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ADlVl | which time is on this # most noise? | 02:38 |
---|---|---|
GeofftheMedio | no time in particular | 02:38 |
ADlVl | hu..tried chat with you | 02:40 |
ADlVl | made few new threads in forum .. did you already note? | 02:41 |
GeofftheMedio | "Adamant" ? | 02:41 |
Afdal | Good kreschun | 02:41 |
ADlVl | sure :) | 02:41 |
Afdal | What time zone you in Geoff? | 02:41 |
GeofftheMedio | EST | 02:41 |
Afdal | I see | 02:41 |
ADlVl | +1h me | 02:41 |
GeofftheMedio | no-one is likely to read the long rambling posts | 02:41 |
ADlVl | or is it -1 .. close greenwhich | 02:41 |
Afdal | MST here | 02:42 |
GeofftheMedio | if you want to suggest something, do so with a short and to-the-point post | 02:42 |
ADlVl | understand that issue ... | 02:42 |
ADlVl | sparial 3D Map, complex more realistic lesser abstract economy, how explained in boring thread ;) | 02:43 |
ADlVl | spartial | 02:43 |
GeofftheMedio | freeorion is not a simulation | 02:43 |
ADlVl | of course it is :D it is just not realistic ;) | 02:44 |
ADlVl | for realism have to hyperspace but that would be really odd for Players :) | 02:45 |
ADlVl | there are few different suggestions ... won't be problem to press spartial Implementation flat to planar cosmic space as is as Optin for players to keep olf behavior .. is it option to add 3rd coord to location attribute and let opengl render the map ? | 02:48 |
GeofftheMedio | no | 02:49 |
ADlVl | why do you think that? | 02:50 |
ADlVl | it's mostly about same | 02:50 |
GeofftheMedio | search the forums. there should be discussions about it. | 02:52 |
ADlVl | may I explain how litte is necessary to change Code to use GL to render 2D Scenery mapping all flat eg setting z to null? | 03:01 |
GeofftheMedio | you can, but the map rendering isn't likely to change, so I wouldn't bother | 03:02 |
ADlVl | there is just very small overhead, include gl lib, define Perspective via Projection Matrix for GL, define as kind of canvas rectangles quasi 2d as z=0, use pics for texture, tranfer rectangles via gl to gpu and don't matter about visible part of map as gl does that via cam pos and render 3D map. 2D overlay for gui thinks as usual. | 03:08 |
ADlVl | i think gl is kind of 3d SDL | 03:09 |
ADlVl | plain point is using gl 3d for first as quasi 2d with opportunity to easily take 3d features like adding custom z to stars. | 03:11 |
GeofftheMedio | as noted, no plans to add 3rd dimension to the universe | 03:12 |
Afdal | Like FreeOrion doesn't run slow enough already as it is -_- | 03:13 |
ADlVl | does engine calculate z visible by short Lanes even Way is long? | 03:13 |
GeofftheMedio | ? | 03:14 |
ADlVl | i do not think any performance to 2d is to complex for hardware and 3d rendering is done from gpu .. so video performance is no argument .. see 3d shooter with rapid gfx | 03:15 |
ADlVl | i mean does visible length of lanes between stars represent directly distance of stars equals length of lane or is z calculated for effective lane length while visible is projected share | 03:17 |
GeofftheMedio | the universe is 2d | 03:17 |
ADlVl | model 2d and view 2d ... | 03:18 |
ADlVl | sad ^^ | 03:21 |
ADlVl | btw FO looks fine and makes fun kind of space-tec-civ imo with vehicle design | 03:24 |
ADlVl | so know yet three really good OSS Games of my taste and FO is one of them | 03:25 |
GeofftheMedio | glad you enjoy it | 03:25 |
ADlVl | may i ask what are the most driving causes identified for speed insufficiency of FO? | 03:29 |
GeofftheMedio | define "speed" | 03:30 |
ADlVl | found interactions fluid while turn change let my install takes time before new turn starts .. no idea if that concerns to my installation especially | 03:30 |
GeofftheMedio | restate that more clearly? | 03:31 |
ADlVl | speed: see Afdal above | 03:31 |
Afdal | I'm really not sure what FreeOrion's problem with speed is at the moment | 03:32 |
Afdal | It is ridiculous that my computer should have a problem running such a seemingly simple game though | 03:32 |
ADlVl | i mean i can use GUI well but when pressed button for next term at least when empires got large (128 stars here) then time passes till GUI returns ready for interaction | 03:33 |
Afdal | part of it is the turn state transfer | 03:33 |
Afdal | but just moving through menus and stuff slows to a crawl for me around turn 200 usually | 03:33 |
ADlVl | comm problem of different AI Clients? | 03:33 |
Afdal | and that's just with ~180 systems | 03:34 |
GeofftheMedio | effects processing on server delays turn times. lots of stuff to render affects frame rate | 03:34 |
Afdal | Probably why I've never seen any of those legendary galactic monsters or whatever | 03:35 |
Afdal | I always try to wrap my games up before they become unplayable | 03:35 |
ADlVl | there exist many other games which may perform much faster and nevvertheless i consdier them to be slow in respect of available computing performance worse utlized .. so i do not wonder about another game which could profite from more speed ... | 03:38 |
ADlVl | i ask due to i want to figure out problem and its solution but for real i still did not take a single look into source but can program well. | 03:39 |
GeofftheMedio | there are extensive discussions on the forums | 03:39 |
ADlVl | render work is quire simple resp GPUs are fast enough to do it in realtime | 03:40 |
ADlVl | server issue sounds more relevant here | 03:40 |
ADlVl | what kind of loads have server to accomplish and how does it process? | 03:42 |
GeofftheMedio | don't know how to answer that... | 03:42 |
ADlVl | is it about raw amount of data to transfer or that splitted into single transactions perhaps with communication overhead in way of well may client do this, allowed, then try that , successed or something like | 03:44 |
GeofftheMedio | ?? | 03:45 |
ADlVl | what was imgainary idea about that server issues .. what does server for turn in what order ? | 03:46 |
Afdal | @_@ | 03:46 |
GeofftheMedio | a lot of stuff. see the source code. | 03:46 |
ADlVl | don't look at me in that way, plz :D | 03:46 |
Afdal | What's FreeOrion coded in anyway Geoff? | 03:46 |
GeofftheMedio | mostly c++ | 03:47 |
GeofftheMedio | some python | 03:47 |
Afdal | What's the Python for? | 03:47 |
GeofftheMedio | ai and universe generation | 03:47 |
Afdal | ah | 03:47 |
ADlVl | what means 4X space strategy game in design philosophy? | 03:49 |
Afdal | A 4X game is a type of long-term strategy game usually revolving around building and maintaining empires | 03:50 |
ADlVl | what means 4x ? game, fun, happiness and space? :D | 03:51 |
Afdal | eXplore eXpand and some other stuff | 03:52 |
ADlVl | so x related terms :) | 03:52 |
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ADlVl | can read now src | 04:04 |
ADlVl | and find eg | 04:04 |
ADlVl | BatchedGeometry::~BatchedGeometry() | 04:04 |
ADlVl | { | 04:04 |
ADlVl | clear(); | 04:04 |
ADlVl | } | 04:04 |
ADlVl | BatchedGeometry::~BatchedGeometry() { clear();} | 04:04 |
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ADlVl | eats lesser display resp display can display more well reaadable code that way :) | 04:05 |
GeofftheMedio | tell the bactched geometry coders | 04:05 |
ADlVl | ? | 04:06 |
ADlVl | batched _ | 04:06 |
ADlVl | ? | 04:06 |
ADlVl | -> those guys? | 04:06 |
ADlVl | else src is fine readable | 04:07 |
GeofftheMedio | paged geometry isn't FO code. don't complain to me about it. | 04:08 |
GeofftheMedio | http://www.ogre3d.org/tikiwiki/tiki-index.php?page=PagedGeometry%20Engine | 04:08 |
tpb | <http://ln-s.net/AJTl> (at www.ogre3d.org) | 04:08 |
ADlVl | thnx ^^ | 04:09 |
ADlVl | ogre3d looks fine and show btw that gpu with FO does most time bores in its nose resp wait for render data .. | 04:13 |
ADlVl | what does ogre3d for FO? | 04:13 |
GeofftheMedio | little. is / was planned to be used for a 3d combat engine. | 04:14 |
ADlVl | :) | 04:14 |
ADlVl | so there is already z coord waiting? :) | 04:15 |
ADlVl | RT? | 04:15 |
ADlVl | sounds good to me as early constraints for basic design | 04:17 |
tomreyn | hi. | 04:18 |
tomreyn | I think i brought this up before but don't remember what the response was, if any (sorry): have you considered to check FO against scan.coverity.com, yet? are you using cppcheck, clang's scan-build or similar tools for source code analysis? | 04:18 |
GeofftheMedio | various people run scans on the code from time to time | 04:18 |
GeofftheMedio | I don't | 04:18 |
GeofftheMedio | consult the forums | 04:19 |
tomreyn | are you the lead dev (or is there one) | 04:19 |
GeofftheMedio | in effect | 04:19 |
tomreyn | so you don't because the others do? | 04:20 |
GeofftheMedio | limited time, others more inclined to do so | 04:20 |
tomreyn | i see. | 04:23 |
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ADlVl | nice online service ... sadly i failed to identfy invisible capcha... can anybody help me? | 04:27 |
GeofftheMedio | ? | 04:27 |
GeofftheMedio | you already have a forum account | 04:27 |
GeofftheMedio | what captcha are you failing? | 04:27 |
ADlVl | have to sign up before but there is no capcha image on my screen nor input form to enter data .. but have to fill in to success with reg | 04:28 |
ADlVl | yes have | 04:28 |
ADlVl | works there as well? kewl | 04:29 |
ADlVl | logged in in forum but code scan site claims to do not know my mail ADDR . | 04:31 |
ADlVl | so have to master capcha | 04:31 |
GeofftheMedio | no idea what you're talking about | 04:33 |
ADlVl | capcha is that thingy to verify persons which want to sign up if they can identify the letters or similar in picture with kind of noise and warps etc. | 04:34 |
GeofftheMedio | i know what I captcha is. I don't know what you're talking about "code scan site" or not knowing your "ADDR" | 04:35 |
ADlVl | that URL above | 04:35 |
GeofftheMedio | ogre3d? | 04:36 |
ADlVl | ADDR is abbreviation for Address | 04:36 |
ADlVl | scan.coverity.com | 04:36 |
GeofftheMedio | so this has nothing to do with freeorion? | 04:36 |
ADlVl | at tom reyn thnx for that cool gear | 04:37 |
ADlVl | i want to run freeorion src against that site, why? | 04:38 |
tomreyn | you're welcome. | 04:38 |
ADlVl | thnx :) | 04:38 |
tomreyn | (i'm not affiliated with them) | 04:39 |
GeofftheMedio | if you have a problem with their registration, complain to them | 04:39 |
ADlVl | i wonder ... ^^ | 04:39 |
tomreyn | ADlVl: are you a regular freeorion contributor? | 04:40 |
tomreyn | then you could create the project there, and submit some builds | 04:40 |
ADlVl | what is regular and non-regular? I am new to FO | 04:40 |
tomreyn | that's non-regular ;) | 04:41 |
GeofftheMedio | regular would probably require at least one contribution... | 04:41 |
ADlVl | i hate regular - irregulary, of course! ;) | 04:41 |
tomreyn | well they won't let you create the project if you categorise yourself as a "user", that's why i'm asking. | 04:42 |
ADlVl | that I am surely not :) | 04:43 |
ADlVl | where is project site? SF or LP? or both?!? | 04:43 |
tomreyn | launchpad is probably just for packaging purposes? the svn repository is at sf.net | 04:44 |
ADlVl | do you know about gource? | 05:11 |
ADlVl | i do not want to omit google cgi scirpts on my browser and installing instead google binaries does not sound rational to me . but gource can well visualize code ... are there alternatives for gource? | 05:13 |
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ADlVl | found hint that server deals Matter of ObjectID_REQ centrally. Won't it be useful to give Clients own ID_Space and Server just distribute just that normally REGistered resp is ther Need for Confirmation? | 05:51 |
ADlVl | is possible via ASM-Features resp Profiler-Lib to determine how much CPU does IDLE and STALL due to unknown Reasons resp are any profiling Meanings already used? | 05:57 |
ADlVl | when FO stalls does FO or WIN make Window white? | 06:03 |
ADlVl | sry but I am new to win and i like it already a lot ... is that FO or Win feature? | 06:04 |
ADlVl | stall concerns to FO btw | 06:05 |
GeofftheMedio | server ID dispatching works fine | 06:07 |
ADlVl | NET code looks as much as read fine to me :) | 06:08 |
ADlVl | it is possible to make APP that way that it can freeze wwithout getting as APP unresponsible | 06:09 |
GeofftheMedio | probably depends on the nature of the freezing | 06:10 |
ADlVl | suggest to to that in Layer above and add Code that extract Data on Event freeze and stall to figure better out by what kind of payload. I guess it relates to FO does sometimes worse wake up from idle | 06:11 |
ADlVl | here waked up vitally appearing while died on saving | 06:13 |
ADlVl | local server could perhaps do that as well with more freedom but REQ Client to keep responsible via NET. | 06:15 |
ADlVl | splitting Engine NGN into SubNGN would allow to utlize remaing vital Parts to support CHK Issues like verifiy valid State Routines to better localize the Problem .. in that Context Map2Sav-ServiceProvider freezes also other Compounds. | 06:19 |
ADlVl | guess doing fine NET Protocol does not sound like ShowStoper (but work) ;) | 06:20 |
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ADlVl | btw figured strange Issues .. please CHK if Attacjkers did change on Engine any Thing and it was not Vanadlism but Savotage and | 08:07 |
ADlVl | about removing Traces will Focus was about defeating Intruders | 08:08 |
ADlVl | IRRC Anomaly right now | 08:08 |
GeofftheMedio | uh... what? | 08:08 |
ADlVl | I think intruder did cause spam to hide traces of other changes | 08:09 |
GeofftheMedio | in what? | 08:10 |
ADlVl | there was event of spambots in forum | 08:13 |
GeofftheMedio | there have been many | 08:13 |
ADlVl | dunno how/what attacker entered but he made spam noise to focus attention on other subjects .. so my idea | 08:13 |
ADlVl | how often? | 08:14 |
GeofftheMedio | is there a post with spam links? if you have a specific observation of a problem, link to it. | 08:14 |
ADlVl | since when | 08:14 |
ADlVl | same problem | 08:14 |
ADlVl | thnx | 08:14 |
ADlVl | how about dedicated bot interface to easier identify spam bot .. my 2 cents | 08:15 |
ADlVl | snake chooked for long and bit fast.. dow ^^ | 08:17 |
ADlVl | is section actually under heavy reconstruction resp Extension? | 08:23 |
ADlVl | found that all performance-warnings concerns to UI | 08:23 |
GeofftheMedio | no idea what you're talking about | 08:23 |
ADlVl | if there any section of code which is actually in intensive focus of development like adding many new UI features or chaning its design to work differnt | 08:25 |
ADlVl | ? | 08:25 |
ADlVl | ^^ | 08:25 |
GeofftheMedio | no substantial UI code development is presently happening that I'm aware of | 08:26 |
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ADlVl | good morning viet orion! | 20:48 |
ADlVl | can anybody point me to Code LOC where a Lot Data gets copied? Kind of memcopy Work? | 20:53 |
ADlVl | memcopy gets nowhere called explicitely but I guess Data gets copied nevertheless | 20:54 |
GeofftheMedio | Lot ? | 20:54 |
ADlVl | relative Lot. KB or even MB | 20:55 |
ADlVl | relative Lot. KB or even MB | 20:55 |
ADlVl | dow | 20:55 |
GeofftheMedio | no. it's all c++. few / no copies of large contiguous blocks of memory. | 20:56 |
ADlVl | file IO? | 20:56 |
ADlVl | Images? | 20:56 |
ADlVl | Render? | 20:56 |
GeofftheMedio | mostly handled by libraries | 20:57 |
ADlVl | which one? | 20:57 |
GeofftheMedio | various. consult the code. | 20:58 |
ADlVl | sure exist there doc which tell which libs get included resp in which files ... and these are many | 21:01 |
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