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DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.tw/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2017-09-11 00:00:00Z and 2017-09-12 00:00:00Z
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We had less accuracy on x86, destroying tournaments because the very weak gravity had no effect
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<eeeee> did someone fix the bouncing plasma balls accuracy yet?
07:25
<eeeee> i used to run a server with the same map for months at a time, and the plasma balls were drifting at a rate of about half a tile per month or so
07:25
<heinrich5991> accuracy or missing team-awareness
07:25
<eeeee> because they were using trigonometry for reflections
07:25
<eeeee> nah, just float accuracy
07:26
<heinrich5991> what are the plasma balls?
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balls that move and freeze
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<heinrich5991> the laser things that shoot more laser things?
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i guess
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<eeeee> wait no
07:26
<heinrich5991> or the shotgun bullets that freeze?
07:26
<eeeee> those were some kind of bullets
07:26
<eeeee> plasma balls don't bounce
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<heinrich5991> so the shotgun bullets that freeze?
07:27
<eeeee> yeah the shotgun bullets
07:27
<heinrich5991> they only ever hit the wall orthogonally
07:27
<eeeee> yeah but they were using sin/cos for reflections
07:27
<heinrich5991> I wonder what sin(PI) is in float
07:28
<heinrich5991> >>> np.sin(np.arange(4, dtype='float32') * np.pi)
07:28
<heinrich5991> array([ 0.00000000e+00, -8.74227766e-08, 1.74845553e-07,
07:28
<heinrich5991> -2.38497613e-08], dtype=float32)
07:28
<heinrich5991> argh
07:29
<heinrich5991> why do you even use sin/cos for reflection?
07:29
<heinrich5991> it's a simple subtraction
07:29
<heinrich5991> for orthogonal walls
07:29
<Ryozuki> -8.74228e-08
07:30
<heinrich5991> >>> np.sin(np.arange(4, dtype='float32') * np.pi / 2)
07:30
<heinrich5991> array([ 0.00000000e+00, 1.00000000e+00, -8.74227766e-08, -1.00000000e+00], dtype=float32)
07:30
<heinrich5991> actually, I wanted this ^
07:30
<Ryozuki> arange = arrange ?
07:31
<heinrich5991> so angles close to 180° are the culprit
07:31
<heinrich5991> ?
07:31
<heinrich5991> arange = arange
07:31
<Ryozuki> never heard that word
07:31
<heinrich5991> numpy.arange, generates numpy Arrays similar to the RANGE function of python
07:31
<Ryozuki> ah
07:33
<eeeee> oh lol
07:34
<eeeee> was trying to figure out if that shitcode was fixed by someone yet
07:34
<heinrich5991> aaaahrg
07:34
<heinrich5991> :P
07:35
<eeeee> so, not really :D
07:35
<heinrich5991> well yes, -8.7e-8 < 1e-6
07:36
<eeeee> admittedly i didn't really bother to check that, my test plan was "run on my server for a couple months and see if it drifts"
07:39
ddnet - DDraceNetwork, a mod of Teeworlds
07:59
04532bd rebuild .fade - CrashtimeHD f16544f Merge pull request #31 from CrashtimeHD/master - def-
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<deen> heinrich5991: how do i set my own CFLAGS/CXXFLAGS with the new cmake build?
10:23
<deen> I thought it worked, but now I look at the compiler calls and my flags are not in there...
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<heinrich5991> do rm -r build if you wan to set CFLAGS/CXXFLAGS
10:35
<heinrich5991> and regenerate the build directory
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<deen> huh?
10:48
<deen> so calling cmake again does not reset everything?
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<heinrich5991> deen: although the server select()s while empty, but it still advances the game state
18:29
<heinrich5991> maybe it could stop doing that, to use less CPU
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fixes the white areas in the fade overlay on safari (mobile)
19:40
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<keep> Hello, is there some ddnet devs ?
21:22
<heinrich5991> ask your question
21:25
<keep> well, i found by myself xD
21:25
<keep> it was stupid question
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