketchup?
[00:50:30] <mijowh> if you dont know, im not clickin
[00:50:47] <pulse_> 0:46 light speed lol
[00:50:56] <pulse_> 0:56*
[00:51:07] <Prestige> holy balls
[00:51:57] <pulse_> how can you even tell
[00:51:59] <pulse_> which one is yours
[00:52:00] <pulse_> wtf
[00:52:32] <mijowh> by what lane its in i suppose
[00:52:59] <mijowh> that guy with the green one lol
[00:53:02] <mijowh> his sucks
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[00:54:17] <notchris> made a new darkish song
[00:54:51] <pulse_> nice pre-boss music
[00:55:00] <pulse_> level before the boss music
[00:55:04] <notchris> :D
[00:56:25] <pulse_> nice nice
[00:56:42] <pulse_> i like the melody at 0:32
[00:57:41] <notchris> ty !
[00:59:48] <Prestige> ah, indian food and MASH
[01:00:31] <notchris> the show?
[01:00:34] <notchris> or the food
[01:00:43] <Prestige> the show notchris
[01:00:48] <notchris> hell yea
[01:03:08] <LunarJetman> Prestige: neoGFX or neos?
[01:03:55] <Prestige> I don't know what either of those are
[01:04:24] <LunarJetman> neoGFX is my app/game engine/framework and neos is my universal compiler and scripting engine that neoGFX will use; both are open source.
[01:04:48] <Prestige> oh, neat - I guess I meant neoGFX then
[01:06:16] <mijowh> what do you mean by 'dynamic'
[01:06:45] <Prestige> mijowh: enforcing that these interfaces need to be created and passed in as a parameter for AnimatedSprite objects
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[01:26:55] <LastTalon> What happens today?
[01:30:42] <mijowh> the sun goes down
[01:34:50] <LastTalon> High tech
[01:35:27] <mijowh> yeah, have you seen the sun god ra's chariot? it has an 8-track.
[01:35:53] <LastTalon> Helios?
[01:36:14] <mijowh> is it? idk, the guy who pulls the sun down in his chariot
[01:36:21] <LastTalon> Helios.
[01:36:22] <LastTalon> :P
[01:36:35] <mijowh> the joke still stands.
[01:38:19] <LastTalon> Yes. Chariots are powerful.
[01:38:33] <LastTalon> Let your gods know to be careful of the iron chariots.
[01:39:23] * LastTalon doubts anyone will follow
[01:41:29] <LastTalon> Are my references too obscure?
[01:41:36] <mijowh> maybe
[01:41:40] <mijowh> is iron special?
[01:41:45] <LastTalon> Iron chariots are.
[01:41:47] <mijowh> huh
[01:41:50] <mijowh> why?
[01:42:32] <LastTalon> And the lord was with judah. They took possession of the hill country, but they were unable to drive out the inhabitants of the plains because they had iron chariots.
[01:43:23] <mijowh> hm, sounds like they had tanks. must have been the atlantians with their high tech. the plains flooded
[01:43:35] <myke> chariots pretty much were the tanks of the time
[01:43:35] <LastTalon> Obviously it was thor.
[01:43:51] <LastTalon> I hear thor's chariot was pretty powerful.
[01:43:58] <mijowh> i thought that was his hammer
[01:44:10] <myke> saw some reality show where they built an old school chariot and had a professional archer fire from it
[01:44:12] <LastTalon> You think thor didn't have a chariot, too?
[01:44:13] <myke> effective
[01:44:20] <mijowh> thats pretty badass
[01:44:34] <myke> if you're some dude with a spear you're having a bad time against a chariot
[01:45:54] <LastTalon> Thor's chariot is so powerful the goats that pulled it get their own stories.
[01:46:24] <mijowh> if two goats can pull your chariot, its a dinky little chariot
[01:46:33] <LastTalon> Or they're powerful goats.
[01:46:42] <mijowh> ive seen goats
[01:48:04] <o][o> I like Age of Mythology
[01:49:08] <mijowh> ive never seen that goat
[01:49:11] <mijowh> i concede
[01:49:34] <mijowh> thats a small horse
[01:51:23] * LastTalon hums the stargate theme
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[02:13:20] <LastTalon> I see you've discovered the good part of youtube.
[02:16:03] <Prestige> is this a meme?
[02:16:31] <Prestige> wait im still watching it though
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[02:18:59] <R2robot> haha. i love those. First one I saw was a beach race.
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[02:28:02] <mijowh> i love the marble audience in the bleachers
[02:29:09] <mijowh> are those marble refs at the bottom?
[02:29:38] <mijowh> jesus christ, this guy is either a really interesting fellow, or a not very interesting fellow
[02:30:44] <Prestige> lmao
[02:31:13] <mijowh> i feel like i might gamble on this
[02:32:08] <mijowh> the second thing is kinda like a marble bobsled
[02:36:06] <Twipply> mijowh was it you that uses Atom?
[02:36:16] <mijowh> yes
[02:36:32] <Twipply> does for (const auto &[a, b] : c) mess up the syntax highlights for you?
[02:36:34] <Twipply> It's killing me fam
[02:37:03] <mijowh> nope, no effect besides what youd expect
[02:37:17] <Twipply> Terrible
[02:37:29] <Twipply> Oh, and when I say messes it up
[02:37:32] <Twipply> I mean later on
[02:37:35] <Twipply> down the file
[02:37:47] <mijowh> the marble fans are throwing stuff onto the track
[02:38:12] <mijowh> this is really (well?)-thought out
[02:38:28] <mijowh> no, theyre rioting
[02:38:48] <mijowh> pulse, where did you find this
[02:39:31] <mijowh> Twipply, yeah i know, but no it didnt mess up the highlighting for me
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[02:49:38] <pulse_> mijowh, it was in my recommendations
[02:49:42] <pulse_> well recommended
[02:50:10] <mijowh> google knows you well
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[03:50:07] <notchris> pulse_: i enjoyed that
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[04:18:45] <mijowh> vOv
[04:19:09] <mijowh> so far to go
[04:19:22] <mijowh> but hey, it runs in the browser :3
[04:21:55] <Prestige> hey, nice mijowh
[04:24:17] <mijowh> works on vulkan rendering too, but my gpu on laptop doesnt support that. my desktop is in the garage and its fkn cold out there, so ive just been sshing into it to run the server on it
[04:25:00] <mijowh> so much to do, but im starting to have most of the pieces in place
[04:25:24] <mijowh> after several years
[04:26:24] <Prestige> you said that's c++ right? How are you running it in the browser?
[04:26:34] <mijowh> emscripten toolchain
[04:26:41] <mijowh> and preprocessor fiddling
[04:27:05] <mijowh> also, special case handling for websocket handshakes, specific webgl shader programs
[04:27:14] <mijowh> but thats all engine-sided
[04:27:36] <mijowh> to the client, the difference is a black box, running in browser or native build is same code
[04:27:49] <mijowh> sp/client/app
[04:32:44] <mijowh> the native client will be using a special built 'RUDP' communication protocol, which wraps udp datagrams with sequence/ack frames so as to ensure ordering/nonduplication/reliability of sent packets (not all packets have to be reliable, like say client inputs, but others still do. the browser build is restricted to TCP, so ill have to do some fiddling with the tcp algos prob. like disabling nagles probably)
[04:34:54] <mijowh> framerates are solid in both builds too, but the scene is clearly not very complicated yet
[04:35:01] <mijowh> we'll see how it scales vOv
[04:36:16] <mijowh> running on a dell latitude e5500 with intel gm45 onboard graphics, intel centrino cpu
[04:36:23] <mijowh> so pretty well 2004 hardware lol
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[04:43:21] <mijowh> still dont have input handling in browser yet unfortunately
[04:43:29] <mijowh> i think thatll be next on TODO list
[04:43:35] <Prestige> that's pretty awesome tech though
[04:43:50] <mijowh> emscripten? ikr
[04:45:11] <mijowh> its only 23k loc
[04:45:16] <mijowh> whole project
[04:46:07] <Prestige> what all does the project entail? More than just planet generation, I assume
[04:50:18] <mijowh> there are also your more 'standard' voxel entities, which use a regular cubical grid for much smaller objects (say a building or some such), basic physics implementation for gravity and collisions, custom binary format for asset storage, opengex implementation for asset import/export, regular mesh rendering ( i dont have a decent player mesh yet to use), input processing. event-based calling pattern thats threadsafe (except for renderin
[04:50:18] <mijowh> g, mainthread only)
[04:51:45] <mijowh> still need to finish the lighting system, fix depth sorting (you can see zfighting in native client clearly), support skeletal animation of meshes, add in effects like atmospheric scattering and bloom/glow for the sun, add general meshcollider (i only support the basic polygons atm for collider shapes)
[04:52:08] <mijowh> implement octree lod based on camera viewpoint for the planets
[04:52:29] <mijowh> erm. a more robust gui system is needed (text rendering is all thats implemented there so far)
[04:53:02] <mijowh> that about sums it up for whats left to do engine-side
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[04:54:13] <mijowh> and then its on to actual gameplay - spawning players, login/account data storage on server, persistence of voxel modificiations and scene state, chat, death, attacking, maybe some npcs. oh, actual terrain generation (planets consist entirely of either SOLID or EMPTY voxels atm, nothing interesting.)
[04:54:21] <mijowh> quite a list
[04:55:29] <mijowh> so yeah, its a bit more than just planets, but atm planets is all i really have implemented
[04:57:36] <mijowh> several of those issues i still dont know how im going to handle yet, either. kinda just winging it as i go
[05:01:37] <mijowh> give me another 2 years. i should have something playable by then, even if scope/plans may change (nothing is set in stone atm on the design of game itself, but atleast now i have a pretty solid engine. i could build something else with it if game diea atm doesnt pan out for whatever reason)
[05:01:57] <mijowh> oh, another big issue: i have no audio support whatsoever atm
[05:03:51] <mijowh> this took four years, learning c++ and opengl and everything else along the way. probably rewrote the whole thing from scratch 3 times at least due to fundamental design change decisions
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[13:38:23] <brainzap> aah nothing is more calming than the white noise of joins and leaves in an empty IRC chat.
[13:39:16] <wPSvils> mm mmmm
[13:39:26] <wPSvils> and all is good in #gamedev
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[14:15:04] <rindolf> brainzap: hi, sup?
[14:25:32] <brainzap> hallo rindolf
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[15:17:05] <warweasle> I gamedeved last nigh.
[15:17:06] <warweasle> night.
[15:19:04] <DarkUranium> woot \o/
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[15:30:54] <Cuiiiiiii> I finished my widget class
[15:31:01] <Cuiiiiiii> it was kinda simple, after I realized how to design it
[15:31:29] <Cuiiiiiii> now I can outline my "animated paintbox", like the good old games used to do
[15:32:33] <Cuiiiiiii> void Level::drawLevelFrames(tk::Canvas & canvas, tk::Rect const & rect, float scale) {
[15:32:33] <Cuiiiiiii> canvas.fillRect(rect,levelBackground);
[15:32:33] <Cuiiiiiii> for( auto && widget : widgets ) {
[15:32:33] <Cuiiiiiii> widget.drawInvalidated(canvas,rect,scale);
[15:32:33] <Cuiiiiiii> }
[15:32:33] <Cuiiiiiii> }
[15:32:45] <Cuiiiiiii> oh yeah, the widgets are scalable :)
[15:37:16] <kernel-sanders> so it'll even look good an 4k nice
[15:37:46] <Cuiiiiiii> yeah! as long as I stop using nearest neighbor :D
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[15:59:34] <toxictype> Play my game.
[16:01:06] <Cuiiiiiii> :D
[16:01:22] <Cuiiiiiii> Undertale for the ATARI 2600 with guns, skeletons and more
[16:01:25] <Cuiiiiiii> amazing description
[16:01:32] <toxictype> Thank you.
[16:01:42] <Cuiiiiiii> "you want me to download it? get the hell out of here. browser or bust. useless peephole"
[16:01:55] <toxictype> He does not know the way.
[16:02:12] <Cuiiiiiii> hey, the shadow video looks nice
[16:02:32] <Cuiiiiiii> I can't download your game in my workplace, unfortunately
[16:02:36] <Cuiiiiiii> do you have more videos?
[16:03:18] <toxictype> I'm just bad at art that's what I said ATARI.
[16:04:01] <Cuiiiiiii> why the screen is shaking like that?
[16:04:16] <toxictype> I made it shake less and it shakes when you hit an enemy.
[16:04:33] <Cuiiiiiii> it is kinda disturbing
[16:04:40] <toxictype> I fixed it.
[16:05:05] <Cuiiiiiii> make it to shake when YOU are hit, instead ;D
[16:05:22] <toxictype> They wanted bullet feedback so I gave it to them.
[16:05:41] <Cuiiiiiii> eh...
[16:05:47] <toxictype> Why not both?
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[16:07:10] <toxictype> sup pulse
[16:07:19] <pulse> ahoy-hoy
[16:07:59] <pulse> i had the most awesome nightmares today
[16:08:05] <pulse> i was battling with a humanoid demon with a deformed face
[16:08:07] <pulse> good times
[16:08:29] * Cuiiiiiii envies you
[16:08:45] <pulse> it was really gruesome and scary but now that i'm awake i'm kinda inspired by it
[16:08:50] <Cuiiiiiii> :~
[16:09:02] <Cuiiiiiii> my wife also has weird dreams like these
[16:09:07] <Cuiiiiiii> I only have boring dreams
[16:09:14] <toxictype> I made the antagonist of my game Rick Sanchez.
[16:09:22] <Cuiiiiiii> or I dream about getting pussy. at least these are the good ones
[16:11:16] <warweasle> Dah fuk did I walk in on?
[16:11:32] <pulse> i'm trying to figure if i got this demon from some popculture thing or not
[16:11:54] <pulse> it had a red, skinless face with a huge white X over the face
[16:12:07] <pulse> the center of the X was on the nose
[16:12:12] <wedr> pulse: Sounds like a Monogatari light novel antagonist.
[16:12:28] <kernel-sanders> wow my dreams are pretty mundane compared to that
[16:12:37] <pulse> wedr, any picture? :D
[16:12:37] <wedr> we have very niche dreams, kernel-sanders
[16:12:51] <wedr> pulse: I can't recall. Since they are light novels to begin with.
[16:13:08] <toxictype> Sounds like god of war.
[16:13:13] <Cuiiiiiii> pulse, did you dream about PAX?
[16:13:20] <pulse> oh fuck
[16:13:21] <pulse> that's right lol
[16:13:29] <wedr> Hm... speaking of PAX, anyone here is coming to Boston?
[16:13:30] <Cuiiiiiii> puny human
[16:13:33] <Cuiiiiiii> will you worship me?
[16:13:33] <kernel-sanders> I literally dreamed tonight about shopping in a supermarket, it doesn't get much more mundane than that
[16:13:44] <Cuiiiiiii> wedr, I wish
[16:13:52] <wedr> heh...
[16:13:54] <Cuiiiiiii> I used to go to PAX West in seattle
[16:13:54] <wedr> :(
[16:14:09] <Cuiiiiiii> but I was living there, so it was easy for me
[16:14:11] <wedr> oh, if you're in the West, then no point coming to the East.
[16:14:19] <toxictype> My dreams were fragmented. Am I schizophrenic?
[16:14:26] <Cuiiiiiii> I am in the east now, but it is still a +4h bus ride to boston
[16:14:29] <wedr> toxictype: Not sure. :/
[16:14:36] <Cuiiiiiii> when pax will happen?
[16:14:40] <wedr> Cuiiiiiii: bus ride? At that point, why not take Amtrak?
[16:14:46] <wedr> Cuiiiiiii: End of March
[16:14:47] <Cuiiiiiii> amtrak is $$$$$$$$$$$$$$$$$$$$$
[16:14:49] <wedr> last 4 days
[16:14:56] <wedr> Cuiiiiiii: For 1 thing/year?
[16:15:07] <toxictype> I got banned from three gamedev discords. Am I doing well?
[16:15:08] <wedr> you also get tax deductions from train rides
[16:15:15] <wedr> toxictype: I have no idea.
[16:15:26] <Cuiiiiiii> toxictype, you seem well today
[16:15:49] <toxictype> I guess.
[16:16:01] <toxictype> Won an internet argument.
[16:16:05] <wedr> toxictype: Speaking of you, remember the Github project you hosted? It's still missing the LIB file.
[16:16:06] <pulse> well, you won't ever get banned here. the ops here are too drunk on whisky
[16:16:18] <toxictype> I have to win an internet argument every day otherwise I feel grumpy all day.
[16:16:27] <wedr> toxictype: The thing you are making a mess of is your Github project not well-organized.
[16:16:30] <toxictype> Still? I updated it just recently.
[16:16:36] <wedr> let me check
[16:16:44] <wedr> darn, what was the link.
[16:17:26] <wedr> toxictype: Here is my feedback. You need a "lib" folder in your repo
[16:17:36] <Cuiiiiiii> :)
[16:17:38] <wedr> toxictype: This "lib" will contain only the libraries you use
[16:17:51] <wedr> toxictype: Previously, you had a ton of library folders in your "game" folder.
[16:17:58] <Cuiiiiiii> using CMake or Bazel would also help
[16:17:58] <pulse> toxictype, your commit messages are ... uh, oh
[16:18:06] <wedr> pulse: Ignore the commit messages
[16:18:11] <Cuiiiiiii> lol
[16:18:18] <wedr> that doesn't matter if the commits are for cleaning up the repo
[16:19:30] <wedr> darn, lunch time.
[16:19:32] <wedr> afk
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[16:19:48] <toxictype> I should just delete that.
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[16:23:28] <toxictype> Oh boy I haven't even touched void pointers yet.
[16:24:47] <Cuiiiiiii> they shan't be touched
[16:25:18] <pulse> you don't need em in C++
[16:25:29] <Cuiiiiiii> yup! they are a C legacy
[16:25:32] <pulse> unless you're interfacing with a C api
[16:25:37] <pulse> or, you're a mad scientist
[16:25:41] <Cuiiiiiii> pulse, I don't even use any kind of ray pointers in C++ :)
[16:25:42] <pulse> either will do
[16:25:48] <Cuiiiiiii> *raw
[16:26:03] <pulse> i do
[16:26:05] <pulse> i like my pointers raw
[16:26:08] <Cuiiiiiii> nope
[16:26:10] <Cuiiiiiii> ew
[16:26:13] <Cuiiiiiii> begone
[16:26:15] <pulse> :}
[16:26:32] <pulse> smart pointers are but training wheels
[16:26:34] * pulse ducks
[16:26:51] <Cuiiiiiii> you are not wrong
[16:26:57] <pulse> nah, they're cool
[16:27:04] <pulse> if you're all like
[16:27:06] <pulse> RAII for life bro
[16:27:11] <Cuiiiiiii> but I see them as hiper powered training wheels
[16:27:17] <Cuiiiiiii> and I take this to the next level
[16:27:23] <Cuiiiiiii> I even avoid smart pointers
[16:27:39] <pulse> implement your own smart pointers is the way to live
[16:27:43] <Cuiiiiiii> that too
[16:27:49] <Cuiiiiiii> I have a ClonePtr<>
[16:27:58] <pulse> ref counted?
[16:28:01] <Cuiiiiiii> no
[16:28:04] <pulse> nice
[16:28:13] <Cuiiiiiii> I have an intrusive_optional<> and a singleton<>
[16:28:23] <pulse> you lost me at intrusive
[16:28:34] <Cuiiiiiii> it has a lesser payload than std::optional<>
[16:29:01] <Cuiiiiiii> it deduces the engagement from a sentinel value from T
[16:29:13] <pulse> :s
[16:29:18] <pulse> too high tech for me
[16:29:32] <Cuiiiiiii> in other words, sizeof(intrusive_optional<T>) == sizeof(T)
[16:29:38] <Cuiiiiiii> it works for many cases
[16:29:40] <pulse> hmm
[16:30:34] <Cuiiiiiii> pulse, another way that I do to avoid pointers is to do tiered development
[16:30:42] <Cuiiiiiii> I have at least three tiers
[16:30:57] <Cuiiiiiii> pointers can only belong in the lowest tier (the resource management tier)
[16:31:10] <pulse> if you're writing semi-modern C++ you can mostly avoid pointers by just putting every conceivable thing on the stack
[16:31:17] <Cuiiiiiii> that is exactly what I do
[16:31:21] <pulse> unless you have some big data i guess
[16:31:23] <pulse> that may backfire
[16:31:25] <Cuiiiiiii> I designed a very strict ownership model
[16:31:28] <Cuiiiiiii> no. it won't backfire
[16:31:36] <Cuiiiiiii> you make sure the ownership model is correct
[16:31:39] <pulse> the stack is finite tho
[16:31:48] <Cuiiiiiii> the stack does not need to copy everything
[16:31:53] <pulse> hmm
[16:32:05] <Cuiiiiiii> if the ownership model is clear and consistent, the stack usage will be sane
[16:32:12] <Cuiiiiiii> and the user code won't get compromised
[16:32:17] <Cuiiiiiii> that's why I am anal with the tiers
[16:32:25] <Cuiiiiiii> C++ fits pretty well a tiered model
[16:32:39] <Cuiiiiiii> it took me ~10 years to realize how to do proper C++
[16:32:48] <Cuiiiiiii> and to understand why C++ is weird like this
[16:32:53] <pulse> i still don't know how to write proper C++
[16:33:03] <Cuiiiiiii> it takes an awful lot of time to realize it
[16:33:07] <Cuiiiiiii> that is the biggest downside of the language
[16:33:11] <Cuiiiiiii> huge fucking learning curve
[16:33:16] <Cuiiiiiii> unclear design philosophy
[16:33:22] <Cuiiiiiii> and a terrible annoying programming community
[16:33:26] <pulse> it's due to how practical it is
[16:33:32] <pulse> has to fit every scenario
[16:33:37] <Cuiiiiiii> and it is very loose
[16:33:40] <Cuiiiiiii> you can easily mess up
[16:33:54] <Cuiiiiiii> either you stick with a consistent programming idiom from the start or... BOOM
[16:34:17] <pulse> there's corners of it which will drive you nuts
[16:34:24] <Cuiiiiiii> this loose model has a lot of advantages, though
[16:34:27] <Cuiiiiiii> you have bigger control
[16:34:39] <Cuiiiiiii> you are still close to the hardware with high level facilities
[16:35:00] <Cuiiiiiii> you can model and wrap everything with deciding 'how much it will cost'
[16:35:11] <pulse> C++ is a furry beast with evil red eyes and spitting toxic waste but it purrs when you cuddle it
[16:35:16] <Cuiiiiiii> :D
[16:35:18] <pulse> is all good
[16:35:21] <Cuiiiiiii> C++ is like doing surgery
[16:35:27] <Cuiiiiiii> you decide how deep you want to go
[16:35:30] <toxictype> I like that.
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[16:35:45] <Cuiiiiiii> it gives you a sharp scalpel
[16:36:00] <pulse> more like a 7 meter wide swiss knife
[16:36:15] <toxictype> More like a skalpel with a bonesaw attached.
[16:36:25] <Cuiiiiiii> when I realize C++ was like Dante's Inferno, I decided to impose tiers in my code
[16:37:07] <Cuiiiiiii> lol
[16:38:46] <toxictype> I've used void pointers.
[16:38:54] <toxictype> I learned all about pointers.
[16:39:03] <toxictype> It's stupid simple.
[16:39:26] <Cuiiiiiii> too much simple for my taste
[16:39:41] <toxictype> Have you tried OSDev?
[16:39:52] <Cuiiiiiii> what does this mean?
[16:41:07] <Cuiiiiiii> pointers defeat optimization, pointers can easily dangle or overrun, void pointers defeat data safety, etc.
[16:41:44] <toxictype> Only if you don't know how to use them properly.
[16:41:54] <Cuiiiiiii> knowing is not the problem
[16:42:01] <Cuiiiiiii> changing the code after some months is the problem
[16:42:08] <Cuiiiiiii> you need a huge mental backlog
[16:42:19] <Cuiiiiiii> you can introduce subtle bugs that will happen when you least expect
[16:42:43] <toxictype> Yeah if you can't add.
[16:42:54] <Cuiiiiiii> these things are perfect to stress out the coders, like you were doing it here yesterday
[16:42:58] <Cuiiiiiii> and it will happen again
[16:43:23] <Cuiiiiiii> I choose to use better tools to remove useless burden from my head :)
[16:43:33] <Cuiiiiiii> life is too short to live it worried or stressed
[16:55:00] <brainzap> user pulse has been banned (reason: bad memes)
[16:55:05] <moldybits> toxictype: how do you use pointers properly to not defeat optimization? (i only have the vaguest idea of what this even means but i think it's a sensible question)
[16:55:51] <toxictype> Aren't passing pointers more optimal than passing objects?
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[16:59:41] <moldybits> i'm under the impression that optimizations depend on constraints, that you know it's safe to rearrange this piece of code because there are limits to what it can do. with pointers (in C) i think you're more limited in what constraints you can specify, for the optimizer to take advantage of?
[17:00:12] <toxictype> I have no idea man I just set the highest compiler optimization flag.
[17:00:21] <toxictype> My game runs at 60 fps I don't caramel.
[17:00:40] <moldybits> what the hell is caramel? :p
[17:00:55] <kernel-sanders> loool
[17:01:28] <kernel-sanders> I don't caramel about all this stuff
[17:01:46] <R2robot> Do you even gargamel?
[17:02:23] <kernel-sanders> well I'm for sure going to smurf my smurf tonight
[17:02:32] <R2robot> same
[17:03:07] <toxictype> Besides "get fucked" what is the proper response to "in-browser or bust"?
[17:03:32] <kernel-sanders> "here's the code, have fun rewriting it in js"
[17:03:35] <DaScoot> ignore it? if you're not making a browser game
[17:03:48] <DaScoot> the best thing to do with some criticism is nothing
[17:04:40] <toxictype> I posted the source.
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[17:07:45] <DaScoot> I have a browser version, but it's not as good, webgl is always prone to memory issues on some systems, so I just gotta shrug to complaints and say 'this is why I have 'I recommend using the windows version' posted all over the place with it'
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[17:09:23] <kernel-sanders> you should first run a benchmark at the start and if it sucks show a message "your pc is shit, download exe"
[17:10:57] <toxictype> What if amateur Unity devs will sell more game than me?
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[17:15:03] <DaScoot> good for them?
[17:15:24] <toxictype> I like when people go like "you should do x cause I couldnt figure out y" even though they did.
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[17:24:39] <kernel-sanders> well you're most likely aren't going to beat flappy bird so why worry about it in the first place? :D
[17:25:56] <kernel-sanders> $50,000 / day ad revenue, dayum
[17:31:42] <R2robot> and then removed it from the store.
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[17:38:21] <wedr> Thoughts on the a reported news about how Nintendo Switch Pro Controller was originally going to have a headphone jack, but was removed on April 27, 2016
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[18:24:43] <Cuiiiiiii> toxictype, anyone is gonna sell more than you :)
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[18:25:16] <toxictype> How dare you?
[18:25:19] <toxictype> I have OpenGL shaders.
[18:25:33] <toxictype> And my game is fun as fuck.
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[18:38:12] <mijowh> good 'noon gamedev folks
[18:38:46] <warweasle> mijowh: Hi
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[18:39:20] <mijowh> just got back from class
[18:39:28] <mijowh> bullshitted another presentation successfully
[18:39:34] <toxictype> I added more room to my level.
[18:40:24] <mijowh> your using programmable pipeline with shader kernels, now, toxic? noice, good decision to move away from old legacy libs
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[18:42:09] <wedr> well, great, now my workstation can't run it. :D
[18:42:24] <mijowh> geez, how old can your workstation be?
[18:42:29] <wedr> (Then again, my workstation was not built to run OpenGL at all)
[18:42:30] <mijowh> get out of the 80s bro
[18:42:48] <wedr> It's built in 2009, it has a business GPU by Nvidia.
[18:43:12] <wedr> It is not supposed to be used for multimedia development, but rather used to crunch numbers.
[18:43:42] <mijowh> whats 'glxinfo | grep version' say, that is if your running linux
[18:43:53] <mijowh> i mean, shaders are uspported since what, core 1.2?
[18:44:18] <wedr> hmmm.... glxinfo not found
[18:44:42] <wedr> E: Unable to locate package glxinfo
[18:44:58] <mijowh> ah, think you need the mesa driver package
[18:45:05] <wedr> ah
[18:45:08] <mijowh> not sure what the proprietary nvidia drivers might offer
[18:45:26] <wedr> it's never going to happen. Our GPU is no longer supported.
[18:45:33] <wedr> It's an NVS 210
[18:47:38] <mijowh> cant seem to find the spec page if thats not it
[18:48:15] <wedr> mijowh: Yep that is the one.
[18:48:27] <mijowh> but hell, im running shaders on an opengl 2.1 context on an intel gm45 integrated gpu chipset
[18:48:33] <mijowh> ah, that one supports gl3.1 core
[18:48:38] <mijowh> so you even have geom shaders and such
[18:48:42] <mijowh> itll run fine
[18:48:50] <wedr> nice, but I don't know about toxictype 's shaders
[18:48:54] <mijowh> heh
[18:49:01] <wedr> for all I know toxictype could be using 4.6
[18:49:08] <wedr> or wait, 3.2+
[18:49:19] <mijowh> if he is, he should definitely offer fallback shader sets
[18:49:26] <wedr> heh...
[18:49:29] <mijowh> i offer v1.2 core at lowest
[18:49:48] <mijowh> glsl4.6 to vulkan spv at highest
[18:49:52] <mijowh> and several in between
[18:49:59] <wedr> wait..............................................................
[18:50:08] <mijowh> 4..5*
[18:50:09] <wedr> I misread, this is GeForce 210, right?
[18:50:15] <mijowh> yes
[18:50:22] <wedr> oh, I apologize, it's not GeForce brand
[18:50:26] <wedr> It's NVS brand
[18:50:31] <wedr> Nvidia NVS 210
[18:50:40] <mijowh> ah, well i cant find its page then
[18:51:28] <wedr> wait, let me check a different gfx info app
[18:52:06] <wedr> It's a Quadro card
[18:52:21] <wedr> So I was completely wrong...
[18:53:05] <mijowh> wow, fantastic specifications tab
[18:53:11] <mijowh> so helpful
[18:53:17] <wedr> yes... hence it's out of support
[18:53:22] <wedr> VRAM is 512MB
[18:54:28] <mijowh> its probably better then you might think at first. opengl programmable pipeline itself is quite old. i dont think ive encountered a gpu without atleast basic shaders in idk, forever?
[18:54:52] <mijowh> as said, im running on an integrated intel chipset from like 2004
[18:56:21] <wedr> Ah, 2004?
[18:56:27] <wedr> Then my card should run the shaders
[18:56:34] <wedr> Since it was produced in 2009
[18:59:28] <mijowh> that may be an exaggeration, im not 100% sure
[18:59:36] <mijowh> got my laptop for like $50 used on amazon
[18:59:40] <mijowh> dell latitude e5500
[18:59:47] <mijowh> intel integrated graphics gm45
[18:59:58] <mijowh> centrino cpu
[19:00:27] <mijowh> i just randomly threw out a date that sounds old because this laptop feels old vOv
[19:00:35] <mijowh> it runs like tis 2004
[19:08:12] <mijowh> yeah but you have to subscribe to the newsletter
[19:09:14] <R2robot> worth
[19:09:25] <R2robot> also, you can unsub right after
[19:09:36] <mijowh> ik lol
[19:09:49] <mijowh> just being 'that guy'
[19:09:58] <R2robot> :P
[19:10:16] <mijowh> just watched trailer, looks interesting
[19:10:17] <R2robot> too many 'that guy' s in here lately :D
[19:10:35] <mijowh> yeah but atleast im aware when im being him
[19:10:42] <R2robot> :)
[19:11:00] <R2robot> the gentlest that guy if ever there was one
[19:11:28] <mijowh> you need to be humble if you want the bundle
[19:11:34] <mijowh> its in the eula
[19:11:54] <R2robot> i just like free games. even if I can't even play them lol
[19:12:04] <wedr> I still have my Vegas Pro 15 Pro for $25.
[19:12:19] <wedr> Which used to cost a whopping $625
[19:12:28] <R2robot> Pro 15 Pro?
[19:12:32] <wedr> yeah
[19:12:34] <wedr> oh
[19:12:35] <R2robot> that's a lot of pro
[19:12:42] <wedr> whoops, it's just Vegas 15 Pro
[19:12:46] <R2robot> :D
[19:14:05] <mijowh> wow, its free, it looks good, AND it runs on linux
[19:14:10] <wedr> SovietWomble uses Vegas Pro for its subtitles tracking feature
[19:14:15] <mijowh> i might actually download a game for the first time in like 3 years
[19:14:45] <R2robot> I just add them to steam and let them collect dust until I can upgrade my compy 386
[19:15:09] <wedr> I just add them to steam, and don't play them.
[19:18:24] <rtypo> i get a black screen, i guess it's because it uses flash
[19:19:00] <rtypo> application/x-shockwave-flash
[19:22:07] <R2robot> yeah
[19:22:20] <mijowh> yeah i blocked flash
[19:22:26] <R2robot> that site was popular in the early 2000s :D
[19:22:30] <mijowh> i remember it
[19:22:34] <R2robot> new email ever monday!
[19:22:36] <mijowh> TROGDOR
[19:22:37] <R2robot> every*
[19:22:41] <R2robot> BURNINNATE
[19:22:42] <mijowh> burninating the countryside
[19:22:51] <R2robot> limozeeen
[19:33:49] <Cuiiiiiii> I played that fucking trogdor game by hours
[19:33:58] <Cuiiiiiii> *for hours
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[20:14:02] <Donitzo> sekiro out tomorrow
[20:14:05] <Donitzo> pfff
[20:14:09] <Donitzo> but I have stuff to do
[20:15:10] <wedr> take a day off
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[20:16:35] <Donitzo> "a day"
[20:16:37] <Donitzo> *chuckles*
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[20:20:34] <Cuiiiiiii> hehehehe
[20:20:37] <Cuiiiiiii> that was funny indeed
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[20:31:43] <Donitzo> wait a second
[20:31:48] <Donitzo> apex legends is in the titanfall universe?
[20:31:53] <Donitzo> hmm
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[20:34:34] <wedr> I wondered if there is a subreddit for funny Reddit comments chains?
[20:35:07] <wedr> (well, comment)
[20:35:22] <wedr> oh, drats, ignore. This is wrong tab
[20:36:59] <R2robot> i don't remember what it is, but there is one
[20:42:56] <Cuiiiiiii> hue
[20:43:40] <wedr> oh well
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[20:43:51] <wedr> I posted this to wrong chat channel
[20:44:04] <wedr> but even in right channel, still no answer
[20:44:22] <Cuiiiiiii> let's try to answer it then
[20:44:25] <Cuiiiiiii> give us some context
[20:44:46] <wedr> as long as there is a funny reddit comment chain however long it is, it's fine to post them there
[20:44:51] <Cuiiiiiii> FBI OPEN UP
[20:45:13] <wedr> Oh, I thought it's the comments.
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[21:31:36] <Donitzo> random spaceship from the js1k entry I'm working on
[21:32:20] <myke> nice
[21:32:28] <Donitzo> bloody antialiasing
[21:32:35] <Donitzo> I can't get it to antialias into black
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[22:14:28] <pulse> I NEED TEA
[22:16:35] <Tylak> :(
[22:17:26] <R2robot> I only drinked iced tea \o/
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[22:17:35] <R2robot> drink*
[22:20:59] <pulse> Tylak, 65 degrees is hot as fuck
[22:21:24] <mijowh> or comfortable
[22:21:27] <pulse> the rule is if you can hold the mug comfortably it's ok to drink
[22:21:30] <mijowh> depending on your units
[22:21:41] <pulse> its in C :p
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[22:22:42] <pulse> tea is about enjoying the whole process not just making it in a hurry and gulping it down in one go
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[22:23:49] <pulse> unclassy
[22:24:02] <pulse> this is how you drink hot coffee
[22:24:20] <mijowh> tea is about having something to drink besides water that wont give you cancer
[22:24:50] <Tylak> :D
[22:24:51] <mijowh> i make iced black tea and keep that around
[22:27:21] <CarlaoBazuca> do you drink tea with milk?
[22:31:03] <mijowh> no, only in coffee
[22:35:08] <pulse> cute monster
[22:35:39] <pulse> wonder how hard it would be to make a quick raycaster
[22:36:43] <mijowh> idk, never tried raytracing
[22:36:45] <pulse> even cuter
[22:39:41] <pulse> mijowh, raytracing != raycasting xD
[22:39:59] <mijowh> i know but i assumed you were talking about rendering
[22:40:10] <mijowh> which would be raytracing
[22:44:22] <mijowh> my b
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[22:49:13] <brainzap> i need to see a godot project run on my iphone
[22:49:55] <CarlaoBazuca> I'm still waiting for it :D
[22:50:15] <brainzap> waiting for what?
[22:50:19] <CarlaoBazuca> Godot
[22:50:23] <brainzap> huehuehue
[22:50:43] <CarlaoBazuca> I'll make this joke forever
[22:51:42] <brainzap> just dont teach it to your kids
[22:53:52] <brainzap> will you have a midlife crisis if I close your tabs?
[22:55:58] <CarlaoBazuca> no
[22:56:02] <CarlaoBazuca> I have session saver
[22:56:03] <CarlaoBazuca> :)
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[22:59:16] <Donitzo> 800 byte and I haven't even started crunching
[22:59:18] <Donitzo> nice
[22:59:45] <Donitzo> guess I could add some seeded random
[23:01:24] <brainzap> Donitzo: dont forget to sleep
[23:01:35] <Donitzo> it's just 00:00
[23:01:47] <brainzap> >:(
[23:03:05] <brainzap> Just imagine the dev power you unlock by a good night sleep
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[23:20:03] <Tylak> good advice brainzap!
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