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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 2020-12-10 00:00:00Z and 2020-12-11 00:00:00Z
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nasal spray drug addict
00:40
its true
00:40
i was addict to that some time
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hussainx3
ddnet suggestionddnet reduce crowding the skins by create skins group by color/design result this= 1-more tidy place and easier for see 2-makers the skins can make more than one for same a skin with other color or design without been haveing problem
it's one than two everyone busy or everyone ignores me
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consider making issue on github for that
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bruh, why did vs installer put an entry in my context menu when i only installed the built tool but not visual studio itself
03:38
03:38
nothing happens when i click it too
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Souly
consider making issue on github for that
how? and where
04:19
DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/ddnet
04:19
here actually
04:19
(2nd link)
04:20
and create new
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should be know anything before this?
04:20
just write issue and enter?
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just fill the description and issue name
04:21
you can add that screenshot from above
04:21
i think that devs rather look at issues than #developer
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ok give me minute too make account
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reduce crowding the skins by create skins group by color/design result this= 1. more tidy place and easier to see skins 2. makers the skins can make more than one for same a skin with other color or design (without happening overstock to skins) 3. maybe later we can make other things like hat Santa etc. !بدون عنوان-2
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oh this automated come here nice
04:55
next time i should be changed name the photobrownbear
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anyway thanks @Souly and @louis
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did one of us work on cyberpunk 2077? 😛
10:48
40% cpu usage 20% gpu usage, 20 fps, like wtf
10:48
y u no just use more?
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[quakenet] ChillerDragon BOT 2020-12-10 10:54:25Z
was this a front?
10:54
so rude @Learath2
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limited by single-thread performance?
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0x314 on Discord writes:
Hi I use f-client (0.7 client) on ddnet servers and everything is ok except collision hook line, for some reason I don't see other players collision hook lines and they don't see mine I've asked about it in fokko's discord and he answered >the ddnet bridge servers don't translate it This is helpful feature obviously, do I need to report a bug/issue somewhere? Or its already known issue and won't be fixed
@Learath2 Can you take a look?
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when you open editor and set Width to 500 and press right mouse Height it crashes
I can reproduce this: ``` 0x00005555556593f2 in CTextRender::TextEx (this=0x7ffff7fa9010, pCursor=0x7fffffffb460, pText=0x555555a65f60 "50", Length=3) at src/engine/client/text.cpp:947 947 int Wlen = minimum(WordLength(pCurrent), (int)(pEnd - pCurrent)); (gdb) bt #0 0x00005555556593f2 in CTextRender::TextEx(CTextCursor, char const, int) (this=0x7ffff7fa9010, pCursor=0x7fffffffb460...
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Apparently it's task manager misreporting gpu utilization
13:48
So I'm at 100% gpu usage 😛
13:49
Guess I'll have to play at low if I want 60fps :/
14:01
so recommended specs mean 60 FPS at lowest settings? 😄
14:01
minimal specs must be 60 FPS in main menu then
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I can't do better than 34fps on ultra, though that's fairly stable
14:04
If I have a gpu bottleneck with a 1080, you'll definitely have one with a 1060 super, so yeah that would only run it at low
14:04
(though I am on 1440p so the requirements probably don't apply)
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Why is it so hard to get gpu utilization? On linux I don't even know if there is a way
14:14
@Learath2 Ryozuki sent me this
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I would upgrade my gpu, if anyone had any gpus in stock.......
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I'd assume this table means 60 fps
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@Learath2 i have a spare gtx 760 if u want
14:17
greenthing
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It could probably work at 60fps at 1080p
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I have a 2060 so I will play without raytracing xD
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do u lose fps
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That's what you get for buying the cheapest rtx card
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if u turn raytracing on?
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I don't have it installed yet
14:18
I assume there is DLSS support?
14:18
That could be a game changer
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ofc, it's an nvidia title
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Can the 10x series do dlss?
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but dlss is just cheating
14:19
nah you need rt cores to do dlss
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rendering at 1080p and upscaling to 4k is meh, no matter how smart your algorithm is
14:19
22 fps at 4k
14:19
justatest
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even the 3090 can't do ultra at 4k
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This upscaling is insanely good, it produces better images than native
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better than native?
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I don't know at which "scaling ratio" it changes but at reasonable ratios yep
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sounds like marketing, how could guessing pixels ever be better than calculating what they actually should be?
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For 1080 -> 1440 I have seen the digital foundry video and either you can't tell the difference or the image is just cleaner
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I can do 50fps at 1080p ultra, so that's nice to see
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It's machine learning stuff, they train their algorithm with insanely high supersampled renders
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I mean it can be great at guessing and give you the exactly correct answer most of the time, I don't see how you can do better than correct though
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what is dlss?
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@heinrich5991 upscaling with machine learning
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A supersampled image always looks better than a native image, they train the upscaling algorithm with super sampled images (edited)
14:23
That's why it can look better
14:25
(Super sampling is rendering at higher resultion and then downscaling)
14:26
But you can't tell any difference in one way or the other without pausing and zooming in and looking for it
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This video doesn't seem to have much comparison to native
14:30
The 3 way comparison at 6:06 is exactly what I would expect
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This also is no surprise, don't get me wrong, it's very good at upscaling, much better than most anything I've tried and it's even more impressive that they can get it to not flicker when moving
14:32
but it's never going to get better than native rendering
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Yeah it has a lot of comparions between 1.9 and 2.0 too which I don't care about
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(that is assuming you have the gpu/cpu power to render at those insane resolutions)
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Native looks better for the text, but 1080 -> 4k might to be pushing it
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Hm, I guess it's AA destroying the detail of the hair there. I wonder if a machine learning aa solution could help more here
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I think the text is a especially bad example, overall I'll play everything with dlss, I really believe it's the future. AMD is working on the same thing
14:40
Do AA solutions factor in motion vectors? I think that's the trick though I don't understand it ^^
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I really hope it doesn't become a thing, it's bad for improvement
14:41
We are already pretty decent with ML now, they will milk this cow for atleast a decade, during which we will get no new hardware improvements
14:42
Especially since we are oh so close to good performance at 1440p/4k beyond which increasing resolution really doesn't matter (unless you are working with one of those new very-high-dpi displays for VR)
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@timakro on Linux I use intel_gpu_top, but Intel-specific of course
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Just a generation or two more and we'll have good native rendering at 4k, then they can mess around with whatever gimmick they want
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@deen Will check that out, I have a integrated intel gpu as well
14:44
Each nvidia generation gets more expensive and look a the increasing power consumption, the trend of the hardware improvements stagnating will continue (edited)
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100% GPU usage at 3 W is ok
14:45
ah, 50% there, 100% is 6 W actually
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@deen 100% for your gpu means drawing 3 triangles? xD
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If native 4k was beyond reach, I would agree, but it's like at our fingertips now. Even if the improvements drop exponentially we'd get there
14:46
If we get sucked up in this software competition, we'll have thousands of driver updates for 3 decades and same hardware rehashed
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144hz wet my appetite for more :D
14:47
You mean 4k at 60fps?
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Yep 4k at 60fps, that's all I want before they give up on hardware altogether
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Aren't we already there with RTX 3080 / 3090?
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Baaarely, most reasonable games are there, some heavier titles need that little bit more oomph
14:50
(I mean at their best qualities ofc, you can run 4k@60fps teeworlds with like gpus from 4 generations ago 😛 )
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I don't believe there is a stopping point really when "it's enough". Currently I think 1440p 60+fps with raytracing is ideal but there will come the next hot feature
14:52
My rtx 2060 would be trash without dlss :D
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Well I don't see anyone ever wanting anything beyond 4k@144fps with raytracing
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A few years ago you wouldn't have said raytracing because it wasn't a thing
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Well raytracing has always been a thing
14:54
Consumer cards with accelerated ray tracing is what's new
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What gpu would you want to buy for cyberpunk if you could get it for the "normal" price?
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(iirc I even listened to a talk from carmack from like 10 years ago where he was saying ray-traced graphics would be the holy-grail)
14:56
@timakro Well I like futureproofing, I'd probably get a 3080
14:57
I also considered getting an AMD one, but they don't seem to be there yet
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Yeah, it seems like the logical choice for my 1440p 1440hz screen but I'm really unsure because I find 700 is a lot
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Infinity Cache sounded like an excellent idea, some novelty
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If you want raytracing forget amd yep
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I'm sure they will get there soon, it's their first attempt at hardware accelerated ray tracing
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I shouldn't have bought a rtx 20 card ^^
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700 is indeed a lot, though I think about it this way. I don't eat lunch for a week or two and use all my savings and it'll get me there 😛
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Oh I'd have to skip a lot of lunchs for that haha
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It'd take me 3 months of not eating at all to get there I think. I'd already saved up quite a bit to get a new cpu
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Sounds kinda sick how you said that
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After AMD made like 10 cpus in total and sold all of them off, I was like "maybe I should get a PS5"
15:01
But Sony sold all those off
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Learath2
even the 3090 can't do ultra at 4k
with rtx on at 4k on ultra
15:01
btw the game runs smooth on a 3080 with rtx ultra
15:01
and a ryzen 5 3600
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I have money I've saved to spend, that I would like to use, but everything I want to buy is sold out
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best is to wait till there is stock
15:02
not worth buying a non 3000 nvidia rn tbh
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@Ryozuki if one can even find a 3080, yes it'd probably run smooth 😄
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sadly amd new gpu is not on par
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I definitely will play cyberpunk at launch to talk about it with my friends, so I already made peace with the fact that I will play on my rtx 2060
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I'm getting used to playing at 35 fps
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Learath2
@Ryozuki if one can even find a 3080, yes it'd probably run smooth 😄
my sister got 1 thanks to me, i saw 1 day a unit in stock, after buying it there were none more
15:03
kek
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It feels like I'm back in 2005
15:03
i dont get why they dont have stock tbh
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Probably lock to 30 fps then, right?
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it feels unrealistic in this consumer world
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Yeah locked to 30 fps and never looking at mirrors I can play faaairly smooth
15:04
@Ryozuki it's odd that there is huge demand but no supply, right? 😄
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i play on a rx580 on medium, it still looks pretty dope
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Learath2
@Ryozuki it's odd that there is huge demand but no supply, right? 😄
indeed
15:04
same for ps5
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Who has a variable refresh rate screen? 🙋‍♂️
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We are just not used to this, capitalism says there is profit to be made, why are they not making it?
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sony gets money from the ps5 games, they probs lose money sellings ps5, scalpers wont buy games
15:05
so i cant understand sony
15:05
idk what they are doing
15:05
and i doubt covid makes them not able to produce as much
15:05
it makes 0 sense
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@timakro I wanted one for a long time, but they are quite expensive
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timakro
Who has a variable refresh rate screen? 🙋‍♂️
what is it
15:05
i have a 144hz display
15:05
i cant live with that
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@Ryozuki one thing that comes to mind is that maybe since in-store sales are bound to be low, they put all stock online where bots can grab them?
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I got the AOC Q27G2U/BK Monitor for 340 € in july
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Learath2
@Ryozuki one thing that comes to mind is that maybe since in-store sales are bound to be low, they put all stock online where bots can grab them?
u know u could make a lottery system on who can buy them
15:06
not sell them by who got first
15:07
this way normal ppl may be able to get em
15:07
xd
15:07
or just use a better captcha
15:07
or whathever they use
15:07
idk
15:07
unless they hire 100 ppl to buy them
15:07
lmao
15:07
idk the extend of this mafia
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@timakro wow that's a steal
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@Ryozuki Variable refresh rate is kinda what it says, the screen can adapt to the refresh rate the gpu can produce
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I got 2 Dell U2715H monitors for 400e each, 4 years back
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But explaining variable refresh rate doesn't do it justice, you just need to see it, 55 fps is smooth and looks like 60
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I love the monitors but at this price they are a bit lacking in the "gaming" department, no variable refresh rate, not high refresh rate
15:10
Great color accuracy though, I can't even use my old monitor as the 3rd monitor because the colors just look off on it next to these 😛
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timakro
@Ryozuki Variable refresh rate is kinda what it says, the screen can adapt to the refresh rate the gpu can produce
i dont know what advantage it has, 144hz display should display fine anything lower right
15:11
or is it multiplicative
15:11
idk
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@Ryozuki variable refresh rate almost completely eliminates any stuttering created by fluctuations in fps
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but with 144hz u rarely see them too
15:11
i dont recall seeing any xd
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I remember playing on my old 1080 60hz monitor which is now my second monitor and I couldn't quite hit 60 fps and it looked worse than the last of us part II on my ps4 with perfect 30 fps frame pacing
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@Ryozuki as long as your system can consistently deliver 144 distinct frames to the screen everything is fine
15:12
but if you ever dip below 144 fps, a normal display just has to duplicate a frame
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I don't even know how it works for 144hz monitors without variable refresh rate. On 60 fps displays you can lock to 60 or 30 and it will look good
15:13
Can you lock to 60 on 144hz displays?
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if u have vsync on and under fps it shows tearing?
15:13
@timakro lot of games have options for that
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With vsync there is no tearing, just duplicate frames
15:13
The point of vsync is to stop tearing
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i dont play lot of fixed fps games
15:14
most games allow unlimited fps
15:14
terraria is locked at 60
15:14
i dont see tearing
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I get insane tearing on ddnet btw, I don't understand how anyone can play without vsync
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i dont get any
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But I guess when the refresh rate is high enough you can just turn off vsync and you won't see the tearing
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and its rly smooth
15:14
but i run at 1000 fps (capped)(
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Who did advent of code today?
15:16
My code for the 2nd problem works with both test data sets but with the real data it seems to run forever
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i played 10 hours cyberpunk
15:17
sadSnail
15:17
today i met keanu reeves
15:17
POGGIES
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Look at this
15:17
It's like rolling shutter almost 😛
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If you didn't tell me I'd have thought it's something with the camera xD
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it looks better on the camera btw 😛
15:19
If my code runs forever and there are no while loops shouldn't I get a stack overflow at some point?
15:19
(i use recursion)
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i once got a stackoverflow on rust
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I don't see how you can eliminate tearing without vsync though, it's in the name, if it's not synced how can it be synced? thinkW
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so its possible
15:20
u must not be going to deep
15:20
idk
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@timakro tail recursion is optimized very well
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ah that
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@Learath2 I think at high enough refresh rates the tearing might be less obvious? Idk just a guess
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yeah i think its that
15:20
the human eye cant see a thing appearing and disappearing in 0.00001s
15:20
i guess
15:21
but on 30 fps
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My biology teacher used to say the human eye can do 24 hz haha
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Idk where that number comes from
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0.00694 vs 0.016 so it is an order of magnitude better than 60hz, maybe that is indeed it
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The human visual system can process 10 to 12 images per second and perceive them individually, while higher rates are perceived as motion.
15:22
u can feel smoother motion
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probs that
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The temporal sensitivity and resolution of human vision varies depending on the type and characteristics of visual stimulus, and it differs between individuals. The human visual system can process 10 to 12 images per second and perceive them individually, while higher rates are perceived as motion.[1] Modulated light (such as a computer display) is perceived as stable by the majority of participants in studies when the rate is higher than 50 Hz. This perception of modulated light as steady is known as the flicker fusion threshold. However, when the modulated light is non-uniform and contains an image, the flicker fusion threshold can be much higher, in the hundreds of hertz.[2] With regard to image recognition, people have been found to recognize a specific image in an unbroken series of different images, each of which lasts as little as 13 milliseconds.[3] Persistence of vision sometimes accounts for very short single-millisecond visual stimulus having a perceived duration of between 100 ms and 400 ms. Multiple stimuli that are very short are sometimes perceived as a single stimulus, such as a 10 ms green flash of light immediately followed by a 10 ms red flash of light perceived as a single yellow flash of light.[4]
15:22
whole quote
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@Learath2 shouldn't double buffering help for that? Maybe it's something we can enable in opengl/sdl?
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I think it's just that at around 20fps motion starts to become fluid for most everyone?
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when the modulated light is non-uniform and contains an image, the flicker fusion threshold can be much higher, in the hundreds of hertz
15:24
i think this is the key
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@deen probably, @Deleted User do you happen to know a knob I can twist? 😛
15:24
btw 24 fps can feel completely fluid when you have no outside reference and it's very consistent
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I think I remember some settings for this in GPU settings a few years ago
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Do you ever remember feeling like older games from the NES era or even PS2 era were choppy? Or felt that a movie at the theatre was choppy?
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Movies at theatre are different because they make it look blurry
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Our brains are really much much better at filling in the gaps than we give them credit for
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and same for old CRTs
15:26
but on LCDs or OLEDs with faster pixel refresh and no blurriness you start noticing each frame
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@deen well yes a little bit of blur goes a long way to making the illusion work
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@Learath2 i specially remember things looking really good, but when i look them now they look rly bad
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An hour of playing cyberpunk at 30 fps and I forgot I was playing at 30fps
15:28
Ofc when I switch to low and get 60fps immediately after, I can tell that it's smoother
15:28
but without reference, I could probably be fooled
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fn arrangements(ns: &Vec<u32>, n: u32, i_next: usize) -> u32 { if i_next >= ns.len() { return 1; } let mut arr = 0; for i in i_next..i_next+3 { if i < ns.len() && ns[i] - n <= 3 { assert!(i+1 > i_next); arr += arrangements(ns, ns[i], i+1); } } arr }
15:29
Why does this run forever?
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I played gta san andreas a while ago, a game stuck with the 24fps especially since physics and game logic are tied to the framerate, didn't feel less fluid 😛
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i dontt hink its stuck
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The assert assures that i_next is getting bigger and at big enough i_next it breaks
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@timakro your best bet would be to check the assembly generated?
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gta san andreas with mta on a server with 2000 ppl were fun times
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@Learath2 are you serious? xD
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@timakro oh I thought you were asking why it wasn't overflowing the stack
15:31
maybe i_next doesn't grow?
15:31
You have a >= there
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look at the assert
15:32
it has to grow, right?
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I think it's the edge case tripping you up, not sure completely though
15:33
I'm a bit too sleepy to think
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Someone help me xD
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hmhmhm
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do a debug print to check what happens to i_next and ns.len()
15:35
put prints everywhere
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ns.len() stays constant at 102 like you'd expect and i_next seems to hop randomly around the high values never exceeding 102
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randomly? huh
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idk man
15:35
99 102 100 102 101 102 102 102 99 102 100 102 101 102 102 102 98 102 99 102 100 102 101 102 102 102 99 102 100 102 101 102 102 102 97 102 98 102 99 102 100 102 101 102 102 102 99 102 100 102 101 102 102 102 98 102 99 102 100 102 101 102 102 102 94 102 95 102 96 102 97 102 98 102 99 102 100 102 101 102 102 102 99 102 100 102 101 102 102 102 98 102 99 102 100 102 101 102 102 102 99 102 100 102 101 102 102 102 97 102 98 102 99 102 100 102 101 102 102 102 99 102 100 102 101 102 102 102 98 102 99 102 100 102 101 102 102 102 93 102 94 102 95 102 96 102 97 102 98 102 99 102 100 102 101 102 102 102 99 102 100 102 101 102 102 102 98 102
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That looks almost cyclic
15:36
102 102 should return 1
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Please don't paste large amounts of data, upload them to a gist or something (irc bridge)
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ye rip irc
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@deen maybe we could make it so the bot doesnt send rly long messages to irc
15:37
that would solve the issue
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It doesn't. The bot stopped at some point in the long message
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i mean dont send it at all
15:37
count the number of newlines i guess
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@timakro I'm not very familiar with rust, where is your return for the non terminal case?
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Great bridge if we don't send some messages 😄
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@Learath2 arr
15:37
u see the arr at bottom
15:37
doesnt have a ;
15:37
it means its returned
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Final expression in a function gets returned
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if it doesnt have a ;
15:38
*
15:38
@timakro final expression on any possible path
15:38
at the end
15:38
*
15:38
if u have a if else on end u dont need to write return
15:38
pepe_straight
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Then the if else construct is the final expression :P
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ah yea
15:39
u got me
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@timakro you sure it's infinite? maybe it just takes veeeery long? 😛
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yeah, possibl
15:43
oh yes probably
15:43
you'd expect it to be at high numbers most of the time because it terminates there
15:43
and then goes down to choose another path
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what is your initial call btw?
15:44
Maybe my logic is right but just inefficient then
15:44
Because it passes both test cases
15:44
And advent of code says all puzzles run in 20 seconds on old hardware
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i got a 2 min solution to 0.07 seconds 1 day
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@heinrich5991 you there?
15:46
ah @Dragere you did todays puzzle as well, right?
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@timakro are you using the smallest example?
15:46
Yes
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Both examples work and give the right answer
15:46
But with the real data it runs forever
15:46
(not forever probably)
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Hmm, i think i tried a similar approach like yours, but it ran forever even on the second example
15:47
There is a way faster method
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Am I missing something, idk how to make it more efficient
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Its quite a different approach i think, but i cant really read rust
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@timakro btw u are using cargo run right
15:48
cargo run runs in debug mode
15:48
try cargo run --release
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i could try release build, right
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it can speed up 20x
15:48
or more
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sounds so much like a dynamic programming solution is in order
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what does that mean
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I'm not recalculating anything
15:51
I don't think
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You are not, but I have a feeling it can be framed that way
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Oh wait
15:52
I think it can hit a path it already solved
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Yeah just buffer solutions
15:52
in a hash map 🥳
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hashmap best
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timakro
Yeah just buffer solutions
When i tried that in python i ran out of memory pepeH
15:54
I will still try
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So you are telling me there is a super clever solution to this? But don't spoil me
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Oh it also obviously has optimal substructure
15:54
part 2 is definitely dynamic programming 😛
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timakro
So you are telling me there is a super clever solution to this? But don't spoil me
More clever than just trying everything at least
15:55
But took me forever to find
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got it!
15:59
caching worked
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There is a better solution than recursion with memoization btw
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and thanks to release built i got another fuck up because it overflowed without me noticing xD
15:59
Tell me @Learath2
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Well let me try it first, don't want to say something wrong 😛
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I also want to see your solution @Dragere :D
16:01
Can I profile memory usage in rust?
16:01
I want to see my memory footprint
16:02
Or on linux in general
16:02
Like max memory usage during runtime
16:02
Wait it can't be bigger than 102 64 bit numbers
16:02
That's nothing
16:03
I think you had another bug in your code when you got that out of memory thing @Dragere
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timakro
I also want to see your solution @Dragere :D
I'll send it when im on my PC
16:04
But now I also know how to write it without recursion
16:04
Might do that later
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@timakro Yep works: notice that the problem has optimal substructure, so the number of routes to get to any joltage is the number of ways to get to the sum of the 3 previous joltages
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timakro
Like max memory usage during runtime
i think u can use perf
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isn't there a tracking allocator for rust?
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valgrind --tool=massif binary
16:10
u can use valgrind
16:10
too
16:11
i found a reddit thread about this but i dont remember it
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Though I guess a tracking allocator would only help you with the heap
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Contribute to jemalloc/jemalloc development by creating an account on GitHub.
16:11
yes u can create a global allocator
16:11
or whathever it is
16:12
jemalloc is rust default allocator used on most platforms
16:13
according to this
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there are 4 servers in the ddnet tab which can't be reached
  • 111.177.18.6:7361
  • 39.105.39.69:7361
  • 191.96.70.202:8311;8301;8302;8298
  • 47.102.203.158:7361
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thanks for checking, fixed
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@Learath2 since cyberpunk is on gog it means its drm free, so it should be easy to pirate (in fact, u can download it pirate already), and yet its the game that has sold most preorders in history (8 million)
19:38
says how pointless denuvo and stuff is
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@Ryozuki You don't know how many would've bought it if it couldn't be downloaded easily.
19:49
PHP today, I'm running out of languages I know well soon 😄 https://github.com/def-/adventofcode-2020/blob/master/day10.php
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Well, you can't expect much better than the most sold preorder in history 😛
20:00
fist fight mechanics are so goofy
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Learath2
fist fight mechanics are so goofy
i generally shotgun people in the face and call it a day
20:02
greenthing
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well can't do that in the fights 😛
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``` [2020-12-10 20:53:10][tune]: tune_zone_enter 1 "Let's warm up a little" Thread 1 "DDNet" hit Breakpoint 1, CConsole::ExecuteLineStroked (this=0x555555adb430, Stroke=1, pStr=0x55555826cd30 "tune_zone_enter 1 "Let's warm up a little"", ClientID=-2, InterpretSemicolons=true) at src/engine/shared/console.cpp:519 warning: Source file is more recent than executable. 519 str_format(aBuf, sizeof(aBuf), "No such command: %s.", Result.m_pCommand); (gdb) bt (this=0x555555adb...
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@deen There are also some servers which are ddnet official but not in the ddnet tab 191.96.70.202:8317 - Brazil1 Server 37.152.185.191:8210 & :8220 - Persian Server 176.9.114.238:8203 < GER2 Server dedicated Multimap Less Map (Can be taken down, people use normal multimap anyway...)
20:08
ah wait, there are more Brazil1 servers which aren't in the official ddnet tab
20:08
8 servers
20:11
191.96.70.202:8319; 8317; 8304; 8320; 8308; 8305; 8314; 8321
20:14
@heinrich5991 there is DDNet Brazil - Main Gores Server #1 & #2 which should be master banned?
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@Ryozuki RedOx is an OS written in Rust https://www.redox-os.org/
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@murpi such a mess, thanks
happy 1
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