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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 2020-09-14 00:00:00Z and 2020-09-15 00:00:00Z
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What do you think of implementing permamute feature? Some kid just rejoins his dummy and gets unmuted each time he reconnecta it
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its add_foe
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In console?
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yes f1 add_foe name
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And how UI muting way does work?
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idk it resets
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@Deleted User @TsFreddie ah, I think I know the reason. DDNet displays the text with a shadow
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ah. but shouldn't it stored the uv of glyphs in the first pass already? so the second pass shouldnt call renderglyph again. sounds like a bug.
05:40
if you are talking about getchar then, ye that make sense.
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But isn't the shadow larger than the original?
05:40
yes, about getchar
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the are processed in one pass
05:40
in renderglyph
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with that grow function
10:55
freetype stroker for outline is definitely faster
10:55
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But if something you changed makes outlines cost more, then switching to a cheaper algorithm to create the outlines is only masking the performance degradation, no?
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i think the performance drop recently is a separate issue
10:59
i'm just saying the Grow function should go.
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Probably, but be careful not to forget that there is another issue
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i mean i'm working on vanilla rn EeveeShy
11:01
i can port everything i find back to ddnet later
11:02
nvm, i'll take a look at ddnet rn. since it is pretty bad on eki's machine.
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Traitor catGun
11:03
aren't you the one supporting me rewriting everything in the vanilla discord
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is a double agent
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it is coming along pretty nicely. it barely drop any frames when rendering dbg_tuning now, which has quite a lot of text
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Nice, how much are you caching?
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haven't rewrite chat and console yet so we'll see.
11:04
depends. I can't cache anything on UI
11:05
every static text is cached on HUD (edited)
11:05
but immediate mode is already much faster than before
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Why can't you cache anything on UI? I'd guess that's where you'll have the most improvement
11:06
Chat, console and menus have the most cacheable text
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UI uses a DoLabel wrapper. The way i'm caching quads are just use static CTextCursor. so it can be reused.
11:06
chat console should be fine with caching.
11:07
Menus needs more work to do the cache stuff. but i think it is not the top priority since you usually don't look at menus when playing. (edited)
11:08
And since you have access to every quad position after a text call. Text selection should be easier by just searching quad position in relation to cursor
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Can also optimize grow function to be only called once
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just use stroker
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Did you see my text selection patch for vanilla? I don't really like it at all, feels soo bolted on
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you don't need grow anymore
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And have u any resource what freetype doing there
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what have me resource
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What the performance impact is
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all i know it is faster than grow in profiler
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Yes but what when grow is only called once
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but you'll need to make a better convolution algorithm tho?
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But the text outline is barely visible
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larger text need larger outline
11:13
that's why grow is called multiple times
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Yeah
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if you only care about chat then ye. you can just call grow once
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I know but u know how much it grows
11:13
So I don't see a problem
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@Deleted User I'd be very surprised if a text library used by thousands of products is doing worse than us
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i don't think a convolution works like that
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Optimize it...
11:14
Not leave as is
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Why bother optimizing it when it's already optimized for us and in a library that we already link to
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^ ths
11:14
besides freetype stroker produce much cleaner outline
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@Learath2 if it's interpolating..
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thonk we can do both. and see which is better. but i'm not optimizing that shit personally tho.
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I don't get why that's an issue
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anyway other than outline, there should be another issue. i'll try taking a look rn
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@Deleted User I'd be very surprised if a text library used by thousands of products is doing worse than us
@Learath2 btw, just yesterday we found out that FT_NEW_FACE keeps the file open on windows. so it trades execution time for 16MB of RAM 😄
11:30
so its not really an argument, only math is
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keeping file open doesn't mean it is taking memory space
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yes
11:31
thats what i said
11:31
it rather keeps the file open instead of loading it
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but fact is, accessing HDDs is insanly slow
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Are you sure? That sounds quite stupid
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Missing: Freeing the memory again. But not so important since we keep the same fonts until end of process anyway in our case. @QingGo Could you give this a try from the Github build artifacts? If n...
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should i give it a profiler treatment?
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yes, you can do it
11:34
but i doubt freetype, used by thousand of ppl, wouldnt do somekind of binary search to find its keys XD (edited)
11:34
so the chance isnt small that it actually loads from HDD causing over 1 second of lag
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oh right i don't have a hdd
11:35
nvm
11:36
thonk but wait
11:36
what do you mean binary search?
11:37
font have charmap. the encoding map should be loaded. and you get the glyph index out of the charmap, and it should be able to just seek once and pull the glyph
11:38
but again, pulling multiple glyphs at once might be slower. but i doubt it would seek the disk more than once to find a glyph
11:39
Truetype and Opentype containers aren't designed to be stupid doggo_lol
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yes
11:39
i know, but why would such a thing cause 1second lag?
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it is confirmed?
11:39
by eki?
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yes
11:40
he even posted a video
11:40
Only when I receive message full with CJK characters which had not encountered before, I feel lag. Repeated CJK characters message didn't make me lag. I upload a video to youtube https://youtu.be/et_SsWyCd5U?t=27 . The lag is begin at 0:26.
>
And I found maybe most of the older player use old version of DDNet Client, so they did not encount this issue. When most of new player use steam client, they may think it is normal behavior.
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i know about the lag
11:40
is the fix confirmed?
11:40
to solve the problem?
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no, but else, freetype must be really slow finding its glyphs
11:41
and i mean realllyy slooww
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you can't just say freetype causes 1 sec of lag when you haven't fully checked your own impl.
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i know that the impl is doing a bit more since fallback
11:41
but that would never explain such a huge lag
11:42
and then again, why would a freetype api call be so costly
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are you sure there aren't other things holding back the performance in the fallback code?
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as i said
11:43
at worst it loads a char twice
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Without profiling you are all just making wild guesses
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but that wouldnt cost 1 second of lag
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but eki doesn't see any lag pre fallback. aren't the freetype calls the same?
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yes but the font was like 1mb
11:44
not 16mb
11:44
iterating thorugh it is obviously slow
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and otf is often even smaller than ttf
11:45
so 1mb ttf vs 16mb otf 😄
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There is no way they iterate through that many glyphs
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no but accessing the file on a HDD is still a problem
11:46
even if they binary search over it
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Yeah, let's see if loading it into the memory helps
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if its not, we cant use that font probs, bcs then its even slow on memory
11:47
but even with 64k glyphs it should have max. 16 iterations to find the glyph
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thonk but other software using freetype don't have that problem?
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well either they use memory fonts
11:48
or u just dont notice it
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you know what. i'll nuke the grow function rn and sent it to eki as well
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We can also try memory mapping the font file
11:49
Grow doesn't look like something that would cause spikes though
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ofc not
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not if you grow like 100+ times in one frame
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nothing inside a cpu/ram should cause such lags
11:49
it really needs to be a heavy algorithm
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but grow is literally O(wh)
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grow is slow
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bitmap isn't that small
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but it iterates over like 50x50
11:50
thats nothing
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how about we try it anyway
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even if u do it 10000 times
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or are you telling me not even bother
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i think a rewrite is nice @TsFreddie
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Well this kind of spikes happen with sub optimally growing vectors e.g. so you can get it to happen even on the cpu
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bcs every wasted performance is still wasted
11:51
@Learath2 yeah but by freetype? xd
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I'd look at our code before I look at theirs
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our vectors built just as before 😄
11:52
the only thing changes is, that it loads from 2 freetype faces and that it uses a different font
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Revision: I'd look at the profiler output before anything
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the profiler says RenderGlyph spend half of its life time on Grow yesterday
11:52
at least on mine impl.
11:52
i'll profile ddnet rn
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@TsFreddie yes its 100% slow function, and it should be optimized, i totally agree 😄
11:53
you can do what it does in one call
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I literally cut mine from 28ms to 7ms by replacing it with freetype.. but sure if you want to rewrite the thing then do it.
11:54
i'm not spending that time rn
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the only thing i fear is, that freetype is doing too well
11:54
we dont need cubic outline
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I just want to see if replacing it with freetype would help eki
11:54
if it does then yeah, you can optimize it better
11:54
if it doesn't we look elsewhere
11:55
is it that unreasonable
11:55
or am i being dumb
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If you not changed layer and pressed on a place where tele/switch number picker stays then you are fucked (because Border resides in this place). I don't think this button is usable nowadays. Please add confirmation message at least or move this button to less frequently used place.
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@heinrich5991 wow, you're using wireshark for teehistorian. How cool
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[freenode] b3z BOT 2020-09-14 12:52:13Z
Does anyone know FuN~EleFaNt and have some contact details of him?
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Similar to Windows Paint (or other image editor) fill feature (https://youtu.be/tAcRRD9OOqg?t=33) It should fill bounded by unhokable and hookable tile area with a tile from the brush
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b3z, do you want to get battlefield mod sources from him? (edited)
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@Brokecdx- it takes an hour to refresh
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@TsFreddie @Learath2 @Deleted User He confirmed that it's faster when we load it from memory
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@TsFreddie so if u want to load from memory for vanilla too
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thonk already did
13:29
@BannZay do u want to fix the entity text?
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yes it seem much more better than before (edited)
13:43
is this clear what it is doing?
13:44
i don't want it to be too confusing, since textrender does work differently from before.
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@Eki how much better? Is there still lag?
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"Silky smooth"
13:48
DM leak
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Nice, we should probably memory map the large file
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I prefer reading it in once over mmap
13:50
The most important thing is that we don't start doing disk IO during gameplay
13:51
16 MB in memory is not too bad
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Hm, I don't think mmap would lazy load it either
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Isn't that the whole idea of mmap?
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Ah, it does by default, I was thinking of MAP_POPULATE
13:53
anyway, 16M isn't too bad, malloc should put it somewhere sane too
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can we document what is required for using clang format
13:56
i mean, what to execute
13:56
"python scripts/fix_style.py --base HEAD"
13:58
@TsFreddie the funny thing about grow is, you dont even need to change alot xD
13:58
for(int sy = -OutlineCount; sy <= OutlineCount; sy++) for(int sx = -OutlineCount; sx <= OutlineCount; sx++)
13:59
all i did is passing the outline and changing the check
13:59
still looks normal to me
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@Deleted User yeah, I think when something is wrong, there should be a big fat message telling the developer how to fix it automatically. @heinrich5991 could you take care of that?
14:04
@Learath2 can we just use your warning popup to display all unexpected io permission problems?
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I didn't put any limitation on it, idk how jupstar ended up changing it, but it shouldn't be too hard to make the text change
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Yeah, I used it already for something
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it only displays ingane i think
14:05
oh
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I used it in menu I think 😄
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ok then it just checks if no other popup is blocking
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I used it for "Server executable not found, can't run server"
14:05
in the start menu
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Though, popups should probably be a layer on top of all other layers and not part of the menu
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@Learath2 also, can we get https://github.com/ddnet/ddnet/pull/2819 in? Otherwise there are no nightly builds
graphics.h:197:36: error: ‘uint8_t’ has not been declared
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be90f3f Replaced tile names. - gerdoe-jr a67a8e3 clang-format: fix style - def- 3df1407 Merge #2815 - bors[bot]
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@BannZay do u want to fix the entity text?
@Deleted User yea, I will try if none started to work with it
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i can also do it
14:15
just fear to run the style check xDDDDD
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okay then. I guess you'll done it in a better way
14:20
than me (edited)
14:22
why wouldnt we run script on ddnet solution to fix all style issues ? Beacause it leads to big amount of merges? (edited)
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i think it changed around 15k lines and few things didnt look well
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^^ It creates a massive diff
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#2791
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Not sure if it's better to do it in each change though
14:24
Now it becomes impossible to find the actual change inbetween the style changes
yes 1
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@deen you can ignore whitespace changes on github
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so it should at least be done in separate commits
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just ignore style check xdd
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not optimal but you can
14:26
It's either this or we just don't enforce any styling
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2c5f01a Fix compilation on MinGW Windows - def- 3392933 Merge #2819 - bors[bot]
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or do it one large change
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fix_style should be run only on new version tag imo (edited)
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fixing 1 by 1 annoys a lot of peolpe because they have to fix things they didnt even touch. Just to satisfy build
14:27
We can do the one massive commit if you prefer, that'll kill git blame though
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In this case yes,but others no
14:27
git blame supports -w too
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Oh, TIL
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and maybe you can even somehow tell it to exclude specific changes
14:28
yes, --ignore-rev <rev>
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I guess we can just do the entire repo
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and even --ignore-revs-file <file> for a list of revisions to ignore
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There were a couple issues with the formatting that should be fixed though
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I'd give it a try later today to reformat everything and try to keep the changes nicer
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Oh btw, I was wondering the performance of conntrack, but it was all too speculative so now I'm coding a conntrack module for tw
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@heinrich5991 opinion? ^
14:30
@Learath2 very cool!
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I fear it will do more harm than good though
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without the large packet?
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Yeah, just the current protocol we support
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The trojan horse they make you install to have remote exams messes macOS up
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- size_t GlyphOffset = (OffY) * SlotW + OffX; + size_t GlyphOffset = (OffY)*SlotW + OffX;
14:41
why does it do this xd
14:41
makes it wrose readable
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@Deleted User always same number of spaces between operators
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and why did it remove the space then?
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maybe it thinks ) is enough or counts it as a space
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xd, its just strange xD
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(OffY)*SlotW OffY*SlotW i guess it finds the former readable xd
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Huh, is that a cast?
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no it probs was a calc inside the () some day
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Rather, is it confusing it with one
14:58
It's impossible to control the spacing between operators
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() mean cast? I wonder why result of '(Flags) & CFGFLAG_COLLIGHT' differ from 'Flags & CFGFLAG_COLLIGHT' (edited)
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it only means cast, if the text inside the paranthesis is a datatype and right from it is some variable
👍 1
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For it to be a cast, Flag needs to be a datatype
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sure it isnt (Flags & CFGFLAG_COLLIGHT)?
15:07
bcs & operator has a weak binding
15:07
so its safer to pack them into paranthesis
15:08
!= would bind before &
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static CColVariableData Data = { this, &gConfig.m##Name, static_cast<bool>((Flags) & CFGFLAG_COLLIGHT)
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pls use
15:12
backsticks
15:12
discord messes ur msg
15:13
do we rly use { } to initialize structs tho?
15:13
i dont think so
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You can, it's fine
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ah well its static
15:13
yeah but doesnt fit the code
15:14
triggers me
15:14
xd
15:14
Oh I just noticed now, it's my code 😄
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why is there ##
15:14
is it some macro
15:14
?
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Yep it's inside a macro
15:15
so we need to cast flags to perform & operator for enum?
15:15
I feels stupid but its still unclear for me
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We don't need to cast anything
15:15
Flags is an integer, the enum members are integers, you just & them together
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so nothing should change if we remove () from Flags ?
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it would
15:17
well it depends xd
15:17
but there could be more than 1 flag
15:18
CF_SAVE | CF_CLIENT what do i know and & binds stornger than |
15:18
but in particular case it will not change? (edited)
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if e.g. Flags is a variable (edited)
15:19
it couild be removed
15:20
8923116 Fix entity text - Jupeyy fbdd66c Improve grow - Jupeyy c0f7a2b Merge #2825 - bors[bot]
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thx for the explanations guys, there is no magic as I thought xD
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@deen the mapconverter 0_7 should also detect invalid textures, with width of 0 or height of 0
15:32
appearently the client allows them to load
15:33
the client shouldn't even allow this
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but how does someone even embedds such mapres lol
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i dunno xD
15:34
but that is way too undefined behaviour even for non tile sets
15:35
malloc can return a pointer or null
15:35
pretty undefined xd
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@Deleted User done
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We don't chunk teeworlds packets, right?
16:07
Or rather, teeworlds chunks
16:07
Are chunks always transmitted in one piece is my question
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hi, i have the rank from the test server on the new novice map (Inure). when I write /times it says “3 weeks ago” but the map was released yesterday 😅
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Hm, it's really hard to write a heuristic for teeworlds packets, almost any random string of bytes can be a teeworlds packet
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@Learath2 it is hard to filter cuz udp is connectless and the filter doesnt know if the server considers the client as already connected right
16:27
are ddos made of packets before connection or after?
16:27
i guess it doesnt matter
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@deen can i trigger bors btw for ur things?
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That's not hard to handle, conntrack adds state
16:28
I'm working on a wireshark dissector too, but I'm having trouble deciding how to figure out something is a teeworlds packet
16:28
I could decode almost anything as a teeworlds packet
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they dont have any header or stuff
16:28
?
16:28
xd
16:28
well if a packet consists of cnetobjs u can find the type and maybe match the size of any cnetobj
16:29
i may be talking shit tho idk how it works
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We do but it's 3 bytes, first byte has flags and ack, second byte has ack, third byte has the chunk code
16:29
All of those bytes can be any value and the packet would be valid
16:30
@heinrich5991 how did you do it for your old wireshark dissector?
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@deleted thanks for report, removed
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Ah, he cheated, he only dissects for port 8303 :S
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(and it's been long fixed, but was still a problem 3 weeks ago)
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ah okey ☺️ ty (edited)
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NVIDIA to Acquire Arm for $40 Billion, Creating World’s Premier Computing Company for the Age of AI. https://t.co/Pj0lR8W03u
Retweets
4357
Likes
13130
16:55
is this good or bad
16:55
justatest
16:55
justatestjustatest
16:55
16:55
i would have prefered amd
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eh, I would have preferred no one bought out ARM
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yeah that
16:56
too
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Multiple vendors is nice to have
16:56
Monopolies are very meh
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but nvidia is the worst
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They should give it to me
16:57
I promise to not sell it to anyone
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@Learath2 is arm better than x86_64?
16:58
i guess it fits better for the internet of things
16:58
they cal
16:58
call
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Eeeeeeh, not really easy to compare
16:59
ARM has a much saner ISA imho
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Processors that have a RISC architecture typically require fewer transistors than those with a complex instruction set computing (CISC) architecture (such as the x86 processors found in most personal computers), which improves cost, power consumption, and heat dissipation. These characteristics are desirable for light, portable, battery-powered devices‍—‌including smartphones, laptops and tablet computers, and other embedded systems[3][4][5]‍—‌but are also useful for servers and desktops to some degree. For supercomputers, which consume large amounts of electricity, Arm is also a power-efficient solution.[6]
17:00
$40 Billion tho
17:00
companies have so much money
17:00
insane
17:00
well its american billions
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Well, most of it is just given as stock of their own company, not in cash
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american billions are thousand millions here iirc
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ARM isn't strictly RISC or CISC
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arm literally means Advanced RISC Machine
17:01
where do u get that from
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Well in thumb mode arm processors can do variable length instructions, which isn't really RISCy
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if u want modded minecraft with 60fps u need intel 20k clocking at 8ghz, if u want blender at 5 watt, u need arm xd
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that depends on the mods
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no thread optimized ones
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well i mostly play those kitchen sink packs that are in a void world
17:04
so xd
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Apple makes some very strong A64 processors
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yes, will be interesting
17:04
but i only believe what comes from many independent sources 😄
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Strong enough that they were atleast considering making the next macbook arm, not sure if that'll happen tho
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@Learath2 why u use a mac and not linux tho
17:05
do u se some propietary software?
17:05
or u just had a mac around
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Kryo 585 is an octa core with a whopping 3.1ghz, it can even do fancy speculative execution
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3.1 isnt much tho
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@Ryozuki I had a laptop that was dying, someone offered to get me a macbook if I coded them an iOS app, I took him up on the offer
17:07
When I'm back home I'm on my desktop anyway, so this is my portable solution for now
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@Learath2 u cannot install linux there? xd
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arm founder says that its bad @Ryozuki
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Kryo 585 is a phone sized arm chip, fits in a fraction of the actual cpu of the phone even
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ah thats nice then
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@Ryozuki I can but space is quiiite tight (ssd not upgradable 😦 )
17:09
linux should take less space
17:09
if u completly wipe mac tho
17:09
xd
17:09
u probs can get more perfomance too
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There is some software I still need on the mac side
17:11
darktable is very meh compared to lightroom and adobe doesn't feel like supporting linux at all
17:11
yeah adobe sucks
17:11
gimp best
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though it is quickly getting better, maybe next year I'll be able to hop over
17:12
have u tried krita
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gimp is no replacement to darktable 😄
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Krita is a professional FREE and open source painting program. It is made by artists that want to see affordable art tools for everyone.
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I'm okay with gimp as a replacement to PS tho, it works great
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gimp is not a direct replacement of PS
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Lightroom is for photography
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well maybe yes
17:12
xd
17:12
but krita has more stuff
17:12
than gimp iirc
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I don't illustrate, so I doubt krita's features of much use to me
17:13
I actually wanted to learn how to draw for quite some time, it's just that it seems to take a whole lot of time
17:13
I get demotivated and unfocused sooooo quick, it's really hard for me to pick up new things
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if u want to animate, blender is powerful
17:14
they improved that special pencil they have
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Greasepen?
17:14
I use blender a bit, but mostly for modeling
17:14
this looks awesome
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Blender 2.8 brought so many new things, I'm expecting greatness from 2.9 too
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2.9 is out already
17:16
greenthing
17:16
breathtaking
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Heh, if I ever get back to italy and do more modelling, I can move to 2.9 😄
17:17
Extrude manifold looks awesome
17:22
Another great looking release
17:23
I love how blender started from "unusable", became "competent", became "usable" and now it's becoming "great"
17:23
It's an open source success story
17:27
17:29
"this will give nvidia and stronger mobile presence"
17:29
xD
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Why is it ARM that's taking off though 😦
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@Learath2 tho ppl are saying arm sold cuz they are not taking off anytime soon
17:30
even worse they falling
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We need more work on RISC-V
17:30
A simple ISA is soooo much more fun to work with
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Now that I think about it, I think I agree with freetype being flexible. They should have documented the fact that the font isnt loaded though
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thonk Since they gave you the FT_New_Memory_Face, so they might think it is obvious the other one isn't "in memory"
18:09
but ye, they should probably say that some where in the doc
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@deen don't like the "one change", especially since we're probably missing something, and it would all need to be reformatted again. I'd prefer to make it easier to fix the style
18:19
@BannZay the fixes for stuff you didn't even touch, is that mostly the binary operators in the config variables?
18:20
@Learath2 not all flag combinations are possible, I think. not all packets can contain a payload
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@Learath2 have u heard about https://gpuweb.github.io/gpuweb/ ?
18:22
an example implementation https://github.com/gfx-rs/wgpu 👀
Native WebGPU implementation based on gfx-hal. Contribute to gfx-rs/wgpu development by creating an account on GitHub.
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Hadn't yet, looks quite intriguing
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@Learath2 from what i understnad, its a api that abstracts metal directx vulkan and opengl, it even has its own shader language spec
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@BannZay the fixes for stuff you didn't even touch, is that mostly the binary operators in the config variables?
@heinrich5991 mostly yes. (here is another couple of style issueshttps://github.com/ddnet/ddnet/pull/2778/checks?check_run_id=1108826164)
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Whats up with the horrendous opengl support?
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u mean in the implementation?
18:24
bear in mind this is new stuff
18:24
xd
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What happened to open source brotherhood?
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but i guess they dont prioritize it since there is vulkan
18:24
whats open source brotherhood
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What is all this directx support triggeredField
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Remove directx
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well its unrealistic to not support it
18:25
many gamedevs think it is better
18:25
than opengl
18:25
do u have nitro btw
18:25
who is gifting them
18:25
justatest
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I was helping someone with some ddnet thing and he gifted it
18:26
they say thanks to u?
18:26
i only met rude ppl asking for help
18:26
"hey you, do this for me!
18:26
right now!
18:26
justatest
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I help make bots
banhammer 3
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@BannZay I guess we can reformat these config files. that would conflict with your PR though, so either you do it, or I do it and you have to fix the conflicts
18:27
what kind of bots
18:27
@plsplsplslol learath closet weeb
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ryozoozki out of closet weeb
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i only manifesty my weeb against weebs
18:29
@Learath2 https://bevyengine.org/ look how shiny and cool it looks
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
18:29
but sadly all these things are early in dev
18:29
feelsbadman
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Data driven game engine sounds like something I would hate
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@Learath2 it means using a ECS mostly
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but sounds like something you want to have for performance, I think(?)
18:31
I think unity also shifts into that direction
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Oh then, I might like it
18:31
I feared it might be some declarative bs
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amethyst rs is also good but they are changing stuff drastically rn
18:31
so not a good option rn
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why client doesn't render textures when gpu v-ram is small?
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what client version r u using
19:16
@m!ki
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latest one
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that doesnt look like a vram problem
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i have no problem with other versions
19:17
like 10.x.x
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yeah
19:17
set gfx_opengl_major 1 in f1 and restart
19:17
still has nothing todo with it
19:17
its bcs ur driver is buggy
19:18
normally the new client downgrades your gl version automatically, but it seems ur driver is just lieing
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my bad, it was 14.0.3
19:19
but with latest client crash
19:20
while loading it crash
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have u used the autoupdater?
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i compiled client by myself
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then see where it crashes
19:20
would really help 🙂
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ty, seems like the sample function is buggy
19:23
can u also give me the stacktrace?
19:23
the function caller list
19:24
this one?
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ty alot
19:26
@m!ki btw what does gfx_texture_quality say in f1 in version 14.x
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ah
19:26
set it to 1 and try the new client
19:27
i think its the because the sample function only works with specific texture sizes
19:27
maybe i'll just remove it
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that's working now
19:27
ty
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rescale doesn't clamp, and looks worse, might be slightly faster tho. So i also renamed the config vars that might cause resizing and/or are not very useful
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@BannZay I guess we can reformat these config files. that would conflict with your PR though, so either you do it, or I do it and you have to fix the conflicts
@heinrich5991 I can do it. But I guess its better to run script on repo to prevent people from fixing things in other files and copying wrong style. It was big problem to me earlier. I copied the style that I thought was good from the repo, but later some say that I should fix the copied style 😦
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cdf074f Some ddnet-setup.sh fixes - def-
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35e93df Update russian translation. - gerdoe-jr 016e52c Merge #2827 - bors[bot]
22:09
9a4dd80 Remove rescale function, always use resize - Jupeyy 3eea399 Rename quality texture and compressed texture, because they should not be used - Jupeyy 8b29240 Use POT texture when resizing, when NOTP is not supported - Jupeyy 393f3de Merge #2828 - bors[bot]
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Can anyone assist please /DDNet: error while loading shared libraries: libSDL2-2.0.so.0: cannot open shared object file: No such file or directory
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which OS?
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Ubuntu 18
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Can you do an ldd ./DDNet?
22:11
Actually, how did you get DDNet?
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It lists a whole lot of packages, what am I looking for
22:12
from the website but think I got the linux version since I don't see a ubuntu version
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@deen idk how we ship the linux release, do we include libSDL? or should he install it?
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install
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soooo, I guess sudo apt install libsdl2
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I guess I need the Ubuntu versions not the linux?
22:22
Unable to locate package libsdl2
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hm try sudo apt install libsdl2-2.0-0
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I tried that and seemed to install with unmet peer depencies and fixed using sudo apt --fix-broken install, but still getting same error
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can you post the output of sudo apt install libsdl2-2.0-0?
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can you post the output of sudo apt install libsdl2-2.0-0?
@heinrich5991 Working now thank you very much, mb had to run the command again after it failed with unmet peer dependencies thanks my brain is dead
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nice 🙂
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Why don't we ship sdl2 library inside instead of manually installing
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the idea was that most people will have it installed
22:31
if you played any sort of game before, it should be installed
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[freenode] b3z BOT 2020-09-14 22:34:29Z
@Deleted User yes I would like to. Or at least some binary
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@heinrich5991 I see that makes sense 🙂 did a fresh install and first game I installed is DDNet offcourse since it's the only fun game that exists 🙂
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I guess flatpak is kinda there to solve this issue
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doesn't ubuntu ship with flatpak?
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I wonder if there is a nice way to solve this issue with linux, without shipping all the libs
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well, we could ship all the libs, and prefer linking to system libs
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Something like an installer that can get the package manager to pull in dependencies
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the only reason not to do that would be that it increases the download size
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How do we even prefer that btw? Is there a linker option?
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I'd guess it searches the rpaths in order
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Eh I guess we could have /usr/lib as an rpath, but how portable is that I wonder
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ah
22:54
no default paths when we have rpath?
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Hm, I'm not sure how it works on linux actually, is rpath just added to the search path?
22:59
On macOS, if you want to load a library from the rpath you need to link to the rpath, you can't have it both ways
22:59
Though if you forget to add a rpath entry it will insert /usr/lib there just in case
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anyone have data on the oldest still-standing rank 1?
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I tried getting it but too tired to SQL
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@louis isn't that just the oldest rank 1?
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yeah but still-standing so unbeaten
23:59
i mean like i guess technically the oldest rank 1 was the first finish but it's been beaten
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