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Between 2020-01-19 00:00:00Z and 2020-01-20 00:00:00Z
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usually i go with sv_register 0 in debugging
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ChillerDragon 2020-01-19 00:49:42Z
i usually go with debug 1 in debugging :troll:
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if you go debug in compilation you go dbg_dummies
00:53
dbg_dummies are the most usefull shit i have ever seen
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ChillerDragon 2020-01-19 00:55:36Z
+1
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I'm writing golang stuff
01:10
that gets master server data
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debugging is kinda hard
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does anyone know how to build the masterserver with debug flags properly, as it doesn't seem to be printing any debugging at all
14:21
...
14:22
cmake -DCMAKE_BUILD_TYPE=Debug -DDEV=On .. doesn't seem to work?
14:25
._. I might be dumb 😮
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what do you mean, printing debugging?
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I'd like to retrieve the server list from the master server utilizing go, but it fails or seemingly nothing happens and I'd like to debug that
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the master server doesn't output anything, neither in debug nor in release mode
15:59
your best bet is probably using wireshark to monitor the port you're communicating on
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well, it seems to output stuff when servers register to it
15:59
but nothing when a client requests the list, seemingly
16:00
is the client part also handled in masterserver.cpp?
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yes
16:00
this is the part where the masterserver sends the list
16:01
wait
16:01
it does have a debug output there (even in release mode)
16:01
sorry, I misremembered
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dbg_msg, shouldn't it usually just print when built with debug flags?
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n
16:02
o
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they always print
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ChillerDragon 2020-01-19 16:03:20Z
is it possible to work with multiple layers at once in map editor?
16:03
16:03
looks like
16:03
but how
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check where pEditLayers is set
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ChillerDragon 2020-01-19 16:04:30Z
16:04
i guess shift it is
16:05
but idk how to do it exactly
16:05
in ddnet you can press shift and them click the layers you want to edit and select multiple ones
16:05
in vanilla i dont get anything happening while pressing shift
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ChillerDragon 2020-01-19 16:16:02Z
hm seems like its this area shift draggy thing and vanilla does not support multi layer editing but i have no clue what it is looping over then
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i have put some work into the textrenderer. i basically added a caching mechanism and made a few general optimizations i could use some testers with different hardware 😄 for me it gives + 5-40% fps increase on an nvidia gpu and + 5-20 % on an intel igpu. in extreme cases (serverbrowser + console) it can even go up to +80% just to mention: when you are already close to the gpu limit there won't be major improvements (e.g. 4K on an igpu)
17:29
for anyone who is interested... code and artifacts are here: https://github.com/axblk/teeworlds/tree/vbo
A retro multiplayer shooter. Contribute to axblk/teeworlds development by creating an account on GitHub.
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ChillerDragon 2020-01-19 17:44:22Z
nice thanks @redix
17:44
github artifacts are bae
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@redix can you explain how this differs from the similar-sounding (to me, I don't know much about graphics) https://github.com/ddnet/ddnet/pull/861 ?
A port to opengl 3.3. I will explain what i did here. To stay in the coreprofil i used the opengl 3.3 core profile you will find here: https://www.khronos.org/registry/OpenGL/specs/gl/glspec33.core...
17:45
@ChillerDragon add them for ddnet0.6? 🙂
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ChillerDragon 2020-01-19 17:45:13Z
0.6 in 2020 xd
17:45
yea but was thinking about it @heinrich5991
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@heinrich5991 it only requires opengl 2.1 and you can easily enable the caching+batching for all texts in tw
17:46
i think in ddnet the textcontainer is only used for the chat
17:46
and the opengl 3.3 implementation switches shaders too often =\
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what does that mean? "switching shaders too often"
17:48
aren't shaders usually static for the runtime?
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it basically uses different shaders for everything, so you have a lot pretty expensive state changes
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forgive me my curiosity: what is everything, what does it e.g. have different shaders for?
17:50
I could imagine: tilemaps
17:50
end of enumeration 😛
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DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/ddnet
17:51
no clue why so many are used 😄
17:52
usually that's just fine since you batch all draw calls per shader together... the tw rendering system does not 😄
17:55
in general: it's no crucial since tw basically runs on a toaster... but it neither helps performance =\
17:56
but the performance is better for maprendering since it uses buffering on the gpu
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[quakenet] Oy BOT 2020-01-19 17:56:53Z
opengl 2.1 should be alright hardware wise
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comparison with ddnet: 750 fps vs 1300 fps in the serverbrowser on my nvidia card 😄
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which is which?
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ddnet 750
18:05
seems like ddnet only uses the text container for a few ingame elements but not for the menus
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hm ok
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[quakenet] Oy BOT 2020-01-19 18:07:39Z
performance increases a lot in the editor when tile information is shown
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i didn't read all the code but it seems like you have to use the textcontainer explicitly in ddnet... so you have to add single elements my approach just records text draw calls, batches them together and just updates the gpu buffer when something changed
18:11
btw: you can disable the buffer with gfx_text_cache 0
18:12
should still be faster than 0.7.4 since it has lower overhead
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humm is it me or i notice no changes
18:18
uh well i have better fps on srv browser
18:18
compared to gamer client
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well it depends on your hardware... and how much text it shown on screen with an intel hd 620 on wqhd i only get +5 %
18:18
in 1080 it's way more
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0.7.4 and gamer i get 400-500fps servers page
18:19
with ur client 1k
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ati radeon gpu
18:20
rx580
18:22
and around +100-200 fps ingame
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with gfx_finish 0 i get 1900 fps in the server browser :O i thought this was 0 by default...
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gfx_finish?
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it waits until opengl finished the current frame
19:42
ddnet has 0 by default
19:54
didn't know about that lol
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I don't understand what that means
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it blocks the thread until all opengl operations you submitted are completely executed... the cpu waits for the gpu to finish all work. it's for example useful to determine how much time certain operations on the gpu took
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