IRC log for #bzflag on 20090123

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00:48.36me1~bzfquery
00:48.46me1er...
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02:39.29brlcadJeffM: hah
02:39.59brlcadi'd actually ran the update (and was all ready with the Ox) .. but hadn't done a full clean rebuild yet "just in case"
02:40.07SportChicktackles brlcad
02:40.13brlcaddodges
02:40.35SportChicklands on the hard ground and breaks her shoulder again
02:40.35brlcadwiggles his toes at SportChick
02:40.50brlcadaw, now that sounds owie
02:41.50SportChickbrlcad: it is!  don't dodge, meanie!
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07:21.12*** topic/#bzflag is http://cia.vc/stats/project/BZFlag || http://my.BZFlag.org/w/Getting_Help || this channel is logged at http://ibot.rikers.org/%23bzflag/ || http://ohloh.net/projects/189 || 2.0.12 is the latest linux release, 2.0.10 for others || POSSIBLE LIST SERVER DOWNTIME SCHEDULED FOR 23-25 JAN 2009
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08:30.14*** topic/#bzflag is http://cia.vc/stats/project/BZFlag || http://my.BZFlag.org/w/Getting_Help || this channel is logged at http://ibot.rikers.org/%23bzflag/ || http://ohloh.net/projects/189 || 2.0.12 is the latest linux release, 2.0.10 for others || POSSIBLE LIST SERVER DOWNTIME SCHEDULED FOR 23-25 JAN 2009
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16:12.29RatOmeterMicrosoft layoffs: http://www.gamasutra.com/php-bin/news_index.php?story=21981
16:12.39RatOmeter"...with multiple reports indicating that the entire Flight Simulator team has been axed."
16:17.33MindstormsKidO_O
16:24.36[TK]D-FenderDoD & DHS considers the 747 to be an unacceptable security risk
16:34.58L4m3rin other news, DoD and DHS struggle to stay relevant as the US transitions into an administration that doesn't push its agenda by fearmongering
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16:43.25RatOmeterinteresting to note that, during the [hack-pffffht] Bush years, the DoD was fully embracing open standards in general and open source specifically
16:44.18L4m3rwell, look at the alternative :P
16:44.28L4m3r"Ah crap, we've been owned again"
16:45.06L4m3r"Who installed this blasted BonziBuddy again?!"
16:45.39RatOmeter:)
16:46.07RatOmeterThe US Navy, at least, seems to have gone all Red Hat
16:46.21RatOmeterwhere applicable, that is
16:47.10RatOmeteris writing radar code to run on Timesys at the moment
16:50.45spldartUgh.. no politics in here please 8-x
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17:47.34RatOmeterspldart: sorry, just cleared my throat mid-sentence. Caught a cold
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21:11.25leeguy92in bzflag, is the time synchronized between server and client at any time? is this for the timing of dead reckoning?
21:15.11RatOmeterleeguy92: I believe so, on both counts
21:16.16JeffMit fires those messages off every so often
21:16.33JeffMand it's so that it can stamp it's update messages with what it thinks the server time is
21:16.33leeguy92ah
21:16.48JeffMit initaly just needs an offset in time
21:16.51leeguy92u mean the UDP messages?
21:17.02JeffMthe update messages, that are usualy UDP, yes
21:17.05JeffMshots too
21:17.42JeffMbasicly stuff that moves
21:18.08JeffMcus not only do you need to know where it is, you need to know when it was there
21:18.17leeguy92why is it that the shot positions need to be sent? aside from GM, they travel at a constant velocity, constant direction. couldn't you just send the client the shot Epoch, and the client could calc the current position at any point in time after that.
21:18.37JeffMyeah we could, we have an experment in doing that
21:18.44JeffMthere are lots of things we COULD do
21:18.47JeffMbut have not
21:19.01JeffMbut it all requires that timing to be correct
21:19.24JeffMand an accurate state on the other systems
21:19.29JeffMsince the shot comes from the tank pos
21:19.46JeffMif you can't get where that tank was at that time, your version will be off
21:19.55JeffMby sending the postion of the shot, you know where it was
21:19.59leeguy92that's probably wat im gonna do with my game. it's in java. i reckon i have about |this much| room for it all to work at a reasonable fps. also, im thinking of sending server time updates with each UDP message.
21:20.04JeffMalso, shot don't have to come from tanks.
21:20.18JeffMyou should not have the client compute shots and kills, do it on the server
21:20.25JeffMbzflag is stupid to do it the way it does.
21:20.26leeguy92why?
21:20.32leeguy92ah, i know why
21:20.35JeffMcus it's easy to cheat ;)
21:20.38RatOmeter:)
21:20.48JeffMand that way you only have to do it once
21:20.50JeffMnot on every client
21:21.09RatOmeterhey, it's distributed computing, redundant style
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21:21.17leeguy92especially with the changeScore function......
21:21.20RatOmeterer, call it High Reliability
21:21.42leeguy92computing scores on the client, i think is silly.
21:22.00JeffMRatOmeter: it's a video game, not the cure for cancer
21:23.17JeffMdistributed systems are viable when you want to replace low latency with high thruput or processing power
21:23.35leeguy92i already got 15 classes in my program(this is gettin big)
21:23.44RatOmeterjust funnin' Jeff
21:23.48JeffMyou feel 15 is big?
21:23.50JeffMwtf?
21:23.59leeguy92for my history of java programs, yes
21:24.01JeffMRatOmeter: I know, but there have been others that have seriously proposed it
21:24.05JeffMleeguy92: wow
21:24.12JeffMyeah let me know when you get to the hundreds
21:24.13leeguy92yeah, i haven't done much with java
21:24.46leeguy92it's gotta be loaded as an applet. i don't want it to be saying Loading..... for ages.
21:25.10leeguy92it's kinda a challenge of how small i can get the code
21:25.44leeguy92it's become more about functionality now(as it should)
21:26.02JeffMeven more reason to put as much code on the server as you can
21:26.21JeffMyour client should just be a dumb display
21:26.41leeguy92even for the player position calculations?
21:26.53leeguy92the client's player
21:27.06JeffMif you make a general "moving object position computer" class
21:27.14JeffMyou can use that for both remote and local moving objects
21:27.18JeffMthe local one just gets more updates
21:27.24JeffMthe math to move them is the same
21:27.26leeguy92i have a MovingThing class
21:27.40leeguy92which is subclassed by Shot and Tank
21:27.45JeffMthen that should just be able to take a postion, vector, and time and do what it needs
21:27.52JeffMwhy do you have to subclass it?
21:28.02JeffMjust have it take a refrence to a model to draw
21:28.09leeguy92i dunno, i was in a java-ish mood
21:28.20JeffMjust because you can subclass dosn't mean you should
21:28.32JeffMwill they be the same other then the drawing code?
21:28.55leeguy92the drawing code is handled by a class full of static methods called DrawingManager
21:29.00leeguy92it's completely seperate
21:29.07JeffMthen what is the big diff between tank and shot?
21:30.09leeguy92Tank has a model(i added the flexibility for diff models) and also has gravity added into it's pos calculation
21:30.25leeguy92some other constants are different like explodetime
21:31.04JeffMthe thing that moves should not be the thing that draws
21:31.10JeffMthen you can use the mover class on the server too
21:31.18JeffMor a headless bot implementation
21:31.35JeffMand tank logic for things like exploding and when to die, etcc can be on the server
21:31.50JeffMI'd just make it be a mover, with a flag that says "Gravity" and a ref to a drawable object
21:31.56JeffMif it dosn't have a ref, it's not drawable
21:32.52leeguy92the explode thing is just for explode animation, btw, i just wanted somewhere to put the number, i thought the tankclass appropriate.
21:32.52leeguy92also, the collision detection for the tank will take twice as long.
21:33.18JeffMit may
21:33.25JeffMdepends on how in sync your server is
21:33.36JeffMyou are thinking just like the bzflag author did
21:33.41JeffMwhere the client is the "game"
21:33.42leeguy92because it checks the planar movement, and then depending on the result, it checks the UP/DOWN movemnt
21:33.56JeffMthe entire game should be simulatable on the server
21:34.02JeffMat the very least
21:34.17JeffMif you want to keep concurent sims on the clients to help mask lag, that's fine too
21:34.20leeguy92it would make sense, due to the lack of computing power of my client
21:34.27JeffMbut they should know that they are ONLY for drawing
21:34.34JeffMit makes sense due to the nature of the internet ;)
21:34.39leeguy92how about collision detection?
21:34.51JeffMdo you want your game to be a cheatfest?
21:35.09leeguy92no :(
21:35.31JeffMthen you can only ever trust one computer
21:35.32JeffMthe server
21:35.39JeffMthat server has to have a complete state
21:35.56JeffMtreat the clients like remote input/output terminals
21:36.02leeguy92but seriously, what about collision detection. should i put ALL of that on the server? it seems like it could be pretty slow
21:36.02JeffMget it all working thru the server
21:36.12JeffMthen look and see if it really is too visualy laggy to play
21:36.25JeffMat that point, you get a sim on the clients too, using the same code your server uses
21:36.41JeffMand use that for drawing inbetween updates.
21:36.50JeffMleeguy92: it's just math
21:36.57JeffMin games, drawing takes the most time
21:37.13JeffMtry it and see
21:37.22leeguy92the graphics are VERY simple btw. no lighting, no shadows etc...
21:37.26JeffMstill
21:37.51JeffMhow many divides does it take to fill in a 100pxX100px triangle?
21:38.07JeffMcompared to a couple dot products and some multilies? ;)
21:38.23JeffMdrawing ends up being a per pixel thing
21:38.30leeguy92but dont most GPUs have hardware that scan-fills triangles in one cycle?
21:38.31JeffMafter going thru a per triangle thing
21:38.37JeffMno
21:38.46JeffMthey can streamline it sure
21:38.48leeguy92GPUs are sweeeeeeeeeet anyway.:D
21:38.57JeffMbut not one cycle for ANY triangle
21:39.04JeffMbut still, the math is not that bad
21:39.16leeguy92i think that's what the guy at radeonhd said. (i could be wrong)
21:39.32JeffMhe probably meant that it "could" for some triangles
21:39.49JeffMsure if you have enough shader units to do all the resultant pixels
21:40.27JeffMbut still, it sounds like you'll have more CPU power on your server
21:40.33JeffMcus it won't be an applet
21:40.42leeguy92hmm, either way. i see what ur sayin about the dumb terminal idea. i did consider it, but was scared off by the collision detection.
21:40.57JeffMyou have to write the code somewhere
21:41.11JeffMwhy should it matter where you execute it
21:42.01leeguy92i was thinking it would be faster for each client to do it's own collision detection, rather than give it all to the server.
21:43.07JeffMsure, if you want to end up like bzflag
21:44.23leeguy92so....when i press the forward key on my keyboard.....all that will do is send a forward command to the server, which will respond by changing the values it sends with UDP
21:44.35JeffMin the most basic way yeah
21:44.55JeffMeventualy what you want to do is, also send that forward command to your local copy of the simulation
21:45.11JeffMthen when the server sends you back your UDP, you update your simulation with those
21:45.18JeffMif all is well, your sim, is the same as the server
21:45.22JeffMand you don't see a jump
21:45.31JeffMif not, well then at least you are in sync with the server now
21:45.54JeffMyou mask the lag by keeping more then one sim
21:46.03JeffMit's just that the client sims always defer to the servers im
21:46.04JeffMsim
21:46.31leeguy92hmm
21:47.03JeffMyour local sim also dosn't have to be as complicated
21:58.02KTLhttp://www.youtube.com/watch?v=byr3hv11f6U&feature=related <- a guy made a electronics circuit/joystick himself for bzflag
22:00.22JeffMcus usb is to easy ;)
22:03.23KTLfunny to see these clips about the game and recognising the players on the scorelists
22:05.46leeguy92ok, now im gonna make an arcade booth for it
22:08.08KTLhttp://www.youtube.com/watch?v=j8OaO2XrBsI&feature=related <- a bzflag advert with some more sense of style
22:09.59leeguy92heh, cool
22:17.39KTLhttp://www.youtube.com/watch?v=uToNdjKjRmA <- and someone hacked a 2d thing "battlezuna" together using textures from bzflag
22:18.20leeguy92DAMMIT, THAT WAS GONNA BE MY IDEA - BZ2D!
22:18.26leeguy92but then i decided to make it 3d
22:18.37me1KTL, blast007 did that.
22:18.48me1It
22:19.15me1It's called "battlezune," not "battlezuna"
22:19.16me1:P
22:19.26KTLdoes it play? :)
22:19.32me1ask him ;)
22:19.40KTLblast007, is it alive? :D
22:21.32leeguy92blast007, r u alive?
22:39.40JeffMleeguy92: you defenatly arn't the first to come up with the idea for a 2d tank game ;)
22:39.55JeffMKTL: it was his test of using XNA on the zune
22:41.23leeguy92i meant a 2d tank game with bzflag's textures/theme
22:41.23JeffMleeguy92: yours gonna look anything like this? http://www.opencombat.net/files/gpx01.avi
22:41.50leeguy92damn avi codecs.........linux........DMCA......grr ;)
22:41.58JeffMit's divx
22:42.01joevanoJeffM did that ;)
22:42.19JeffMlinux shoudl be able to play divx dude, no dmca
22:42.41leeguy92well totem still dont like it. for media, the default installs of fedora suck, i find.
22:42.50leeguy92ubuntu is great for that
22:43.00me1JeffM, love the music :P
22:43.07JeffMtis good music
22:43.15JeffMit's ball rollin music
22:45.01me1I like the menu
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22:52.49trepanit seems as though the ABGR test in SceneRenderer goes unused
22:52.56trepanmore dead code to remove?
22:53.11JeffMyour the only one that understands that stuff ;)
22:53.44trepanheh, i didn't add it ... it just looks like the variable is never used
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22:55.16trepankilled off fogHack, figured i might as well remove any other cruft that i notice
23:04.30KTLwonders where JeffM is going to put his concept art, remembering some cute non-tank related pictures
23:04.57JeffM?
23:05.09me1o rite
23:05.11me1i remember those
23:05.19KTLthe index page of opencombat.net had something nice iirc, in the past
23:05.35KTLand there was a 3d girl, some renderings of her doing karate
23:05.51JeffMoh the poser stuff
23:21.43JeffMI've switched from art to writing in the freetime now
23:32.48me1JeffM, I remember you were writing a short story, sci-fi, a while ago, I think the scene was hacking open a door or something?
23:32.57JeffMyes
23:33.06JeffMthat was the intro fiction for OC:CW
23:34.16me1you said you were "working on it" at the time- is there any more,?
23:34.29JeffMof that story no
23:34.33JeffMthere are other stories
23:34.37JeffMcurrent is starwars
23:36.50me1..do you have a site or anything?
23:37.13JeffMhttp://www.awesomelaser.com/sw/A_Less_Civilized_Age
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23:37.18JeffMchapters are at the bottom
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