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[08:43:30] <DnzAtWrk> imagine hearing that 50 years ago
[08:43:44] <DnzAtWrk> the what now? windows games? what about wine and forks?
[08:43:47] <NiniGeo2> :3
[08:50:26] <sebbu> hum
[08:50:38] <sebbu> aoe2hd works fine with normal wine
[08:50:47] <sebbu> i played it on osx several years ago
[09:04:18] <jprajzne> gaming on linux is getting slowly better
[09:04:40] <jprajzne> am surprised that it even works on rhel :)
[09:04:47] <jprajzne> not just fedora
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[09:14:09] <sebbu> i'm sure other listedd games are the same, they obviously works in proton because they works with normal/standard wine
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[11:26:27] <brainzap> The most important question of the day is
[11:29:07] <jprajzne> what the day is?
[11:29:14] <brainzap> What to eat
[11:29:37] <DnzAtWrk> the same thing as yesterday
[11:29:44] <brainzap> ramen with coke
[11:30:11] <DnzAtWrk> 300 grams of cabbage/carrots etc., cottage cheese, vegetable patties, greek yogurt, dip sauce, potato etc.
[11:30:54] <brainzap> jsut dont overdo on the yoghurt
[11:30:55] <kernel-sanders> you forgot the meat
[11:30:57] <brainzap> my greek friend
[11:31:04] <DnzAtWrk> the yogurt is about 150 kcal
[11:31:42] <DnzAtWrk> Hey I eat meat sometimes. 300 grams of chicken
[11:32:24] <brainzap> chicken is meat?
[11:32:38] <brainzap> my vegan powers
[11:33:39] <DnzAtWrk> I really hope this dip sauce powder isn't too unhealthy
[11:33:44] <DnzAtWrk> since I eat it almost every day
[11:33:49] <DnzAtWrk> it's only like 50 kcal
[11:34:13] <brainzap> maybe it is radioactive
[11:34:44] <DnzAtWrk> naw, I would have detected it
[11:35:02] <DnzAtWrk> ok I don't actually scan my food but I could
[11:39:20] <DnzAtWrk> consider this, list of entities with x,y + arbitrary number of properties
[11:39:59] <DnzAtWrk> how would you design a fitness function which values interesting interactions
[11:40:16] <kernel-sanders> maybe in the future they can mix chicken DNA with plant DNA so then chicken technically becomes vegan
[11:41:23] <DnzAtWrk> needs more restrictions
[11:41:54] <kernel-sanders> DnzAtWrk, interesting interactions?
[11:41:59] <kernel-sanders> DnzAtWrk, for machine learning?
[11:42:07] <DnzAtWrk> indeed
[11:42:11] <kernel-sanders> DnzAtWrk, I've read some paper on novelty search
[11:42:18] <jprajzne> i remember french fries w/ tzatziky 'diet' in greece :))
[11:42:23] <DnzAtWrk> ooh, that sounds promising
[11:43:23] <kernel-sanders> yeah it was weird too, some more efficient behaviors started evolving because of the novelty search
[11:43:28] <DnzAtWrk> ah but you still need some type of definiton for novelty
[11:43:31] <kernel-sanders> I don't really understand how that is possible
[11:43:32] <DnzAtWrk> it's so difficult
[11:43:45] <DnzAtWrk> I want something that evolves... something that makes sense and interacts
[11:43:46] <kernel-sanders> yeah you need a way of saying: seen this crap before, or not
[11:44:36] <kernel-sanders> you'd probably need a combination of goal driven and novelty search for the fitness
[11:44:37] <DnzAtWrk> but I do think the entities require strictions. They should not be allowed to just change states entirely ferely
[11:44:39] <DnzAtWrk> freely*
[11:44:44] <DnzAtWrk> restrictions*
[11:45:00] <DnzAtWrk> altough that would be amazing if you could evolve something from nothing
[11:45:02] <kernel-sanders> yeah otherwise it's basically a brute for search that tries any random behavior
[11:45:14] <kernel-sanders> DnzAtWrk, NEAT evolves from minimal structure
[11:45:28] <kernel-sanders> I've been doing a hobby project on it myself
[11:45:47] <DnzAtWrk> I was more aiming at genetic stack based programming
[11:45:49] <DnzAtWrk> to evolve a program
[11:46:06] <DnzAtWrk> one program per entity
[11:46:10] <DnzAtWrk> but I need a point
[11:46:34] <kernel-sanders> ok so you evolve instructions themselves instead of a neuron abstraction?
[11:46:45] <kernel-sanders> this would yield more efficient results in theory
[11:46:55] <DnzAtWrk> yes. You know of genetic programming right? The whole tree concept
[11:47:00] <kernel-sanders> yeah
[11:47:02] <DnzAtWrk> it's like that but a stack
[11:47:07] <DnzAtWrk> easier to program
[11:47:16] <kernel-sanders> I recently got a book about genetic programming, need to start reading it
[11:47:39] <DnzAtWrk> entity = { x, y, symbol, color }
[11:47:48] <DnzAtWrk> that could be the entity I guess
[11:48:01] <DnzAtWrk> so they could be represented visually
[11:48:44] <DnzAtWrk> one function could be: dist i, which pushes the distance to entity i into the stack
[11:48:53] <DnzAtWrk> to promote interactions
[11:49:17]
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[11:49:23] <DnzAtWrk> basically, it's just one gene which has the value for dist
[11:49:36] <DnzAtWrk> dist pops i out of the stack and pushes in the distance
[11:49:41] <DnzAtWrk> extremely simple
[11:51:32] <DnzAtWrk> but what in the would should the fitness be
[11:51:36] <DnzAtWrk> world*
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[11:55:57] <DnzAtWrk> brb
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[12:23:00] <DnzAtWrk> my demo is still not up on the js1k site :(
[12:23:28] <DnzAtWrk> though I'm a bit floored by the other submissions
[12:23:52] <DnzAtWrk> guess the c64 demoscene got involved
[12:26:00] <jprajzne> DnzAtWrk: epilepsy warning
[12:26:15] * kernel-sanders starts shaking, falls to ground
[12:26:37] * DnzAtWrk uses a defibrillator on sanders
[12:26:41] <DnzAtWrk> that's what they're for right?
[12:26:54] * DarkUranium uses a tazer on DnzAtWrk
[12:27:24] <DnzAtWrk> careful now or they'll sue you for trademark infringement
[12:27:53] <kernel-sanders> lol I'm getting about 2 FPS on that
[12:28:03] <DarkUranium> I'd say 7-12 on my end
[12:28:12] <DnzAtWrk> ran fine on my home computer
[12:28:12] <brainzap> I got 0
[12:28:16] <jprajzne> i got that plus uncontrollable flickering
[12:28:18] <DnzAtWrk> on my laptop I get video card crash
[12:28:21] <DarkUranium> lol
[12:28:27] <DarkUranium> brainzap, 0? O_o
[12:28:34] <brainzap> I use Safari
[12:29:04] <DnzAtWrk> aah, that explains everything
[12:29:38] <DarkUranium> :D
[12:29:39] <DnzAtWrk> btw. I had to completely redo my for each loop in the demo, since chrome couldn't handle it lol
[12:29:43] <DarkUranium> Does Safari support WebGL?
[12:30:07] <DnzAtWrk> chrome apparently hates .map(() => blahblah on hundreds of thousands of elements
[12:30:10] <DnzAtWrk> firefox handles it just fine
[12:30:12] <kernel-sanders> yeah I'm surprised that it actually runs better on firefox, usually it's the other way around
[12:30:51] <DnzAtWrk> I did a complete test on all of this last week
[12:30:55] <DnzAtWrk> let me just pull it out of my arse
[12:31:55] <brainzap> just use a for loop bro
[12:32:11] <DnzAtWrk> it'll freeze your browser
[12:32:13] <DnzAtWrk> for a while
[12:34:05] <DnzAtWrk> oh screw you codepen
[12:34:13] <DnzAtWrk> it stops the loop
[12:34:17] <DnzAtWrk> whatever
[12:34:31] <jprajzne> firefox gives warning
[12:34:38] <DnzAtWrk> it always does that
[12:34:52] <jprajzne> but it doesn't slow down really this time :))
[12:35:01] <DnzAtWrk> reduced the elements to 1/4
[12:35:42] <DnzAtWrk> the point is, use typed arrays
[12:35:47] <DnzAtWrk> they are generally, sometimes MUCH, faster
[12:36:30] <DnzAtWrk> oh you can't trust these results on codepen, I'm deleting it
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[12:41:32] <DnzAtWrk> oh but it's shit, not going to just send in shit
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[14:39:14] <notchris> mornin'
[14:39:23] <[rg]> gday
[14:39:52] <notchris> whats uppp
[14:39:58] <[rg]> making tetris
[14:40:18] <R2robot> buenas tardes
[14:40:43] <[rg]> wondering if I just initialize new pieces to 0,0, and then move them over to the board
[14:41:34] <notchris> hmm i mean
[14:41:40] <notchris> depends if you reuse peices
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[14:49:00] <warweasle> I did gamework this weekend.
[14:49:07] <warweasle> I don't feel like I got much done.
[14:50:09] *** freefork_afk is now known as freestyledork
[14:51:40] <DarkUranium> warweasle, can't win 'em all. At least you got *some* done.
[14:51:52] <DarkUranium> I should try doing the same you're doing, there's a game I'd really like to make.
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[14:52:45] <R2robot> Some days you ease through miles of work, some days you fight for every inch.
[14:55:32] <warweasle> I've been having some trouble with my turnInPlace animaqtions.
[14:55:37] <warweasle> and typing.
[14:56:14] <DarkUranium> typing?
[14:56:23] <DarkUranium> As in, physical typing, or type system?
[14:56:24] <warweasle> "animaqtions"
[14:56:27] <DarkUranium> oh :P
[14:56:46] <DarkUranium> That's easy, just prevent the player from turning in place :D
[14:56:50] <DarkUranium> Fortunately, my own project is 2D.
[14:57:04] <DarkUranium> Unfortunately, it's going to be a very CPU-heavy project, so I can't really use something like godot.
[14:57:45] <warweasle> Oh, I am reading a book on screenwriting and I have some radical changes for my story.
[14:57:57] <DarkUranium> I have no story :D
[14:58:59] <DarkUranium> Anyhow, I'll need to load hundreds of MB of data into RAM and manipulate it. That'll be fun on performance.
[14:59:10] <DarkUranium> My plan is to use mmap() for this.
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[15:21:18] <notchris> same i did a bunch of gamedev this weekend
[15:21:23] <notchris> mostly messing with 2d physics
[15:22:30] <DnzAtWrk> like box2d?
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[15:28:57] <DarkUranium> notchris, do you only use JS or ...?
[15:28:59] <DarkUranium> (I don't recall)
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[15:50:02] <notchris> DarkUranium: Yea!
[15:50:13] <notchris> well nodejs / js
[15:50:18] <notchris> and a bunch of libs
[15:50:20] <DarkUranium> Pfft, web pleb :D
[15:50:21] * DarkUranium ducks
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[15:52:45] <kernel-sanders> seems that here people use either js or C
[15:53:01] * R2robot is using lua
[15:53:12] <jprajzne> python, too
[15:53:13] <sebbu> php
[15:53:17] <sebbu> and c++
[15:55:06] <DarkUranium> Probably way more use C++ than C.
[15:56:17] <DaScoot> yeah, Unreal is C++, Unity is C#
[15:56:21] <notchris> Heh I'm a web dev
[15:56:23] * notchris shrugs
[15:56:26] <notchris> and i get by
[15:56:52] <notchris> came out decent
[15:56:56] <R2robot> you do you, booboo
[15:56:59] <notchris> :)
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[17:15:24] <DnzAtWrk> at decimal 762 of pi there are 6 nines in a row
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[17:18:56] <sebbu> my monkeys wrote all of shakespear books after only 762 days on a keyboard
[17:20:41]
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[17:48:02] <warweasle> Never gonna give you up
[17:48:02] <warweasle> Never gonna let you down
[17:48:02] <warweasle> Never gonna run around and desert you
[17:48:02] <warweasle> Never gonna make you cry
[17:48:02] <warweasle> Never gonna say goodbye
[17:48:03] <warweasle> Never gonna tell a lie and hurt you
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[18:05:25] <rindolf> DnzAtWrk: heh
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[18:05:35] <rindolf> warweasle: heh
[18:07:33] *** brainzap <brainzap!~brainzap@217.22.129.78> has joined #gamedev
[18:09:29] <CarlaoBazuca> warweasle, is rick rolling himself
[18:09:32] <CarlaoBazuca> warweasle is rick rolling himself
[18:11:35] <warweasle> This is the greatest comic book cover ever made.
[18:12:37] <brainzap> a women fighting dinosauriers, how unrealistics. Women came much after the the upper Cretaceous Period
[18:15:30] <CarlaoBazuca> never heard about it
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[18:17:41] <warweasle> I don't know anything except the cover and I don't care. Slapping an ape-man with a shark while standing in the mouth of a T-Rex with giant robots and flying saucers watching, has to be my favorite way to die.
[18:18:14] <warweasle> In my top 10 anyway.
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[18:40:00] <brainzap> warweasle: I heard you will do some animation work today
[18:42:34] <warweasle> brainzap: I hope so. I have a lot on my plate...
[18:43:28] <brainzap> a game subscription service from apple
[18:43:34] <Tylak> Monday dev frustration is in full effect :O
[18:43:40] <brainzap> scrap your plans, time to make iOS gaes
[18:43:49] <warweasle> No
[18:44:53] <warweasle> Wow. All my characters in my game are villians. Which makes sense since they are vampires.
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[18:53:19] <R2robot> Vampires can't be good guys?
[18:53:25] <R2robot> RACIST!
[18:53:32] <R2robot> MONSTERIST*
[18:54:16] <sebbu> +1
[18:54:27] <sebbu> makes me want to watch dance in the vampire bund again
[18:54:36] <sebbu> or play monmusu quest again
[18:57:59] <sebbu> or watch monster musume no iru nichijou
[18:58:00] <sebbu> :D
[18:58:30] * brainzap sebbu has been banned (reason: weebs out)
[19:02:02] <sebbu> :p
[19:02:24] <sebbu> even zombies can be good guys, there's the izombie serie, there's the fido movie
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[19:05:12] <warweasle> The crow?
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[19:08:34] <warweasle> two more hours and I can go home.
[19:10:41] <brainzap> TICK TICK TICK
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[19:19:41] <brainzap> Thank god there are vampires, without them Humans would be the most evil thing
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[19:24:01] <warweasle> brainzap: Yes, that's why vampires operate out in the open...
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[19:50:42] <DaScoot> man is the real monster; advice to live by
[19:51:19] <DaScoot> I remember playing the Dead Space games, after you get enough upgrades I felt like I was the monster stalking in the dark and the weird fleshy things needed to be afraid of me
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[19:55:17] <brainzap> that would be a funny twist to a horror game
[19:58:52] <pulse> does anyone here understand fixed timestep loops with interpolation in detail
[19:59:38] <notchris> i like turtles
[20:00:28] <pulse> i've been trying to do a perfect game loop
[20:00:33] <brainzap> the goal is to have smooth movements
[20:00:38] <pulse> it works better than the naive fixed timestep... i think
[20:00:48] <pulse> but there's still some leftover jerky movement here and there
[20:01:06] <pulse> not really sure i'm doing everything correctly
[20:01:08] <brainzap> you have to save the transitions and continue previous
[20:01:20] <brainzap> *transform
[20:01:23] <pulse> yeah i'm doing that
[20:01:33] <brainzap> ah ok then I would just give up
[20:01:34] <pulse> before each update i do prevSpritePos = spritePos;
[20:01:37] <pulse> brainzap, LOL
[20:01:51] <pulse> the lerp is this part: static_cast<int>(spritePos.x * alpha + prevSpritePos.x * (1.f - alpha) + 0.5f)
[20:02:00] <pulse> i think that part is correct i'm not sure if the overall code is tho
[20:02:18] <pulse> and why is it so hard to make a good game loop, anyway
[20:02:44] <brainzap> test it
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[20:03:44] <pulse> it seems to be working idk
[20:04:20] <pulse> i'll go bother #SDL
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[20:12:53] <brainzap> test it in slow mo
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[20:15:04] <pulse> it seems to work idk
[20:15:11] <pulse> it's hard to tell if i got it right
[20:16:26] <Donitzo> 1.f and 0.5f
[20:16:28] <Donitzo> hmmm
[20:16:37] <Donitzo> off with his head
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[20:34:58] <pulse> lol
[20:35:16] <pulse> brilliant
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[20:39:11] <R2robot> :D
[20:39:15] <R2robot> bring on the clones!
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[21:09:26] <CarlaoBazuca> <3
[21:09:58] <R2robot> been using orbitron font from there for some time. Very robot like :D
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[21:17:13] <sebbu> droid sans mono
[21:20:03] <R2robot> it's like it was made just for me :D
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[21:33:57] <rindolf> hi all
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[21:38:49] * CarlaoBazuca rides rindolf
[21:39:10] <rindolf> CarlaoBazuca: sup?
[21:39:14] <CarlaoBazuca> :)
[21:46:31] <R2robot> lol
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[21:51:56] <R2robot> little did they know, we'd all have one that fits in our pockets and gives us access to almost all knowledge of human-kind in an instant... and we use them to post cat pictures and argue with strangers. :D
[21:53:34] <mijowh> a strange new world
[21:54:07] <sebbu> was she sold with the computer ?
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[21:59:06] <rindolf> mijowh: heh
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[22:29:13] <mijowh> when you dont eat your pancakes fast enough and they absorb all the syrup
[22:29:16] <mijowh> ~
[22:29:40] <R2robot> so good
[22:30:02] <mijowh> you think? i hate when they get like that. its like soggy cereal
[22:30:16] <R2robot> soggy cereal is grosssss
[22:30:21] <R2robot> soggy pancakes are soooo gooood
[22:30:24] <mijowh> lol
[22:30:29] <mijowh> to each their own
[22:30:31] <R2robot> because they don't really get soggy.. :D
[22:30:37] <mijowh> well yeah
[22:30:38] <R2robot> just like.. soaked. :D
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[23:41:54] <LastTalon> Bored.
[23:47:18] <CarlaoBazuca> ok
[23:47:23] <CarlaoBazuca> SDL :(
[23:47:53] <R2robot> SDL! \o/
[23:47:53] <CarlaoBazuca> the update loop is explicitly exposing the movement behavior of your sprite
[23:48:44] <CarlaoBazuca> application.Init(); // remove this crap and move it to the Application constructor itself
[23:48:45] <LastTalon> Also temporal cohesion.
[23:48:56] <LastTalon> ^^
[23:49:06] <CarlaoBazuca> same for Unload() // move it to Application's destructor
[23:49:12] <LastTalon> No need for init run unload in sequence.
[23:49:40] <CarlaoBazuca> if (std::isgreater(frame_time, 0.25))
[23:49:40] <CarlaoBazuca> {
[23:49:40] <CarlaoBazuca> frame_time = 0.25;
[23:49:40] <CarlaoBazuca> }
[23:49:42] <CarlaoBazuca> EEEHHH
[23:50:54] <pulse> CarlaoBazuca, this is just a testcase don't pay attention to anything that isn't core logic xD
[23:50:56] <CarlaoBazuca> pulse, replace #defines with actual constants
[23:51:00] <pulse> again
[23:51:02] <pulse> :d
[23:51:02] <LastTalon> Why a do while loop rather than a while loop?
[23:51:13] <pulse> because it will run at least once anyway
[23:51:15] <pulse> it's cuter that way
[23:51:22] <LastTalon> That's a bad reason.
[23:51:53] <CarlaoBazuca> use normal operators instead of std::crap
[23:51:56] <pulse> he does the same thing
[23:52:20] <pulse> CarlaoBazuca, i've also been reading about floating point alignment errors and most folks recomment std methods
[23:52:29] <CarlaoBazuca> kill these folks
[23:52:31] <pulse> hmm where did i bookmark that article
[23:52:44] <CarlaoBazuca> replace lines 118 and 119 with return; :)
[23:53:12] <LastTalon> pulse, your frame calculation is about halfway to a good one.
[23:53:30] <LastTalon> Consider what will happen if you can't keep up with the framerate though.
[23:53:38] <pulse> hmm yeah
[23:55:27] <LastTalon> Why is it okay for you to break on your inner loop, but you care about safely exiting your outer loop?
[23:55:29] <rindolf> man, it is cold now
[23:56:22] <pulse> LastTalon, doesn't matter, it could return at that point
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[23:56:39] <pulse> this is just a quick testcase i cobbled up to test the loop
[23:56:49] <pulse> it works reasonably well but it still jitters every now and then
[23:56:59] <pulse> somewhat better results than without interpolation though
[23:57:05] <CarlaoBazuca> for( ;; ) { auto timePoint = chrono::high_resolution_clock::now(); timePoint += chrono::milliseconds(frameTime); app.processMessages(); if( gameLogic(frameTime) ) break; renderLogic(imageCanvas,renderRect); std::this_thread::sleep_until(timePoint); }
[23:57:24] <pulse> basically i'm wondering if the timing and interpolation parts are done correctly
[23:57:31] <CarlaoBazuca> gameLogic() returns true when it is time to quit
[23:58:13] <pulse> it really doesn't matter much if that last frame is repainted before quit xD
[23:58:19] <pulse> trivial at best
[23:58:38] <pulse> i guess it should return though yeah
[23:58:43] <pulse> unless you have some cleanup code after the loop
[23:58:47] <pulse> which you probably shouldn't have anyway
[23:58:52] <pulse> but that's beside the point
[23:58:56] <CarlaoBazuca> app.processMessages(); is from die-tk. it processes all fired events
[23:59:06] <CarlaoBazuca> (sue me, Delphi writers)
[23:59:08] <pulse> i want to write the interpolation/fixed framerate loop correctly
[23:59:16] *** SolderBlob1 <SolderBlob1!~SolderBlo@185.217.171.67> has quit IRC (Ping timeout: 246 seconds)
[23:59:16] <pulse> but i find very scattered resources online and some are contradictory
[23:59:29] <pulse> and it's impossible to debug a game loop without doing science
[23:59:33] <pulse> so idk what to do now
[23:59:42] <CarlaoBazuca> pulse, you need to observe the results and be satisfied with them
[23:59:44] <pulse> i should test it a bunch i guess
[23:59:47] <pulse> CarlaoBazuca, hmm
[23:59:50] <CarlaoBazuca> for most of the cases, my silly game loop works