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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 2022-03-17 00:00:00Z and 2022-03-18 00:00:00Z
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f4dad7a A Short And Precise 4 - ddnet-maps
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chillerdragon BOT 2022-03-17 07:11:56Z
Yes hehe (@Ryozuki)
chillerdragon github stalker
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sorgaxD
is it possible to make shotgun not automatic on a ddnet server?
yes
08:11
Well, with code changes
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a2cf198 New South Africa server - def-
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[quakenet] ChillerDragon BOT 2022-03-17 09:04:20Z
09:04
what does the checkmark mean again? isnt that official ddnet servers or something?
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yeah, means ddnet or kog
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[quakenet] ChillerDragon BOT 2022-03-17 09:04:59Z
interesting
09:05
@fokkonaut ?xd
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that's not one of ours, so it's kog
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on kog tab i am
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[quakenet] ChillerDragon BOT 2022-03-17 09:06:09Z
xxxD
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ae2aade Add French flag - def- 4b3a401 Merge pull request #28 from def-/pr-fra - def-
09:26
f212750 new log channel, ignore $kick edits & admin, modc channels from being logged - murpii 8260d47 add tester channel aswell - murpii d980ffa Don't log internal category, move moderator channels in it's own category - murpii dd5f381 missed on_message_delete - murpii 4efcfe3 Merge pull request #27 from murpii/patch-1 - def-
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mhh so sad that c++ standard is still so hard behind with utf8 support
10:28
tried to make regular expressions with utf8 support, but not even c++20 adds it for std::regex
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[quakenet] ChillerDragon BOT 2022-03-17 10:30:06Z
ouuu std::regex sounds cool tho
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yeah especially multiple excludes are nice 😄
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[quakenet] ChillerDragon BOT 2022-03-17 10:30:34Z
my text parsing become really ugly latley i str_find the shit out of strings xd
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[quakenet] ChillerDragon
ouuu std::regex sounds cool tho
haha std::regex is slower than starting php and using regex there
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[quakenet] ChillerDragon BOT 2022-03-17 10:31:07Z
lmao
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@Jupstar ✪ rust has first class utf8 support and fast regex
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but isnt it implementation dependent?
10:31
or is it an API flaw?
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i think it uses std::string right
10:32
it doesnt use string_view
10:32
so no optimizations
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yeah they want to add string view support, soon™️
10:32
xd
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I am new to C++ and have to process a text File. I decided to do this with a Regex. The Regex I came up with: ((^\s^=]+)\s=\s)?"?([^"^\s^;]+)"?\s*;[!?\s* I have written my C++ ...
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but honestly we have like 1000 entries, i dont really notice the slowness
10:32
vscode's regex is fast
10:32
i generally am impressed by its file search speed
10:33
the top
10:33
10:33
the bottom of the list
10:33
c++ stl slower than python
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xd
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[quakenet] ChillerDragon BOT 2022-03-17 10:33:49Z
vscode on top
10:33
on the optimized rust wins
10:33
BASED
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yeah nice
10:34
c++ has to hurry up a bit
10:34
not like its impossible to catch up
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Ryozuki
c++ stl slower than python
Python has everything interesting like this implemented in C
10:34
so it mostly depends on what algo and optimizations, not language
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i wonder if they include init time
10:35
in the bench
10:35
e.g starting python
10:35
xd
10:35
Measuring is done inside the programs to avoid include startup, reading and writing times on results.
10:35
oh it says it
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[quakenet] ChillerDragon BOT 2022-03-17 10:35:38Z
how does :BASED: look like?
10:35
ryo send image
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[quakenet] ChillerDragon BOT 2022-03-17 10:36:02Z
ty
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xd
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Emotes from other users you can add to your chat on BetterTTV.
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[quakenet] ChillerDragon BOT 2022-03-17 10:37:12Z
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regex-redux — How fast programs match DNA 8-mers and substitute magic patterns.
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[quakenet] ChillerDragon BOT 2022-03-17 10:38:15Z
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well if they use their own impl of regex i guess it will be faster
10:39
but c++ std regex is not
10:39
xddd
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^^
10:39
well we could use boost regex with unicode support, but is always annoying to add dependencies
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i wonder if C impl optimizes for ascii only sometimes
10:39
in rust its always utf8
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but boost is really useful xd
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isnt boost like giant
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yes
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like adding a second stdlib
10:39
xd
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yeah
10:40
but a useful one xD
10:40
the c code looks like some over optimized stuff
10:41
i doubt it has real use case
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i think all code looks like it
10:41
rust is also allowed to use unsafe operations
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just always trade everything for performance xd
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the top answer doesnt use unsafe
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but still looks pretty similar to me
10:42
to the c code
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i dont see a malloc with a explicit size
10:42
xd
10:43
let mut input = Vec::with_capacity(51 * (1 << 20));
10:43
oh well
10:43
i guess its the same
10:43
xd
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i still think c++ should hurry up a bit, independent of good speed bad speed std::filesystem should also take u8strings and magically make utf8 work cross plattform
10:44
its kinda annoying to have so many #ifdef branches in our code
10:44
i found an interesting rant about abi today
10:45
@Learath2 read this
10:45
xd
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he talks about c? XD
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@Jupstar ✪ about c being the protocol every language needs to be able to talk to
10:45
C is the lingua franca of programming. We must all speak C, and therefore C is not just a programming language anymore – it’s a protocol that every general-purpose programming language needs to speak.
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thats kinda true yeah 😄
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read it
10:46
its a good read
10:46
xd
10:46
10:47
My problem is that C was elevated to a role of prestige and power, its reign so absolute and eternal that it has completely distorted the way we speak to each other. Rust and Swift cannot simply speak their native and comfortable tongues – they must instead wrap themselves in a grotesque simulacra of C’s skin and make their flesh undulate in the same ways it does.
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Ryozuki
on the optimized rust wins
https://github.com/mariomka/regex-benchmark/compare/optimized the optimization step is outstanding xD (scroll to the bottom) (edited)
It's just a simple regex benchmark of different programming languages. - Comparing master...optimized · mariomka/regex-benchmark
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ah that also anwsers ryos question
10:53
you can just disable unicode
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Ryozuki
the c code looks like some over optimized stuff
What the regex-redux benchmarks game programs should do.
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Ryozuki
My problem is that C was elevated to a role of prestige and power, its reign so absolute and eternal that it has completely distorted the way we speak to each other. Rust and Swift cannot simply speak their native and comfortable tongues – they must instead wrap themselves in a grotesque simulacra of C’s skin and make their flesh undulate in the same ways it does.
This is quite silly, it's not that C was arbitrarily elevated to the position by some outside power. It is the de-facto protocol because it's simple and widely implemented. Not because a secret cabal of programmers conspired to enforce C supremacy
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xDD
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nobody said anything about a conspiracy
11:08
ur missing the point
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it was just a language close to assembly that was successful
11:09
thats the simple reason
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After that first Firebrand of an article on Application Binary Interface (ABI) Stability, I’m not sure anyone expected this to be the title of the next one, huh? It seems especially bad,
11:11
and the abi mess causes problems on other languages
11:11
like rust
11:11
While fixing various bindgen bugs related to long double, int128, (rust-lang/rust-bindgen#1370, etc). I realized that the following Rust program, in my x86_64 Linux machine: #[repr(C)] struct Foo {...
11:13
rust also has 170~ target triplets
11:13
due to different abis
11:13
the abi world is beautiful
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No one is stopping the author for saving us from this lunacy by convincing 600 disperate parties to adopt a new sane abi that people definitely wont complain about in 50 years
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where is the xkcd
11:14
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Learath2
No one is stopping the author for saving us from this lunacy by convincing 600 disperate parties to adopt a new sane abi that people definitely wont complain about in 50 years
yeah thats a true thing
11:15
when i look at GPUs... they give a shit about c alignment, you gotta request it for every device and code to work for every one
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The thing about using C with it's technically undefined ABI and the mess of compilers and implementation specific magic as the FFI is just that it works. I doubt anyone actually actively likes the fact that we are stuck like this
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An interface description language or interface definition language (IDL), is a generic term for a language that lets a program or object written in one language communicate with another program written in an unknown language. IDLs describe an interface in a language-independent way, enabling communication between software components that do not ...
11:17
monkalaugh
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Maybe one day if someone manages to convince microsoft to drop almost 2 decades of backwards compatibility we can move to an IDL
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dev once for android and you'll hate JNI xd
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Learath2
Maybe one day if someone manages to convince microsoft to drop almost 2 decades of backwards compatibility we can move to an IDL
i'd already be happy if they finally allow c11 XD
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One day hopefully
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hi smart people
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Hi smart guy
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Hi non-rust user
11:20
BASED
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Ryozuki
Hi non-rust user
Xenophobic
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I just rusty at rust
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Hi game developer
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Hi vulkan developer
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Hi rust webasm developer
11:21
@Learath2 hi UB enjoyer
11:21
PepeA
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I spend a day deciding how should i model friend relationship in mongodb
11:22
😱
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imagine using nosql
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I hate SQL with raging passion
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listen to this based youuber
11:23
"Mongo DB handles web scale. You turn it on and it scales right up"
11:23
"shards are the secret ingredient in the web-scale sauce; they just work."
11:23
i love this parody
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I'm scared of sharding tbh
11:28
Btw i submitted my system architecture to bilibili. They hit me back with a risk analysis. In the report they said we got a robust and experienced team with common and manageable stack.
11:29
While the team is me and I hate SQL
11:29
pepeH
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doesnt it depend on the task anyway what you choose?
11:30
friend relationship probs makes sense in a relational database xd
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But I really don't want sqljustatest
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just store the mongodb key in the sql database
11:31
then you have both xd
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I just made an array of subdocuments describing all friends of a user
11:32
Need transaction to keep two users in sync, but the read is probably travial and fast enough.
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Relationships in a non-relational db, that is quite ironic, don't you think? :D
11:33
But i hate relationship
11:33
That's why I'm still single
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thats the spirit
11:33
dont use databases
11:33
use GPU VRAM
11:33
query over shaders
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Fwiw I think your approach is what I'd do aswell. I don't really do web scale mongodb magic much anymore though so grain of salt required
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I never made anything that scales.
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xD in https://thephd.dev/to-save-c-we-must-save-abi-fixing-c-function-abi#-4 it kinda looks like he is using comic sans in his editor xD
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Do you actually need transactions? Is there really harm if things fall slightly out of sync?
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Probably not
11:39
I manage blocked user in the same array btw
11:40
So if you block someone you are actually adding them as friends with a blocked state
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I think(tm) leaving the update of the 2nd party on a "best effort" should be fine. Worst case on the next api call he will be informed that he got unfriended anyway
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TsFreddie
I hate SQL with raging passion
oh no 😄
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here comes our SQL dev xd
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I actually like sql, am I weird?
11:41
Thinking about things in terms of their relations with other things sounds like the sane approach to me :P
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i think im the weird one from what i can tell
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NoSQL is very common. It's web scale even
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what does web scale even mean
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No idea, it's what everyone says
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just take it litteraly
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watch the video to understand
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xd
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can you not spin up more mysql nodes to handle more loads greenthing
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joining can be slow
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you dont need reliability, ACID is not web scale
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Jupstar ✪
joining can be slow
xd
11:44
"it uses joints and writes to disks"
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xdD
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i have a question
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i have many questions
11:45
xd
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ok i don't have questions anymore
11:46
thanks bud, that helps a lot
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@TsFreddie what is the physics engine doing tho?
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which
11:48
where
11:48
when
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thought u do client side prediction
11:48
of a physics engine
11:49
then
11:49
i have no idea
11:49
unity does its thing
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ez
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and i hate it
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just embedd electron and use a javascript physics engine
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we did actually
11:50
we did have a v8 in unity
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xd
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for hot swap OTA update
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did you host the engine online or what?
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i mean, js are just text. if we can send text to an already running client. we can run it (edited)
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interesting approach
11:52
arent you targeting mobile phones?
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ye, chinese mobile games likes to do this
11:52
although most of them use lua
11:52
I did convince the designer guys not to update gameplay logic, so only the UI part are written in typescript
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sound like a good place to do some RCE
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well if i control the update server
11:53
I am the RCE
11:54
also we use v8 because i hate lua
11:54
as long as the core gameplay doesn't run on js, it should be fine.
11:55
stuttering menu isn't really a big deal
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tru, nobody cares about UI anyway xd
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and we are probably gonna limit the fps to 30 in menu anyway
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are you like the lead developer, or are the other devs just nobos, that you decide so much 😄
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i'm the lead developer
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legend
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because i'm the only developer for three months
11:56
then we hired more
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xDD
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and they are stuck with my decision
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then im a lead developer too
11:56
greenthing
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run electron inside electron
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we don't really have good programmers tbh
11:57
the salary is too low
11:57
I'm just a 0 experienced wildcard and i don't want to work 15 hours a day to keep my job
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what is wildcard in this context?
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xD
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u mean u have no previous exp thats why ur in this job
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since they all suck. i can do whatever i want
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even tho i have 0 experience
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same here
11:58
xdddd
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kinda sounds cool tbh
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i made my company go from windows server 2008 to debian 11
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money doesnt always matter
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Ryozuki
i made my company go from windows server 2008 to debian 11
ez
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ye. but arrogance can get to you sometimes.
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ye stay humble
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trying
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u can just curse them in ur inner voice
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i don't curse irl so i'm fine
12:00
scratch that, i curse in english. and my brain doesn't hate it.
12:00
i forgot english curse words are curse words
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do u bow to them 3 times
12:00
and how much deep u bow
12:00
xd
12:00
bow
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i'm not apologizing japanese style all day
12:01
speaking of arrogance
12:02
i think sometime you need to act egomaniac to make people convinced of your decision kek
12:02
as a 0 experienced worker
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you are not that unexperienced
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not keks
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well if i'm doing interviews i'm probably worst than 0 exp
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i did interviews and i convinced some ppl of the greatness of rust
12:05
but i didnt get chosen
12:05
so i probs will stop it
12:05
xd
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maybe they hate rust and choose not to hurt you (edited)
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they were python devs
12:05
so
12:05
monkalaugh
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so they probably hate rust
12:05
kek
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TsFreddie
so they probably hate rust
they probs dont know it
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fair enough
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Remember, most devs are average
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they dont do open source in their freetime
12:06
they work to work
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thats a shocking true
12:06
truth*
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man i wish the average is better than I think
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thats why the ppl who look out for devs skip certain ppl with less xp
12:07
because they think (and probs right) that most normies only learn while working
12:07
so they miss on hidden gems like me
12:07
BASED
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can we hire you
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the language barrier is hard
12:08
otherwise if u paid me everything i would think it
12:08
xd
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you'll only need to talk to me
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but u use unity
12:08
i dont like that much c#
12:08
i only ever used to mod tshock
12:08
plugins
12:09
i didn't choose to use unity okay
12:09
that was so long ago
12:09
all these are mine
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also question is if salaery is even enough to live in europe
12:09
europe probs a bit more expensive
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just don't live in europe
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ez
12:10
china is cool from culture
12:10
but i dont like the government
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"git pull", 2 hours later oh it finished
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it's probably not gonne be enough to live in beijing tbh
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the great wall monkalaugh
12:10
doesnt china have a silicon valley
12:10
?
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Ryozuki
the great wall monkalaugh
i don't think that can stop you
12:11
i'm still here afterall
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bcs you are over average xD
12:11
most ppl couldnt do it xD
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are you saying Ryozuki is average
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that's mean
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ryo has rust-proxy
12:11
its fine
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tf is that
12:12
xd
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i dunno
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i have ryo-os
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a proxy written in rust
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show me your kernel
12:12
but im stuck cuz the next stuff is rly complicated
12:12
i need to implement context switches
12:12
and multitasking
12:13
12:13
12:13
i can write
12:13
with my keyboard
12:13
xd
12:13
monkalaugh
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did you alt tab
12:13
so that qemu lets me out
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europe
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otherwise im trapped
12:13
alt+g
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not altg
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i'm dumb
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Ryozuki
Click to see attachment 🖼️
epic
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i also want to implement a slab allocator
12:14
like linux
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add a monitor/screen component
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to render individual pixels
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here's my password
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thanks xd
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TsFreddie
Click to see attachment 🖼️
"offenses"
12:16
is this the report to china police
12:16
just ban and mute
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we can't even get user's actual id
12:17
bilibili does the verification and we only have an open_id and their access token, and their age range. not even the real age.
12:18
but the age range is probably good for us. cuz we can finally tell if the blockers are literal kids or maybe kids.
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all my rust projects, 80% abandoned
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I don't keep abandoned projects
12:19
which is probably a bad idea
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Ryozuki
all my rust projects, 80% abandoned
what is the secret blured one xd
12:49
from work
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Ryozuki
Click to see attachment 🖼️
u should call it ryOS
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deen
Anyone know why the github CI is missing on this change? https://github.com/ddnet/ddnet/pull/4829
hi @deen , just to tell you im the author of this PR if you might want to tell me something directly here on Discord. thank you.
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new devs poggers
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hi @f and thanks for the change 😄
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translate to russ language (edited)
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[quakenet] ChillerDragon BOT 2022-03-17 14:32:30Z
partial github outages be like ... while ! git push -f; do git push -f; done
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[quakenet] ChillerDragon
partial github outages be like ... while ! git push -f; do git push -f; done
?
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I don't know if there is an issue for this but I think we all know the sound bug at least since the release of Back in Time 3. Namely when you are in certain parts of a large map or as a spectator to the right edge of a large map then it comes to integer overflow and you hear all players in full volume (as if you would create the sounds yourself e.g. by your own shooting). The integer overflow is even detected by our nice UndefinedBehaviorSanitizer: And can look like this: /home/dani...
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lol
14:40
github down
14:40
14:40
never seen that before
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Yup, everything is down except the webserver. Even the Markdown parsers are down. (edited)
14:43
Welcome to GitHub's home for real-time and historical data on system performance.
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Jupstar ✪
Click to see attachment 🖼️
Then only the calculation in double? sqrt((double)dx * dx + (double)dy * dy)
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yes
14:54
x87 uses 80 bit internally anyway
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Do we want to do FalloffX and FalloffY directly in double as well?
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i've nothing against it
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I wonder why this is not already noticed when mapping the map or whether this was planned as a surprise for the devs xD
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f
hi @deen , just to tell you im the author of this PR if you might want to tell me something directly here on Discord. thank you.
damn you're not dead
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@ReiTW do u know him?
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chillerdragon BOT 2022-03-17 15:22:29Z
who he
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sure he's a developer of iF|City
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and the one who hosts iF|City
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closed source boo
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chillerdragon BOT 2022-03-17 15:23:28Z
wats his name?
15:23
ffanta?
15:23
f. is f
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chillerdragon BOT 2022-03-17 15:23:41Z
just f?
15:23
f
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chillerdragon BOT 2022-03-17 15:23:48Z
hmm idk him
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press f
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chillerdragon BOT 2022-03-17 15:24:26Z
no front but sounds like this name does not meet the minimum requirements to be functional
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its like ppl on irc who call themselves a common word
15:25
and they get highlighted all time
15:25
like someone named "is"
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chillerdragon BOT 2022-03-17 15:25:17Z
or oy like wtf
15:25
super annoying
15:25
im always loosing it when someone uses a smiley in tw as username and i try to address a message to him
15:26
"can you do this part please? :("
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GitHub
Click to see attachment 🖼️
That CodeQL faild is because github is broken, right?
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probs
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``` [2022-03-17 15:34:48][chat-command]: 3 used /pause [2022-03-17 15:35:00][chat-command]: 5 used /pause [2022-03-17 15:35:09][game]: kill killer='0:' victim='0:' weapon=-2 special=0 [2022-03-17 15:35:09][game]: kill killer='1:Mitake Ran' victim='1:Mitake Ran' weapon=-2 special=0 [2022-03-17 15:35:09][game]: kill killer='2:cheeser0613' victim='2:cheeser0613' weapon=-2 special=0 [2022-03-17 15:35:09][game]: kill killer='3:' victim='3:' weapon=-2 special=0 [2022-03-17 15:35:09][game]: k...
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Cipy29
.16 and .31 still work tho
Do we actually want to allow this kind of cheat? So that you can use your own position in Debug View to make certain jumps precise. If so, I could also output the 3rd and 4th decimal digits. There are actually only decimal numbers because we divide the actual integer position by 32 to make it easier to track the position on blocks. if we don't want to support cheats like that we could also just stop dividing by 32. I would be in favor of also outputting the 3rd and 4th digit after the decimal point. (edited)
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c0d3d3v
Do we actually want to allow this kind of cheat? So that you can use your own position in Debug View to make certain jumps precise. If so, I could also output the 3rd and 4th decimal digits. There are actually only decimal numbers because we divide the actual integer position by 32 to make it easier to track the position on blocks. if we don't want to support cheats like that we could also just stop dividing by 32. I would be in favor of also outputting the 3rd and 4th digit after the decimal point. (edited)
its not really a cheat, it was discussed before that anything that can be achieved ingame without any modifications or external help is allowed
16:35
it's just a config that binds d to "+jump; +right", a to "+jump;+left"
16:35
and displays which coords work on a 3 tile freezejump
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I mean the output of the player position in the debug HUD.
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don't see a reason why it'd be a cheat personally. but not sure what the admins think about it
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yeah, let's keep allowing that. It's too late to go back on that, even vanilla TW had that
16:37
and you can add two decimals
poggers 1
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technically you can use coords to get an advantage, for example setting up towers and the freezejump, but anyone can have that advantage, it doesnt even take time to learn it. just just look at a number and line up
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people have been using it for many years, yeah
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You can even add a bind to send coords 😅
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really, how?
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acqwerty has a modded client that shows the coordinates in green when its a correct value
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no proof
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I mean, it could be added, i think not exist at the moment
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If u'll make debug show more digits and just leave debug as it is it'll probably make it more annoying to look at your x coords :P
16:42
Maybe it'll be good to generally clean up the debug info
16:43
I don't know if the stuff on there is useful
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just make it display as a fraction
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I don't even know peiple that know what half of it means xd
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also, on the topic of debug menu, i'd also love to see this feature at some point https://discord.com/channels/252358080522747904/293493549758939136/927774860443275325 some users would definitely benefit from having their x coords, checkpoint, or angle pinned so that it shows even without having debug menu on
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Cipy29
I don't even know peiple that know what half of it means xd
It is also meant for debugging and not as a game mechanic that should be used by players.
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Do people find it useful for debugging?
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idk u dont rly need any debug stuff 99% of the time
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im sure @Im 'corneum checks coords when mapping his weird stuff
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nah i dont know where stuff works different. its probably some kind of grid that loops but its probably also different for every kind of floating point part
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bencie
also, on the topic of debug menu, i'd also love to see this feature at some point https://discord.com/channels/252358080522747904/293493549758939136/927774860443275325 some users would definitely benefit from having their x coords, checkpoint, or angle pinned so that it shows even without having debug menu on
could be added as an option for the nameplate xD
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Def not nameplate
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my nameplates would be way too crowded then haha
16:47
yeah
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It's already too crowded
16:47
In the corner, could add the option of disabling the hearts from the HUD since they're useless in ddrace
16:47
I already have that in my client
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Cipy29
In the corner, could add the option of disabling the hearts from the HUD since they're useless in ddrace
I'm currently working on the new HUD, so this will probably be included that the lagacy hud is hidden.
poggers 2
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Sounds good :D ill look forward to seeing it
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I hope I didn't miss anyone.

Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddne...
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i use the debug graphs more than coordinate or angle information tbh
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add rifle undeep
16:55
kek
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Motivation: current weapon prediction can make it look as if you hit stuff whilst the laser doesn't actually hit anybody on screen !image This should fix that issue by using the non predicted world;

Checklist

  • [X] Tested the change ingame
  • [X] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Writt...
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another first time contributor
17:02
poggers
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Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--u...
17:05
i broke the embed link
17:05
im a hacker!!!
17:06
oh, depends where u click on the title
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944ed54 fix sound bug in back in times 3 - C0D3D3V dc4c03d Merge #4830 - bors[bot]
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GitHub
Click to see attachment 🖼️
oh
17:08
is this the bug where u hear the sound
17:08
of everyone
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i remember it happening on the chill lets climb 3 tourny
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should happen on large maps, integer overflow
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nice to see it fixed
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1501c28 Add further contributors, thanks to all! - def- 971f839 Merge #4832 - bors[bot]
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@Jupstar ✪ Is there any advantage to not using a quad for two different textures? Even if the dimensions and position are the same? E.g. in the HUD there are quads created for full and empty hearts and shields does that make sense? https://github.com/ddnet/ddnet/blob/971f839c1792563b52fe65bd5d6de4495374cdcd/src/game/client/components/hud.cpp#L706-L741 Should I use a separate quad for each sprite?
DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/hud.cpp at 971f839c1792563b52fe65bd5d6de4495374cdcd · ddnet/ddnet
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Currently when a game mode uses mode with Blue and Red team. The client automatically overwrites the tee colors for their respective teams. All effects and displays, whether in the kill history, in the tab and in the game respect the color of the current team. With the exception of one effect, the explosion effect on tee death. This effect continues to follow the skin color or custom tee color, rather than the team color. The teeworlds 0.6 server side, under the hood, updates tee colors...
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c0d3d3v
@Jupstar ✪ Is there any advantage to not using a quad for two different textures? Even if the dimensions and position are the same? E.g. in the HUD there are quads created for full and empty hearts and shields does that make sense? https://github.com/ddnet/ddnet/blob/971f839c1792563b52fe65bd5d6de4495374cdcd/src/game/client/components/hud.cpp#L706-L741 Should I use a separate quad for each sprite?
that's your choice If you rework the hud: the idea generally is to return the quad offset and have member variables named HUDHealthHeartOffset so its nicely readable but yeah i havent done that yet and to answer your question You could argue that its nicer to split it for more modularity, but mathematically and GPU wise its not wrong to reuse the same quad
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Jupstar ✪
that's your choice If you rework the hud: the idea generally is to return the quad offset and have member variables named HUDHealthHeartOffset so its nicely readable but yeah i havent done that yet and to answer your question You could argue that its nicer to split it for more modularity, but mathematically and GPU wise its not wrong to reuse the same quad
oh and i think it just recently added that feature in https://github.com/ddnet/ddnet/pull/4728/commits/1f5a5b038258dc56502c3f258ab6165ce0d4b7f6 guess you can cherry-pick it if you want to use it
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Jupstar ✪
that's your choice If you rework the hud: the idea generally is to return the quad offset and have member variables named HUDHealthHeartOffset so its nicely readable but yeah i havent done that yet and to answer your question You could argue that its nicer to split it for more modularity, but mathematically and GPU wise its not wrong to reuse the same quad
As far as I understand it, the main reason to use a separate quad for each object in the HUD is that they do not change their position, right? Then the position data of the quad does not have to be recalculated with every render. With RenderQuadContainerAsSprite on a moving object more calculations would have to be done than with RenderQuadContainer only.
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there is another way to reposition something
19:07
and that is by adjusting the projection matrix
19:08
that is always uploaded to the GPU anyway
19:08
but yeah you are right it doesnt need to reposition it if you directly map the vertex correctly
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@ReiTW im always dead
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yes I see that hollande
19:11
when noby's antibot on ifcity
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@ChillerDragon you don't no me? i know you
19:11
don't be ashamed and confess to everybody here
19:11
you used to play ifcity
19:11
nub
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c0d3d3v
As far as I understand it, the main reason to use a separate quad for each object in the HUD is that they do not change their position, right? Then the position data of the quad does not have to be recalculated with every render. With RenderQuadContainerAsSprite on a moving object more calculations would have to be done than with RenderQuadContainer only.
mh yeah seems like our current implementation doesnt allow it for non sprite like quad containers, so i guess thats the main reason then
19:12
tho it could be implemented without changing the backends
19:12
by moving the projection matrix
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@f this ping wont work, he's on matrix room
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Jupstar ✪
mh yeah seems like our current implementation doesnt allow it for non sprite like quad containers, so i guess thats the main reason then
Ok 🙂 Then I'll just try around and as soon as I have something to show, we can discuss again whether I have done that well...
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How can I read in render.cpp render function from a named pipe?
19:49
I tried this but works with a test.cpp snippet, but not in the gamecode. (Have no knowledge of cpp at all) std::ifstream file{"/tmp/pipe"}; std::string line;
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Not really the best idea to do a file read on the very very hot path
👍 1
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My ideas are always best 🙃 (edited)
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Jupstar ✪
x87 uses 80 bit internally anyway
compilers use sse for float computation nowadays
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then the registers are even bigger
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ye thats why u disable sse and enable soft floats
21:28
when doing kernel
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xd
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you also have to disable the red zone
21:31
monkalaugh
21:31
The red zone is an optimization of the System V ABI that allows functions to temporarily use the 128 bytes below its stack frame without adjusting the…
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now we have chairn, we need cache optimizations
21:33
64bit probs slows the cache a bit xd
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well, i'd say data cache is probably fine, however, instruction cache must have a substantially high miss rate i guess
21:57
ehm
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$ perf stat -e instructions,L1-icache-load-misses,L1-dcache-stores,L1-dcache-store-misses,L1-dcache-loads,L1-dcache-load-misses ./DDNet 259 648 927 688 instructions 6 707 225 567 L1-icache-load-misses # 2.58% of all L1-icache hits 47 319 023 683 L1-dcache-stores 700 778 077 L1-dcache-store-misses # 1.48% 71 666 451 733 L1-dcache-loads 2 677 123 546 L1-dcache-load-misses # 3,74% of all L1-dcache hits 162,973244501 seconds time elapsed (edited)
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i think thats good
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i didn't try to attach it to an already ongoin game
22:10
maybe its mostly initialization
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