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DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.org/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 2024-01-29 00:00:00Z and 2024-01-30 00:00:00Z
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Patiga
MapScreenToWorld sounds promising
sounds....
00:18
ima go sleep
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good night!
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https://kolibrios.org/en/ look at this thing. This is truly art
KolibriOS official site
00:32
1.44MB, insane
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thats damn impressive
00:37
Floppy disk image 💾
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ws-client BOT 2024-01-29 01:05:40Z
<ChillerDragon> lmao @fokkonaut webchat enjoyer
01:06
<ChillerDragon> jopsti i used Shift + Alt + F12 to list method calls again! Its so amazing poggers
01:09
<ChillerDragon> nvm its broken af xd
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xD me tapping Shift + Alt + F12 and changing tty
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Ali Furkan
ty all ! it is hard to accept but I'm sure I have to put a stop to this project :( . My main motivation was making dummy more controllable and advanced. Also I wonder about Chika's private client. Is it acceptable to modify which input dummy can copy separately?
no, not acceptable
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ws-client BOT 2024-01-29 02:01:22Z
<ChillerDragon> @Mr.Gh0s7 u gotta hover a method definition in vscode xd
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ws-client BOT 2024-01-29 02:01:42Z
<ChillerDragon> also for me changing tty is ctrl + alt + f12 not shift + alt + f12
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ah xD
02:02
:O true for me too but I read shift as ctrl mb
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ws-client BOT 2024-01-29 02:02:16Z
<ChillerDragon> nob
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It is I.
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ws-client BOT 2024-01-29 02:02:38Z
<ChillerDragon> i totally did not change tty today my self when doing it earlier
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Learath2
https://kolibrios.org/en/ look at this thing. This is truly art
damn - so when teeOS ?
02:43
i have work in 1 1/2 hours but lea convinced me to change my nvim config again and i made an oopsie and i want it fixed but i have to work but i also need sleep but i want this do be done and AAAAAAAAAAAA
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meloƞ
Not modifying the local cmake - But passing the flag: cmake -DCMAKE_CXX_COMPILER="/path/to/clangd"
i just realized how confusing my wording was, what i was talking about was this: cmake .. -DCMAKE_BUILD_TYPE=Debug -DCMAKE_EXPORT_COMPILE_COMMANDS=TRUE -DCMAKE_C_COMPILER=/usr/bin/clang -DCMAKE_CXX_COMPILER=/usr/bin/clang++ -GNinja && ninja this is my alias ddbuild that i am using to ensure clangd has no troubles with includes (edited)
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@ChillerDragon, I think you might want to enable a player per ip limit for the ddnet insta servers
08:02
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according to ddnet docs it's set to 4 by default. might be that every individual here had a different ip, who knows. lowered mine to 2.
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damn didn't know about firefox profiler
09:42
linux perf is amazing
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Ryozuki
i always ln -s the compile_commands.json to base dir tho
you can set the root_pattern in the lsp conf to detect files like build/compile_commands.json
09:54
cc @Learath2
09:56
I also set mine to read from an env variable NVIM_PROJECT_ROOT when it exists
09:56
for the case where I have multiple build folders and need a specific one
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Patiga
MapScreenToWorld sounds promising
I have no idea how to use it
10:03
Gm btw
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chillerdragon BOT 2024-01-29 10:15:33Z
Just see how it’s used else where in the code
10:15
Copy paste like a pro
10:17
Thanks for the heads up. I personally am not scared of tees and like the limit of 4. if lukure is getting nervous he can pullrequest a config change to reduce it :D
Replying to @jxsl13 ChillerDragon, I think you might want to enable a player per ip limit fo…
10:20
Wat it do? Profile your Firefox? Are you browser developer now or what?
Replying to @ReiTW damn didn't know about firefox profiler
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chillerdragon
Copy paste like a pro
i tried pepeW
10:26
mouse mapping is hard....
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chillerdragon
Wat it do? Profile your Firefox? Are you browser developer now or what?
No firefox profiler supports many perf data samples
10:33
Like data collected from linux-perf tool
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void CRenderTools::MapScreenToGroup(float CenterX, float CenterY, CMapItemGroup *pGroup, float Zoom) { float ParallaxZoom = clamp((double)(maximum(pGroup->m_ParallaxX, pGroup->m_ParallaxY)), 0., 100.); float aPoints[4]; MapScreenToWorld(CenterX, CenterY, pGroup->m_ParallaxX, pGroup->m_ParallaxY, ParallaxZoom, pGroup->m_OffsetX, pGroup->m_OffsetY, Graphics()->ScreenAspect(), Zoom, aPoints); Graphics()->MapScreen(aPoints[0], aPoints[1], aPoints[2], aPoints[3]); } void CRenderTools::MapScreenToInterface(float CenterX, float CenterY) { float aPoints[4]; MapScreenToWorld(CenterX, CenterY, 100.0f, 100.0f, 100.0f, 0, 0, Graphics()->ScreenAspect(), 1.0f, aPoints); Graphics()->MapScreen(aPoints[0], aPoints[1], aPoints[2], aPoints[3]); } it is used to map the screen to specific coords. but thats not exactly what i want
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@ChillerDragon The ⁨Firefox Profiler⁩ can also import profiles from other profilers, such as Linux perf, Android SimplePerf, the Chrome performance panel, Android Studio, or any file using the dhat format or Google’s Trace Event Format.
10:51
uninstall chrome
10:58
31b3ac7 Fix client/server updates - Learath2 9a85416 Merge pull request #7871 from Learath2/dd_pr_oopsie - def-
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okay it works....
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jxsl13
according to ddnet docs it's set to 4 by default. might be that every individual here had a different ip, who knows. lowered mine to 2.
that's bad if there are multiple people in the same household
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no ddnet lans on ddnet svs
12:08
justatest
12:08
lan parties
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he talks about insta tho, u dont need a dummy there
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heinrich5991
that's bad if there are multiple people in the same household
for gctf servers (where you do not need dummies) 2 is ok
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yes, if there are ≤ 2 people in a household
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a household with 3 gctf enjoyers would be 1337
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niche gctf is highly unlikely to have more than 2 players in a single household
12:54
but the problem depicted above might need a completely different solution
12:54
had like 12 weird bots on all of "our" gctf servers
13:02
@Jupstar ✪
13:02
vulkan for gtk
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nice
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const CUIRect *CUI::Screen() { m_Screen.h = 600.0f; m_Screen.w = Graphics()->ScreenAspect() * m_Screen.h; return &m_Screen; } tf is this bro
14:52
its should be const CUIRect *CUI::Screen() { m_Screen.h = Graphics()->WindowHeight(); m_Screen.w = Graphics()->ScreenAspect() * m_Screen.h; return &m_Screen; } right?
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The virtual render screen
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so annoying
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Teero
its should be const CUIRect *CUI::Screen() { m_Screen.h = Graphics()->WindowHeight(); m_Screen.w = Graphics()->ScreenAspect() * m_Screen.h; return &m_Screen; } right?
No, why?
14:53
Then it's height dependent
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you have a lot more space then xd
14:54
tbh way better
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Yes, but our ui is not DPI aware
14:54
You'd need to add that too then
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heinrich5991
that's bad if there are multiple people in the same household
i think fng limits you to one ☹
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Scrumplex BOT 2024-01-29 15:14:58Z
@chillerdragon furo stole your skins and put it on https://ddstats.qwik.space/skins/
15:18
(Also why do you have so many questionable skins in there lmao)
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Furo is a fellow. We share everything
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Scrumplex BOT 2024-01-29 15:29:58Z
I thought so ^^ Though I am not sure if there are differences between ChillerDragon's skin db and furo's
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The skins are scraped from skins.tw, skins.tee.world and Chillerdragon's DB
Replying to Scrumplex I thought so ^^ […]
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i have also a scraper
15:49
its odd ur site is also called ddstats :d
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Ryozuki
its odd ur site is also called ddstats :d
Sue for plagiarism!
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ws-client BOT 2024-01-29 16:38:07Z
<ChillerDragon> @Scrumplex wdym questionable :D send links xd
16:38
<ChillerDragon> Ye i got those skins by collecting all the skins i could find at some point in time. Which was like forums/discord/databases like skins.tw and similar.
16:43
<ChillerDragon> Lets break backwards compability and embrace external over embedded images. All custom images will be uploaded on some http webservers and the client downloads them if needed. This way reused custom images are only sent and stored once for multiple maps.
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we can still have backcompat with this
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ws-client BOT 2024-01-29 16:44:21Z
<ChillerDragon> wowo how?
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I'd revise the map format though, probably moving to zip
16:44
by sending old clients the old maps
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ws-client BOT 2024-01-29 16:44:40Z
<ChillerDragon> ah only do it for new clients but then the server needs like two maps or sumsin
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could be generated on-the-fly
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ws-client BOT 2024-01-29 16:44:51Z
<ChillerDragon> the advantage would also be smaller map size on the server side
16:45
<ChillerDragon> ou yea okey
16:45
<ChillerDragon> store without
16:45
<ChillerDragon> on the fly download from http xd
16:45
<ChillerDragon> would work. And the file size would be small if all users use modern clients
16:45
<ChillerDragon> Okay speaking of breaking compat...
16:45
<ChillerDragon> some of you say we should break compat to make everything better
16:46
<ChillerDragon> looking at you ddnet 2 people @Jupstar ✪ and @Ryozuki
16:46
<ChillerDragon> protocol bad here and breaking protocol would solve world hunger there
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Related: #5165
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The server should still be able to serve the images, but only to clients that don't already have them. Images are identified by SHA256 hash.
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ws-client BOT 2024-01-29 16:46:37Z
<ChillerDragon> if you could break protocol today what would you break?
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This would be useful for when you don't plan to respond to server info packets, which might be useful going forward.
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how about breaking backcompat instead of introducing ugly hacks? if the new format is a clean superset
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ws-client BOT 2024-01-29 16:47:10Z
<ChillerDragon> i was thinking of using ddnet as game engine instead of learning godot or some other bloat if i ever find my self building a game.
16:47
<ChillerDragon> if you would use ddnet as a game engine for a new game from scratch what would you change?
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everything
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ws-client BOT 2024-01-29 16:47:39Z
<ChillerDragon> ah nice @Robyt3
16:47
<ChillerDragon> ok trol i see u actually did that xd @Jupstar ✪
16:47
<ChillerDragon> but why
16:48
<ChillerDragon> whats wrong with the current approached
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very simply: you can build complexity on simplicity but you can't build complexity over complexity
16:48
and ddnet is too complex
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ws-client BOT 2024-01-29 16:48:51Z
<ChillerDragon> Is it?
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i blame myself too ofc, but it's impossible to make nice mods for it
16:49
i'd say yes
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ws-client BOT 2024-01-29 16:49:07Z
<ChillerDragon> which parts?
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working with the network working with the classes, the way physics are inserted directly into the character tune zones are everywhere
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ws-client BOT 2024-01-29 16:49:50Z
<ChillerDragon> whats the issue with the network?
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teams are array accesses in the core component
16:50
lmao, r u trolling rn or serious?
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ws-client BOT 2024-01-29 16:50:12Z
<ChillerDragon> i am serious
16:50
<ChillerDragon> idk whats bad about it
16:50
<ChillerDragon> thats why i am asking
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do you find snapping entityExExExEx intuitive?
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ws-client BOT 2024-01-29 16:50:28Z
<ChillerDragon> it all seems so obvious to all of you
16:50
<ChillerDragon> i guess i dont know it any better
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do you find it intuitive to have many branches that handle special cases so older clients also work?
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ws-client BOT 2024-01-29 16:51:14Z
<ChillerDragon> but especially the network part i would like to use instead of rewriting something my self
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well the network has multiple issues
16:51
like the rcon commands one
16:51
or generally sending many / huge packets
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ws-client BOT 2024-01-29 16:51:55Z
<ChillerDragon> that they are being sent slowly?
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no
16:52
that is logic
16:52
but the question is, do you want to handle the logic like that?
16:52
if you want to limit traffic, why not in the network logic directly
16:52
instead of in higher components
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ws-client BOT 2024-01-29 16:52:53Z
<ChillerDragon> because you only want to limit certian aspects?
16:52
<ChillerDragon> indepedently
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wat?
16:53
sry my brain tells me since 30min: FOOD
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ws-client BOT 2024-01-29 16:53:12Z
<ChillerDragon> gameplay should not be limited
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you can give packets different priorities
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ws-client BOT 2024-01-29 16:53:46Z
<ChillerDragon> and still limit in the network logic
16:53
<ChillerDragon> ye i guess
16:54
<ChillerDragon> i am still not conviced that ddnet is so bad that it would have to be rewritten to be useful :D
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anyway chiller. I simply imagine the whole game differently. If I'm alone with that I am fine with that. Maybe in a few months i make create a video for you where i describe what changes i actually want to make, and try to reason them from my perspective
16:54
and if u like it or not, u can say then
16:54
but realistically before mid of the year this won't happen
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ws-client BOT 2024-01-29 16:55:04Z
<ChillerDragon> jopsti video o.o?
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if 1 dev works on smth for 1 year 10 devs work on it for like 1-2 month (assuming all are well skilled and share the same goal)
16:55
i am simply slow xd
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ws-client BOT 2024-01-29 16:55:59Z
<ChillerDragon> Yea i was also mostly asking in the sense of using ddnet code to build new games
16:56
<ChillerDragon> like ninslash or stuff
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well they can break compat
16:56
that is already huge plus
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ws-client BOT 2024-01-29 16:56:34Z
<ChillerDragon> yes thats why i ask
16:56
<ChillerDragon> what would you break
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well the base physics and gameplay defs works out to a certain extend
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ws-client BOT 2024-01-29 16:57:06Z
<ChillerDragon> its a new game
16:57
<ChillerDragon> so thats a given
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so if that's your direct question, i guess i'd say: it's good enough to create small 2d games
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ws-client BOT 2024-01-29 16:57:23Z
<ChillerDragon> ah poggies
16:57
<ChillerDragon> ye thats what i thought
16:58
<ChillerDragon> i can also do fakin bird eye view gta san andreas and use the tw config system/render/snaps etc
16:58
<ChillerDragon> all just fine
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lmao
16:58
i mean u can also turn it into a 3d game
16:58
nothing is impossible
16:58
matter of time
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ws-client BOT 2024-01-29 16:58:42Z
<ChillerDragon> ok but then i would have to add like 3d logic bloat
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kek
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ws-client BOT 2024-01-29 16:58:51Z
<ChillerDragon> might go with some 3d engine then
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yeah
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ws-client BOT 2024-01-29 16:59:11Z
<ChillerDragon> okay nice
16:59
<ChillerDragon> ill build leage of legends clone now
16:59
<ChillerDragon> see you in a week
16:59
<ChillerDragon> league of legends* i guess
16:59
<ChillerDragon> never played it
17:04
<ChillerDragon> @heinrich5991 zip hm?
17:04
<ChillerDragon> is that still cool in 2024?
17:04
<ChillerDragon> and whats inside of the zip?
17:05
<ChillerDragon> Also what about replacing huffman with brotli or something else? https://brotli.org/
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sounds interseting
17:31
and it has a rust version: https://github.com/dropbox/rust-brotli
Brotli compressor and decompressor written in rust that optionally avoids the stdlib - GitHub - dropbox/rust-brotli: Brotli compressor and decompressor written in rust that optionally avoids the st...
17:31
😬
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Jupstar ✪
so if that's your direct question, i guess i'd say: it's good enough to create small 2d games
I think the hardest (wooden) part here is animation. I tried to do a map with tiles animations but it fits only frame-based animation (e.g. 4 FPS), which looks OK mostly with pixel-art graphics, which mismatches the tee appearance and the game UI. So: I'd say the engine can be good enough for small 2D games until you want to animate the stuff. What's your opinion on that topic?
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@ChillerDragon, I looked in my logs, the "flooding" in the morning (chat: 8:-2:(7)Yek-H: ‎free bitcoin -> discord.gg/... 2024-01-29 08:49:20 I chat: 9:-2:(8)Yek-H: ⁠free bitcoin -> discord.gg/...) (edited)
17:49
oops
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Kaffeine
I think the hardest (wooden) part here is animation. I tried to do a map with tiles animations but it fits only frame-based animation (e.g. 4 FPS), which looks OK mostly with pixel-art graphics, which mismatches the tee appearance and the game UI. So: I'd say the engine can be good enough for small 2D games until you want to animate the stuff. What's your opinion on that topic?
what exactly do you mean? like a video playback?
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Jupstar ✪
well the base physics and gameplay defs works out to a certain extend
physics could be simded though
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zhn
physics could be simded though
to which extend?
17:57
it depends if you want to stay true to teeworlds physics i guess
17:59
i rember my attempt to add 128 players on 0.7 without touching any part of codebase but characters
17:59
okey i lost my own thought
😄 1
17:59
justatest
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you said u want 700 player support
18:00
np
18:00
😏
18:00
mmotee less goo
18:01
my potato pc couldnt process 128^2 for-loops xd
18:01
in 1 tick
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Jupstar ✪
i added a dummy counter now, wanted to see how many entities until i reach 50 FPS
@zhn have u seen the water simulation?
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Jupstar ✪
@zhn have u seen the water simulation?
tee-powered matlab fluid model? xd
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it's more realistic than real life
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zhn
mmotee less goo
troll
18:40
What about "infinity" count of server bots?
18:40
With AI in lua
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Mʎɹ シ
With AI in lua
WASM is state of art
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Huhuh
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Mʎɹ シ
What about "infinity" count of server bots?
ez
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@Jupstar ✪ @Patiga making this overlay without modifying internal ddnet code was very annoying. but it works now (edited)
👍 1
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ChillerDragon: I'd have guessed zstd was better, but if not, sure, why not brotli
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Could we change the way killtiles work in testing servers xD? Instead of killing the tee could just set it to the last position, just like /rescue It's hard/annoying to test maps with killtiles
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Teero
@Jupstar ✪ @Patiga making this overlay without modifying internal ddnet code was very annoying. but it works now (edited)
is it a new component or where did u inject your code
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@Robyt3 what would you think about moving the community assignment from info.json to the masterserver list?
19:59
i.e. each server will get an extra field for the community
20:00
in the servers.json
20:00
instead of a list of IP addresses somewhere else
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Jupstar ✪
is it a new component or where did u inject your code
new component
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Teero
new component
i c^^ i decided against general interfaced components for mine
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why? i have my own component system with an own interface. works great. i dont want to have trouble with merge conflicts (edited)
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Teero
why? i have my own component system with an own interface. works great. i dont want to have trouble with merge conflicts (edited)
ah that's ok. What i wanted to say is, that i generally don't like to have a component system
20:07
to me it seems like it bloats the idea of the client. E.g. it mixes UI with ingame components
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Jupstar ✪
ah that's ok. What i wanted to say is, that i generally don't like to have a component system
you sound like a C programmer xD
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so your interface is a superset of both
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Teero
you sound like a C programmer xD
why C? 😄
20:08
well ok
20:08
i indeed try to minimize interfaces/traits indeed
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heinrich5991
@Robyt3 what would you think about moving the community assignment from info.json to the masterserver list?
Would be fine for me, but how much work is it server-side? Each server needs to specify an additional json object like this: "community": { "id": "ddnet", "type": "Tutorial", "country": "GER" }
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since smth like virtual doesnt exist in c, i guess u mean that?
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Robyt3
Would be fine for me, but how much work is it server-side? Each server needs to specify an additional json object like this: "community": { "id": "ddnet", "type": "Tutorial", "country": "GER" }
{ ..., "version": "0.6/0.7 2.3.26-beta", "community": { "id": "urn:community:kog", # Community id, but can be spoofed so only works in conjunction with signature "icon": "", # the server icon "admin": [ "https://kog.tw/", "urn:discord:avolicious" ], # rfc3986 items "public_key": "", # community public key "signature": "" # signed <ip>:<port>:<community-id>, can be used in the client to show the icon }, "client_score_kind": "time", "clients": [] } } (edited)
20:11
This is what we currently announce to master
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Robyt3
Would be fine for me, but how much work is it server-side? Each server needs to specify an additional json object like this: "community": { "id": "ddnet", "type": "Tutorial", "country": "GER" }
interesting question. do you mean on the gameserver or on the masterserver side?
20:13
I'd basically let the masterserver know of a couple of token → community mappings
20:14
then the gameserver needs to send the token with the registering and automatically gets the community applied
20:14
I guess it also needs the type and the country though, I guess those could go into the info
20:14
plus we need backcompat for the vanilla/etc. servers we run
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I assume the server config would have to specify which community-country/type it sends to the master server with two variables
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Jupstar ✪
to me it seems like it bloats the idea of the client. E.g. it mixes UI with ingame components
smells like mvc
20:15
(model view controller)
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Why does a community needs a country?
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Avolicious
Why does a community needs a country?
The community doesn't, but each server is associated with one
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Robyt3
The community doesn't, but each server is associated with one
But why should it be reported in the community field?
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Robyt3
Would be fine for me, but how much work is it server-side? Each server needs to specify an additional json object like this: "community": { "id": "ddnet", "type": "Tutorial", "country": "GER" }
here
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I wanted to separate it from the other gametype
20:17
Community-type can be different from the real gametype
20:17
But I guess you are right
20:17
The country could just be about the whole server
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zhn
smells like mvc
yeah dunno what all these fancy words mean. i simply try to stay modular as possible and try to keep stuff together that logically makes sense to be kept together 😄 and UI and rendering components are too different to me
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heinrich5991
I guess it also needs the type and the country though, I guess those could go into the info
Also, we seem to encode country codes and their flag IDs separately in the info json, I don't know if there is a reason for it, I assume we could derive flag ID from the country code in the client (edited)
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Jupstar ✪
yeah dunno what all these fancy words mean. i simply try to stay modular as possible and try to keep stuff together that logically makes sense to be kept together 😄 and UI and rendering components are too different to me
afaik mvc is a pattern that highly used in big enough web projects to separate business logic and view
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Jupstar ✪
yeah dunno what all these fancy words mean. i simply try to stay modular as possible and try to keep stuff together that logically makes sense to be kept together 😄 and UI and rendering components are too different to me
do you use minix btw xd
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zhn
do you use minix btw xd
MINIX (from mini-Unix) is a Unix-like operating system based on a microkernel architecture. Since version 2.0, it has been Portable Operating System Interface (POSIX) compliant.Early versions of MINIX were created by Andrew S. Tanenbaum for educational purposes. Starting with MINIX 3, the primary aim of development shifted from education to the ...
20:20
?
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zhn
yeah
i dont like micro kernels, but also no monolithic
20:26
but monolithic are usually faster
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@heinrich5991 is it possible to have websocket with udp outside http?
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there's only webtransports over http/3 and quic that give you access to UDP from a web browser (edited)
20:42
(there's also webrtc stuff, but it's a lot more complicated) (edited)
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i see ty
20:44
quite random but
20:44
do you agree one of the most complicated things in software is to keep things simple? code wise
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yes
20:47
while keeping the necessary functionality, obviously. a stone has 0 loc
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Ryozuki
do you agree one of the most complicated things in software is to keep things simple? code wise
same with licenses 😏
20:51
step 1: free yourself from everything step 2: u dead bcs u free'd yourself from everything
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sadly we live in a world of copyright
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you can design the world
20:55
shape the world
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ryo is gonna pull up ms paint.
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Jupstar ✪
but monolithic are usually faster
yeah you just said you like to stay modular as possible xd
21:31
thats why i asked
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zhn
yeah you just said you like to stay modular as possible xd
yeah but micro vs monolithic IMO is not directly about modularity. it simply moves stuff out of the kernel
21:32
it's maybe more about security
21:32
i could be wrong, but that's how i imagine it
21:33
micro kernels especially don't solve the ring "problem". which still makes the kernel be a kernel
21:34
sometimes i wish i'd have infinite time to test stuff out xd
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zhn
yeah you just said you like to stay modular as possible xd
but yeah compile time wise it's probably some kind of more modular xdd bcs the kernel is smaller
21:36
@zhn what r u even studying/working currently?
21:36
you seem interested in so many things
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im a student in kai since 2023 xd
21:48
im not as interested in thing as ewan though
21:48
things*
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zhn
im a student in kai since 2023 xd
what is kai? i only know dragonball kai
21:49
a place in japan? xdd
21:49
Kazan National Research Technical University named after A. N. Tupolev - KAI
21:50
i guess u mean that
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hot
21:52
1st course is kinda boring tho
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just casually executed same command 10 times and it worked on 11th gigachad
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docker moment
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chillerdragon BOT 2024-01-29 23:14:05Z
Yea also thought that might be tricky. But rotating and moving should be fine. The same way as tees with their guns are animated anything else could be animated
Replying to @Kaffeine I think the hardest (wooden) part here is animation. I tried to do a map…
23:16
Good job bot developer. Nice slider you have there
Replying to @Teero Jupeyy_Keks Patiga making this overlay was harder without modifying inte…
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https://github.com/ddnet/ddnet/blob/9a8541648c33f1879fbc7fc9b9f1e825bed6a591/src/engine/server/server.cpp#L1675 would be great if this log line was changed to contain as much player information as possible in order to reproduce the current server state by parsing logs / Econ. https://github.com/teeworlds/teeworlds/issues/2475#issuecomment-944926682 reference log line ``` str_format(aBuf, sizeof(aBuf),"id=%d addr=%s version=%d name='%s' clan='%s' country=%d", ClientID, aClientAddr...
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chillerdragon BOT 2024-01-29 23:18:48Z
Pog send code
Replying to @Teero why? i have my own component list with an own interface. works great. i …
23:18
I need it
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840fb84 Bump aiohttp from 3.8.5 to 3.9.2 - dependabot[bot]
23:51
Bumps aiohttp from 3.8.5 to 3.9.2. Release notes Sourced from aiohttp's releases. 3.9.2 Bug fixes Fixed server-side websocket connection leak. Related issues and pull requests on GitHub: #7978. Fixed web.FileResponse doing blocking I/O in the event loop. Related issues and pull requests on GitHub: #8012. Fixed double compress when compression enabled and compressed file exists in server file responses. Related issues and pull requests on GitHub: ...
23:51
[ddnet/ddnet-discordbot] New branch created: aiohttp-3.9.2
Exported 311 message(s)