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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 2022-04-17 00:00:00Z and 2022-04-18 00:00:00Z
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that was quick xd
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I just found the server setting "mapbug" with the example double explosion. https://ddnet.tw/settingscommands/ I think this exact bug caused the solomap "Lunar Base.map" to become unfinishable. Can you re-release it with the fix?
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Jupstar ✪
that was quick xd
thats another repository, not wgpu, so I'll have to do it myself
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so hard for such small gain 😦
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i just realized, Alpha is intuitive for programmers
12:42
but gamers might find Opacity better to understand
12:43
thus i recommend changing Alpha to Opacity in settings
12:48
@Jupstar ✪ is it possible to render something on over everything else no matter where the render call is?
12:48
like some z level
12:50
ok i might have to rework tooltips a bit
12:50
do we have hashmaps in ddnet? xd
12:51
time to use std::unordered_map
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opacity is better
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@lynn change it
13:03
free pr for you
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i already have the role
13:03
greenthing
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menus_settings.cpp:2690
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ur right tho i should
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gotta keep it up
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honestly if i ever get tired of mapping that's where my efforts will go again
13:04
dev learning
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ye also more useful in life
13:04
than making tw maps
13:04
BASED
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i have a college degree i just don't care
13:04
degree means nothing
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i would rather play teeworlds and stream sorry
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no fun Sadge
13:05
fun
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you dont understand the joy of coding in rust
13:05
BASEDHALT
13:05
im making a tooltip cache rn
13:05
so i render it at the end
13:05
otherwise some tooltips appear behind
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tip for vscode users, the clangd server is far superior to the microsoft provided one
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Ryozuki
@Jupstar ✪ is it possible to render something on over everything else no matter where the render call is?
in ddnet it would be ez
14:36
we dont use the stencil buffer nor depth buffer, so we can abuse either one for that
14:37
but rn its not possible
14:38
could just delay the drawcall
14:38
i think im overcomplicating things tho xd
14:38
14:38
monkaS
14:38
trying to use modern cpp reminds me of how much greater rust is
14:39
fuckyousnail
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using modern cpp reminds me how bad old cpp is
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well thats even worse ye
14:40
it sucks to not know if what im doing is some massive UB which u can know if u read section 1100 paragraph 60 of the standard
14:41
hisnail
gsaasstgqrawerthwrqarqahhrsafrhs 1
14:42
@Jupstar ✪ does this make sense? i have the map, i insert the tooltip using fancy modern syntax (m_Tooltips[ID] = NewTooltip;) and then i have to get the reference from the map to get the correct reference right?
14:42
to store it on the optional
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Ryozuki
it sucks to not know if what im doing is some massive UB which u can know if u read section 1100 paragraph 60 of the standard
i tell ya, its not about UB, its about intuitivity
14:43
rust just makes some of c++ UB non UB, integer overflows etc
14:43
or shifting or whatever
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cuz its defined
14:43
the behaviour
14:43
on debug it wraps on release it panics iirc
14:43
xd
14:44
but panicking is better than UB
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thats why i tell ya its about intuitivity
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but rust is much more than that
14:44
it provided safety
14:44
idk how to tell it
14:44
its a feeling
14:44
anyway
14:44
can u answer
14:44
my question
14:44
(img)
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Ryozuki
@Jupstar ✪ does this make sense? i have the map, i insert the tooltip using fancy modern syntax (m_Tooltips[ID] = NewTooltip;) and then i have to get the reference from the map to get the correct reference right?
this isnt really new syntax
14:45
u can also just use insert and see the return value
14:45
it cannot insert twice
14:45
c++11
14:45
fancy by c++ standards
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what map are u using?
14:45
hash map?
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unordered_map
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yeah ok
14:46
that whole thing is c++11
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from what i see insert doesnt return a reference to the inserted thing (edited)
14:46
which is what i want
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but syntax is same as map
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Ryozuki
it sucks to not know if what im doing is some massive UB which u can know if u read section 1100 paragraph 60 of the standard
Be glad the prescribed behaviour is actually documented and at a predictable place. If you want a similar amount of detail about a rust function you'd need to refer to descriptive docs and any certain answer would definitely require a dive into the source
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but your code is fine i think
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learath writing the holy grail of c
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Jupstar ✪
but your code is fine i think
thats pog
14:47
@Jupstar ✪ but see how you have to say "i think"
14:47
u can never be sure in cpp
14:47
on rust i would be affirmative
14:47
BASED
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xd
14:48
so why dont u emulate the rust way and write like that 😄
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thats what i did
14:48
im writing c++ the way i do rust
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well then its fine ofc ^^^
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thats why i used optional xd
14:48
optional + reference instead of the hazardous null pointer
14:48
boooo
14:49
theorically c++ experts say its zero cost right?
14:49
xd
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with Ofast + lto it should be competly outimized out
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Ryozuki
@Jupstar ✪ but see how you have to say "i think"
And to rectify any "i think" Jupstar can look at the very detailed standard
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with o2 probs not xd
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isnt UB kinda like an oxymoron when there is a standard
14:50
the standard should cover everything
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I mean that might be desirable, but that's not a part of the definition of a "standard"
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i think this is mostly bcs its not always so ez if u allow raw pointers you can do any shit with it how should u define all behavior
14:53
if i mem_zero(this) and then wonder why my vptr is not working... xD
14:53
i guess u could say unsafe in rust is also UB
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Jupstar ✪
i think this is mostly bcs its not always so ez if u allow raw pointers you can do any shit with it how should u define all behavior
there is a effort to do that by a rust dev iirc
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Standards are there to prescribe behaviour, they say how certain things work and anything they dont say is not in the scope of the standard
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"pointer provenance"
14:54
Some time ago, I wrote a blog post about how there’s more to a pointer than meets the eye. One key point I was trying to make is that just because two pointers point to the same address...
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i mean more prefice stuff is always good
14:54
tho here again, its about intuitivity.. u will never read and remember the whole standard xD
14:54
or look up every line of code u do
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Feature gate: #![feature(strict_provenance)] read the docs get the stable polyfill subtasks This is a tracking issue for the strict_provenance feature. This is a standard library feature that gover...
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Anyway, my point is I like having the standard as a definitive source. If I want to know whether an iterator becomes invalid after a certain action I know where exactly to look
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well i look at cppreference and usually it shows the most relevant stuff
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Ryozuki
optional + reference instead of the hazardous null pointer
Is this really any safer than allowing a null ptr? Won't you need a check for the optional either way?
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the optional forces you to check
14:57
u cant forget
14:57
it wont compile otherwise
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Ah, that's nice to have
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ah well
14:58
maybe it doesnt force you to check
14:58
as isi
14:58
as is
14:58
14:58
its not as powerful as rust sadly
14:58
xd
14:59
If *this contains a value, returns a reference to the contained value.
>
Otherwise, throws a std::bad_optional_access exception.
14:59
meh
14:59
rust pattern matching is just god
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I wonder if an optional reference wrapper gets size optimized properly like in rust
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Learath2
I wonder if an optional reference wrapper gets size optimized properly like in rust
check the standard
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c++ stnadard's biggest mistkae
15:00
introduce exceptions
15:00
how rust handles errors is better
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Storing an extra flag for presence would be wasteful
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in c++23 there will be a std::result
15:00
ill abuse it
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Ryozuki
check the standard
The standard allows it, it's up to the implementor whether they optimize it
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ah it will be called std::expected
15:01
2014 paper kekw
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yeah they too slow
15:01
we need boost
15:01
flat vectors
15:01
flat strings
15:02
i need more stack vars without c style stuff
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We can consider that expected<E,T> is a generalization of optional<T> providing in addition a monad interface and some specific functions associated to the unexpected type E. It requires no changes to core language, and breaks no existing code.
15:02
yet it needs decades to be coonsidered
15:02
i hecking love c++
15:02
and the grandpas
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The only sadge thing about the legacy languages is their turtle pace
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@Ryozuki just make ddnet in rust, and pls start with server
15:05
and make it modular
15:05
for mods
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@Jupstar ✪ RiiR
15:09
rewrite it in rust
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xd
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lot of ppl hate ppl who say to do that
15:09
xd
15:09
ur daring today arent we
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any game engine with 3d and works on android?
15:09
and no lua xd
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i want rust bindings
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godot has rust bindings
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i mean rust game engine
15:10
mh ok
15:10
im following closely https://bevyengine.org/
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
15:10
they implement a novel ECS engine
15:10
and nearly got sued by UNITY
15:10
xd
15:10
android is planned for the future tho
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i have some ideas for games
15:11
1 also non android
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the best traditional 3d engine for rust is https://github.com/FyroxEngine/Fyrox
3D and 2D game engine written in Rust. Contribute to FyroxEngine/Fyrox development by creating an account on GitHub.
15:11
it has an editor too
15:11
for scenes
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i am never sure how i can judge demo content
15:12
but the light looks awful xdd
15:12
he is doing a game
15:13
note this is from 20211
15:13
2021
15:13
it might have changed
15:13
i think its all done by a single dev
15:13
its like the rust jupstar
15:13
xd
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xd
15:14
but maybe godot with rust bindings could be project to test for me
15:14
Rust bindings for GDNative. Contribute to godot-rust/godot-rust development by creating an account on GitHub.
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rust can easily cross compile to windows?
15:15
from linux
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you install the target
15:15
with rustup
15:15
and then cargo build --target x86_64-pc-windows-msvc
15:16
An example of cross compiling Rust apps to Linux on Windows, with only rustup - GitHub - KodrAus/rust-cross-compile: An example of cross compiling Rust apps to Linux on Windows, with only rustup
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ok
15:16
ah rip they dont have godot 4 bindings
15:16
i want vulkan ofc xd
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is godot 4 out?
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no
15:17
u surprised me
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i just use nightly code xd
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im waiting for godot 4 since years
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yeah
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Commercial game engines look so good I'm always a little shocked when I see indie attempts at 3d game engines
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but the game i have in mind is pretty small anyway
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Learath2
Commercial game engines look so good I'm always a little shocked when I see indie attempts at 3d game engines
well, usually indie devs are not artists
15:17
but ye
15:17
its already a feat to do a 3d engine solo
15:18
unreal engine 5 loooks rly good
15:18
if only it wasnt owned by epig games
15:18
why valve cant put effort
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Ryozuki
its already a feat to do a 3d engine solo
It's definitely a great accomplishment
15:18
I always wanted to try one but just never really had the time for it
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https://github.com/o3de/o3de amazons open source game engine sponsored by linux foundation xd
Open 3D Engine (O3DE) is an Apache 2.0-licensed multi-platform 3D engine that enables developers and content creators to build AAA games, cinema-quality 3D worlds, and high-fidelity simulations wit...
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there is a succesfull 3d game made in rust tho
15:19
voxels tho
15:19
The Veloren devblog website
15:19
check it out
15:19
its open source
15:19
if u know cube world
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yeah xd
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this might be its successor
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but i want epic looking stuff xd
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This has pretty cute lighting
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have u ever played elite dangerous
15:21
not open source
15:21
but it looks gorgeous
15:21
if ur a space f an
15:21
greenthing
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imagine having ur own 3d artists
15:23
harder to find than coders xd
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Ryozuki
have u ever played elite dangerous
it's pretty fun in vr too
15:24
I did a lot of deep space arbitrage back in the day
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Jupstar ✪
harder to find than coders xd
cuz they all got work
15:24
(maybe)
15:24
im grinding for a fleet carrier
15:24
its just 5.000.000.000 credits
15:24
i got 1.000.000.000
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Learath2
I did a lot of deep space arbitrage back in the day
btw now u can walk on stations and fleet carriers
15:25
im waiting for the day u can walk in ur ship
15:25
they may look small when ur seated
15:25
but they are freaking big
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[quakenet] ChillerDragon BOT 2022-04-17 16:24:41Z
Yo bois whats the lifetime of ur m2 ssds? My laptop is at its 3rd replacement in a few years now. Thats not normal is it?
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guess i am generally lucky with storage, never had any die out yet 😄
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[quakenet] ChillerDragon
Yo bois whats the lifetime of ur m2 ssds? My laptop is at its 3rd replacement in a few years now. Thats not normal is it?
Definitely not normal, 3 years in I didnt replace a single one of mine
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ye not normal
16:57
i havent replaced mine either
16:57
do u have some magnets nearby or smth
16:58
maybe it does smth idk xd
16:58
or u have bad luck with cosmic rays
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Ryozuki
voxels tho
huh
16:58
oh wait nvm LOL
16:58
u know what a voxel is right
16:59
i have this name because it was a 1up from an old username that had pixel in it
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Pommes IV
hello, i want to ask if we could add voice chat? I already implemented it on a testmod and client and i want todo a pullrequest, but first i want to hear your opionion of it, because i thnink some of you guys doesnt like it
lol send the link to your client / server I want to test it
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Pommes IV
hello, i want to ask if we could add voice chat? I already implemented it on a testmod and client and i want todo a pullrequest, but first i want to hear your opionion of it, because i thnink some of you guys doesnt like it
and the github link pls
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its hard to justify voip
17:25
lot of resources when u can use discord
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[quakenet] ChillerDragon
sudo apt install build-essential cmake git google-mock libcurl4-openssl-dev libssl-dev libfreetype6-dev libglew-dev libnotify-dev libogg-dev libopus-dev libopusfile-dev libpnglite-dev libsdl2-dev libsqlite3-dev libwavpack-dev python libx264-dev libavfilter-dev libavdevice-dev libavformat-dev libavcodec-extra libavutil-dev libvulkan-dev glslang-tools spirv-tools
thx
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[quakenet] ChillerDragon
sudo apt install build-essential cmake git google-mock libcurl4-openssl-dev libssl-dev libfreetype6-dev libglew-dev libnotify-dev libogg-dev libopus-dev libopusfile-dev libpnglite-dev libsdl2-dev libsqlite3-dev libwavpack-dev python libx264-dev libavfilter-dev libavdevice-dev libavformat-dev libavcodec-extra libavutil-dev libvulkan-dev glslang-tools spirv-tools
└─$ sudo apt install build-essential cmake git google-mock libcurl4-openssl-dev libssl-dev libfreetype6-dev libglew-dev libnotify-dev libogg-dev libopus-dev libopusfile-dev libpnglite-dev libsdl2-dev libsqlite3-dev libwavpack-dev python libx264-dev libavfilter-dev libavdevice-dev libavformat-dev libavcodec-extra libavutil-dev libvulkan-dev glslang-tools spirv-tools [sudo] password for kio: Reading package lists... Done Building dependency tree... Done Reading state information... Done Package python is not available, but is referred to by another package. This may mean that the package is missing, has been obsoleted, or is only available from another source However the following packages replace it: python2-minimal python2 python-is-python3 dh-python 2to3 E: Package 'python' has no installation candidate (edited)
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Ryozuki
lot of resources when u can use discord
its 2022 and we worry about resources for voice chat. So far, I don't think our servers have a real resource problem (without having detailed insights). Our main problem is rather any dudes who ddos our servers. On the server side, I don't think much more resources would be needed, depending on how you want to implement it. only our snapshot architecture might suffer from the increased bandwidth requirements and would need to be reworked
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Ryozuki
its hard to justify voip
I have the feeling that Shaddy has not yet implemented voice chat. I can't find any changes regarding proximity chat or voice chat on either ddnet or teeworlds. Maybe he never uploaded it to github, which would be a shame when you've done so much work. (also he was last active end of 2019... so we will never hear from him I think) (edited)
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Learath2
This has pretty cute lighting
you can also zoom out insanely far in this game and it looks and feels amazing
19:16
completely zoomed in you are in first person
19:16
zoom out a little and you are in third person
19:16
and then you can zoom further to see the landscape, the mountains lakes
19:17
and the sky is gorgeous, sometimes you get something like northern lights (can't remember, might just be night time), and it looks even more beautiful then
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kio
└─$ sudo apt install build-essential cmake git google-mock libcurl4-openssl-dev libssl-dev libfreetype6-dev libglew-dev libnotify-dev libogg-dev libopus-dev libopusfile-dev libpnglite-dev libsdl2-dev libsqlite3-dev libwavpack-dev python libx264-dev libavfilter-dev libavdevice-dev libavformat-dev libavcodec-extra libavutil-dev libvulkan-dev glslang-tools spirv-tools [sudo] password for kio: Reading package lists... Done Building dependency tree... Done Reading state information... Done Package python is not available, but is referred to by another package. This may mean that the package is missing, has been obsoleted, or is only available from another source However the following packages replace it: python2-minimal python2 python-is-python3 dh-python 2to3 E: Package 'python' has no installation candidate (edited)
help 😦
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ok solve: remove python from the command (is preinstalled :D)
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guys i just found something bad. i always did use entities with default background, but recently, i took backgground from some map
20:02
and
20:02
when u use background from any map you have input delay
20:03
its not that big, but i play like 8+years with entities and i feel this delay immidiately
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is ur pc bad
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also delay exists when you have much pages of text in console
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Ryozuki
is ur pc bad
its 3080ti and i7
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Smetanolub
also delay exists when you have much pages of text in console
are u on latest ddnet?
20:04
what i7
20:04
i7 says nothing
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yes, i did test it on latest version too
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if ur cpu is bad ur gpu can be the best it sucks
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Ryozuki
i7 says nothing
i7700k
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Ryozuki
if ur cpu is bad ur gpu can be the best it sucks
wdym i7 is very good cp
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i remember some fixes about text console
20:05
but idk
20:05
are u on vulkan?
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nope, i dont use latest version cuz u deleted ping filter
20:05
1.17 rc
20:05
but i did test on latest ver too
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ah then i wont help you
20:05
greenthing
20:06
im anti anti updaters
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Ryozuki
im anti anti updaters
?
20:06
you dont read what i did say?
20:06
but i dont care xd
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same bug on latest version
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maybe someone else can help u
20:07
you chose to not update, thus u chose to opt out of any improvements
20:07
my opinion is, deal with it
20:08
also if both versions work bad its prob ur pc
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mf dont read my text, but text me
20:08
lol
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mf = motherfucker right
20:10
i get it
20:10
xd
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even on my bad pc i dont get input lag
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he might have installed a bot client
20:12
and got a virus
20:12
KEKL
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Smetanolub
when u use background from any map you have input delay
check if v-sync is enabled, it may cause delay
20:59
also fsaa samples
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380e702 Warn about editing settingscommands manually - def-
21:07
c1c00fc Warn about editing settingscommands manually - def-
21:07
930e145 Update settings&commands - def-
21:10
ccd748f Add UBSan and ASan to CI - ChillerDragon c5e59db Merge #4970 - bors[bot]
21:10
Shouldn't affect anything, but better safe than sorry.

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
  • [x] Considered possible null pointers and out of bounds array indexing
  • [x] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](htt...
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@ChillerDragon

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-addr...
21:37
887e667 Initialize CCharacter::m_NumInputs of game server - Zwelf 96710aa Merge pull request #4991 from Zwelf/pr-initialize-num-input - def-
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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...
22:26
Something seems to have changed recently, I'm now seeing only 25 fps but 500% CPU usage with Vulkan. Used to work better a while ago, also fine with OpenGL 3.3.
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it fixes bad game layers for the blockworlds mod by checking what entities you use. If this PR is accepted, I might take a look for the other mods. note, i don't really know if it's important but i had to add a new tile in mapitems.h, hope this wont be a problem

Checklist

  • [x] 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, ...
Exported 349 message(s)