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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 2022-07-20 00:00:00Z and 2022-07-21 00:00:00Z
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Carbon language specification and documentation. Contribute to carbon-language/carbon-lang development by creating an account on GitHub.
00:54
seems sorta like Rust-lite designed for existing cpp code bases https://github.com/carbon-language/carbon-lang/blob/trunk/docs/project/faq.md#why-not-rust (edited)
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@deen maybe its time to update pts with vk? https://www.phoronix.com/scan.php?page=news_item&px=Zink-Lazy-Descriptors-Default Then he can test zink vs native vk xdd
Mesa's Zink OpenGL-on-Vulkan implementation is finally ready to enable lazy descriptors by default, which in turn will mean better performance for this generic OpenGL implementation across many games/applications.
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What's the purpose of the 'use clipping' feature on map groups?
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Jupstar ✪
@deen maybe its time to update pts with vk? https://www.phoronix.com/scan.php?page=news_item&px=Zink-Lazy-Descriptors-Default Then he can test zink vs native vk xdd
true, thought about that too
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have we ever done profile guided optimization?
07:55
maybe we can get some perf
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Tried everything. Ofast best option for tw
08:26
Rest only few percentage
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k2d222
What's the purpose of the 'use clipping' feature on map groups?
-Ofast is dangerous, it lets the compiler mess up float calculations, probably changing gameplay
08:26
wrong reply
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k2d222
What's the purpose of the 'use clipping' feature on map groups?
clipping lets you show the layer only when the player is in certain positions
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heinrich5991
-Ofast is dangerous, it lets the compiler mess up float calculations, probably changing gameplay
Tw uses quantinized floats tho
08:28
It's also not dangerous. It's simply not standard conform
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yes, it's not standard conformant
08:28
yes, but we had compiler options change gameplay before
08:29
so having quantized floats is apparently not enough to work against it
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Yes i bet vsc compiles different float than gcc too
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probably not, on x64
08:30
I'd guess they're abiding by IEEE, hopefully with the same rounding mode
08:30
IEEE 754
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I think bsd also has a forced difference
08:31
Smth about storing redults in registers
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this doesn't matter anymore in x64 AFAIK because you can use the IEEE 754 compliant sse registers and not the weird stuff people use on x86
08:32
so compilers just use that AFAIK
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Anyway only server accuarcy matters more . the 2 edges u have client side prediction almost dont natter
08:33
I use it sincr 3-4 years
08:33
Never seen a problem. Runs smooth af
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perhaps one could find out which part of -Ofast gives the benefit
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Probs sqrt and loop hard unrools
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-Ofast on gcc apparently additionally enables -ffast-math, -fallow-store-data-races, -fno-protect-parens and disables -fsemantic-interposition
08:47
I don't understand what -fallow-store-data-races does precisely from the docs
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looks like people even complain about it & asks about improving the documentation
08:49
Allow the compiler to perform optimizations that may introduce new data races on stores, without proving that the variable cannot be concurrently accessed by other threads. Does not affect optimization of local data. It is safe to use this option if it is known that global data will not be accessed by multiple threads. Examples of optimizations enabled by -fallow-store-data-races include hoisting or if-conversions that may cause a value that was already in memory to be re-written with that same value. Such re-writing is safe in a single threaded context but may be unsafe in a multi-threaded context. Note that on some processors, if-conversions may be required in order to enable vectorization.
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yes, that's what I found as well (it's the result of the documentation bug ^^)
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yes, "Suggested improvement" (edited)
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how many programming languages does Google wants to make
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google using cloudflare's "quiche" (quic library): https://security.googleblog.com/2022/07/dns-over-http3-in-android.html
Posted by Matthew Maurer and Mike Yu, Android team To help keep Android users’ DNS queries private, Android supports encrypted DNS. I...
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@Jupstar ✪ wrote a script too see if the 'bounding box' optimization for tilemaps would help (if you have a better name, go ahead :p) bounding box here is the smallest rectangle around all non-zero-id tiles in the layer to measure the optimization, I took the bounding box of the game layer to approximate the area in which the gameplay happens then, for each tile layer I calculate size_of_tiles_layer_bounding_box / size_of_game_layer_bounding box to get the 'coverage' of the tiles layer on the gameplay area I then average that over all the tiles layers of the map to get the 'coverage' of the map then averaged again over all maps to get the total average coverage
10:37
(I disregarded clipping, parallax and everything else for this)
10:37
94.59 KB
10:38
Total coverage: 63% (at the end of the output)
10:39
I think this indicates that this optimization could improve the performance significantly
10:41
feel free to look over the code though, I'm not 100% sure it all makes sense
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But also only if the user views the empty pixels. But yeah might help in some maps.. Is that per layer? Are bigger layers weighted more?
11:04
If u have a 2x2 layer anf its filled with 1 tile the coverage is 25%
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per layer, averaged for the map all layers are weighted the same
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rendering videos is bugged on 16.2.2? Im having issues :/
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ah damn
11:05
you are right, but maybe its still fine as an approximation, I don't think that is something regular in maps
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Yrah probs
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Lagar
rendering videos is bugged on 16.2.2? Im having issues :/
More precise pls
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well I also don't take positioning into account so its hard to fix that easily in the calculation I think, coz for that I'd need to somehow include the 'outer-tile-repeats' logic somwhow
11:07
ah, might actually be possible
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this is the video im getting
11:08
333.13 KB
11:08
but demo is working good 😅
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I check if the rightmost column is filled, if yes, set max_x to the siez of the game layer
11:09
hm that will still not take offsets into account
11:09
eh maybe I just leave it at that
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Lagar
this is the video im getting
i fixed it setting windowed screen before render, with windowed bordeless im having issues although i never had an issue, idk 😅
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Maybe buggy driver
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the dma was passed \o/
12:41
users will be able to install any software they like on apple's hardware 🙂
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When launching the client with DDNet "play demos/my.demo" command line it doesn't play the demo when the client finishes loading and instead the following error is shown in the console: [demo_player]: playing passed demo file 'play demos/my.demo' failed: error opening demo file If you type the same command play demos/my.demo into the console it plays the demo. Would be nice if the play command also works on the initial start for integration/fuzz testing.
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``` src/game/client/components/chat.cpp:795:89: runtime error: index -1 out of bounds for type 'CClientData [64]' #0 0x55c133fd047a in CChat::AddLine(int, int, char const) src/game/client/components/chat.cpp:795 #1 0x55c133fc80b5 in CChat::OnMessage(int, void) src/game/client/components/chat.cpp:570 #2 0x55c134677688 in CGameClient::OnMessage(int, CUnpacker, int, bool) src/game/client/gameclient.cpp:770 #3 0x55c133c282d2 in CClient::OnDemoPlayerMessage(void, int) src/...
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@Jupstar ✪ is there a reason why I shouldn't use vertex buffers as uniform buffers? not sure what my thought process was there, but its what I did a few times
21:37
hm seems like a nice resource
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ah right, I mean using instance-changing vertex buffers
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8e203cb - dannyhpy 4812339 - dannyhpy a93dac5 Merge #5644 - bors[bot]
Exported 75 message(s)