00:00 < bridge> Yeah, I also saw commit about sqlite3 being included since 10.4 00:01 < bridge> I downloaded a SDK from here, 00:21 < bridge> I would first try seeing if you can coerce autotools to get sqlite in the correct directory so cmake can find it 00:21 < bridge> autotools is horrific junk though so gl 00:44 < bridge> i don't think PREFER_BUNDLED_LIBS is really expected to be used on any platform but windows. like it might have a few mac/linux binaries within it but it doesn't seem complete at all 00:45 < bridge> i think you're more expected to use brew or macports 00:45 < bridge> i don't think PREFER_BUNDLED_LIBS is really expected to be used on any platform but windows. ddnet-libs might have a few mac/linux binaries within it but it doesn't seem complete at all 01:13 < bridge> The size refers to number of ints. Not number of bytes. If a snap item has size 4 you should call getInt() 4 times. The number of bytes you will consume depends on how big those tee ints are. So all of them might be 1 to 4 bytes. Or bigger idk what the biggest tee int is. 01:14 < bridge> I would argue you can. Maybe size is the wrong term how it is used. But you can say how many ints are sent over the wire. And that’s what is being done. 01:16 < bridge> I should probably clarify that in the docs if I haven’t mentioned that anywhere 01:43 < bridge> neither is going to help his cross-compiling situation 01:43 < bridge> cross-compiling for mac? 01:43 < bridge> oh i missed that 01:43 < bridge> I think you can install stuff into the cmake sysroot so find_package can use it 01:44 < bridge> you shouldn't have to do that 01:44 < bridge> you just need to add it to the module path 01:44 < bridge> or CMAKE_FIND_ROOT_PATH, whatever it's called 01:44 < bridge> unwise 01:44 < bridge> surely that's what it's for, though? 01:44 < bridge> also, how would you do that for something that isn't packaged with cmake? 01:45 < bridge> you'd build it manually and target_link_libraries and target_include_directories 01:46 < bridge> I don't see how it's unwise to do what I described 01:46 < bridge> I'm pretty sure it's exactly how most OS packages work 01:46 < bridge> it's what brew is doing, and the arch linux package 01:46 < bridge> we are talking about changing the ddnet cmakelists right? 01:46 < bridge> not packaging 01:46 < bridge> I was talking trying to get it to compile without changes 01:47 < bridge> the thing in question is sqlite 01:47 < bridge> well if it doesn't compile without changes then it should be changed 😃 01:47 < bridge> wdym, the "change" is to install sqlite in a place where cmake can find it 01:47 < bridge> I'm pretty sure that would work 01:48 < bridge> i feel like we're talking about different things 01:48 < bridge> i thought we were thinking about adding the sqlite source as a submodule or something and then building it alongside ddnet 01:48 < bridge> I suggested that as a solution but probably it isn't wanted 01:49 < bridge> since sqlite is so trivial I think it's not a bad idea, but there are other deps for which it is 01:49 < bridge> i think the cleanest solution atm is just to add sqlite mac binaries 02:46 < bridge> I guess the multiple interpretations of "size" is the issue here. You can say something about the size in terms of number of packed ints, but that doesn't give you the size in bytes since the packing is variable sized 02:51 < bridge> I'm having some trouble with teeworlds math. From my code and testing, it seems like velocity is in-game less effective than it should be. Everything I see in the code and any reference I can find here or online just says that vertical velocity is not ramped or damped and is in subtiles per tick. I am already accounting for rounding up to the nearest 256th and rounding position to the subtile - and any minor changes I make don't do much, I'm off b 02:51 < bridge> The clearest thing I can find implying that it's not just my code that's bad is this: https://discord.com/channels/252358080522747904/342454474117218334/905595104872525875 Falling for 304 ticks (enough to get 152 velocity) should require 724 blocks, not 300. Am I tired and/or stupid or am I missing something? 02:51 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1210765836214599680/scrot_2024-02-23-2675_242x266.png?ex=65ebc08e&is=65d94b8e&hm=1ceb25b6d0bc5e4ae3d4ab22bfc7677353deba4e96a7642704fea547c4aacf83& 03:19 < bridge> I did see a message saying 256 vel is 16 blocks per second which would mean divide velocity by 25 to get subtiles per tick. I had tried that before and it seemed very wrong but I've fixed things since then and it looks mostly good. . . so that might be it. But there's nothing like that in the code, so. 03:20 < bridge> Yes 03:21 < bridge> @ceriinas: what are you working on? 0.o 03:23 < bridge> wanted to see exactly how hard it is to control yourself in terms of frames when hooking straight up - which I thought would be quick and easy but this issue has had me stumped for a while 03:30 < bridge> why not num. of ints? XD 03:33 < bridge> I did see a message saying 256 vel is 16 blocks per second which would mean divide velocity by 25 to get subtiles per tick. I had tried that before and it seemed very wrong but I've fixed things since then and it looks mostly good. . . so that might be it. But there's nothing like that in the code, so. 03:33 < bridge> E: Yeah I'm pretty sure that's wrong. 03:36 < ws-client> @miguilim you mean why i did not call it like that in the table? I think i go the name size from somewhere else. Either libtw2 or the official tw code. 03:37 < bridge> :thonk: 03:38 < bridge> do you know how the input chunk works? why it data has a maximum size of 128 bytes? 03:59 < ws-client> I do not know about the maximum. Whats the issue with it? 04:26 < bridge> no issues, I'm asking because I dont know what its inside this data and why this data size limit is so big 04:31 < bridge> if its just 10 integers, why it limit is so big O.o? 05:42 < ws-client> @miguilim could you link where this limit is defined? 05:43 < ws-client> ah MAX_INPUT_SIZE ? 05:43 < bridge> MAX_SNAPSHOT_PACKSIZE 05:43 < bridge> yes, sorry I sent the wrong one 05:43 < ws-client> i wouldnt over think it 05:43 < ws-client> maybe someone went a bit too lose on the limit 05:45 < bridge> XDDDD ok 05:46 < bridge> can you help me with the connection less packet on the documentation? I know nothing about them and I'm doing an explanation about Input and input timing msgs now 05:47 < ws-client> connection less arent even part of my docs yet i dont think i ever looked into them 05:47 < ws-client> you mean like inf3 gie etc? 05:47 < ws-client> fstd 05:47 < ws-client> those? https://github.com/ddnet/ddnet/blob/59a734ce3f81c91b11754e02856f6fe66f3e6ddd/src/engine/shared/masterserver.cpp 05:48 < bridge> yes, the serverbrowser info 05:48 < ws-client> ye idk never bothered to look into those. 05:48 < ws-client> For ddnet7 i used the http master and all my libs just ignore it for now 05:49 < ws-client> there is a py implementation that might help you 05:49 < bridge> :pepeW: 05:49 < ws-client> https://github.com/teeworlds/teeworlds/blob/a1911c8f7d8458fb4076ef8e7651e8ef5e91ab3e/scripts/tw_api.py 05:49 < bridge> 😮 05:50 < bridge> thanks, I will take a look later 05:50 < ws-client> https://github.com/ddnet/ddnet/blob/59a734ce3f81c91b11754e02856f6fe66f3e6ddd/scripts/tw_api.py 05:50 < ws-client> you probably want this thats the ddnet one idk how maintained it is tho 05:56 < bridge> do you know what time left would be? 05:56 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1210812421065670696/image.png?ex=65ebebf0&is=65d976f0&hm=a746a13023869de2dafd9bc53ea799a99c80411a0e6b8854116cfb07f24417d9& 05:56 < bridge> ticks? 05:56 < bridge> milliseconds? 06:01 < bridge> I think its milliseconds xd 06:25 < bridge> Idk 06:58 < bridge> do anyone know why the server have the OnPredictedInput and OnDirectInput at the same time? 09:52 < bridge> why is exactly 600 there? https://github.com/ddnet/ddnet/blob/59a734ce3f81c91b11754e02856f6fe66f3e6ddd/src/game/client/ui.cpp#L334 10:08 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1210876017296539668/image.png?ex=65ec272b&is=65d9b22b&hm=a3b7a82dc534bdc4adff3128e0b69f928b409acdbd569f56eda61f038ddddb14& 10:09 < bridge> damn 10:09 < bridge> me at one of my projects at work 10:09 < bridge> now show real truth xd 10:09 < bridge> did u move json files or what 10:09 < bridge> not at all 10:09 < bridge> 2 refactors tho 10:09 < bridge> mh ok 10:09 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1210876231499776031/image.png?ex=65ec275e&is=65d9b25e&hm=0e7159c064e0e65fe960fb1be54c022f66411bf068ad71151b02268119624b82& 10:09 < bridge> then it's impressive 10:09 < bridge> this is overall of project 10:10 < bridge> u can clearly spot initial start and then the refactor 10:10 < bridge> and then now its bug fixing to prod 10:10 < bridge> if it's 100k lines of rust code in 1 year that is insane 10:10 < bridge> in october 10:10 < bridge> i consider myself rly productive in rust xd 10:11 < bridge> ``` 10:11 < bridge> =============================================================================== 10:11 < bridge> Language Files Lines Code Comments Blanks 10:11 < bridge> =============================================================================== 10:11 < bridge> GNU Style Assembly 2 143 95 15 33 10:11 < bridge> C 3 96 72 0 24 10:11 < bridge> C++ 1 31 23 0 8 10:11 < bridge> Dockerfile 1 35 25 5 5 10:11 < bridge> Makefile 1 144 106 3 35 10:11 < bridge> Shell 6 171 124 15 32 10:11 < bridge> TOML 5 164 133 8 23 10:11 < bridge> ------------------------------------------------------------------------------- 10:11 < bridge> Markdown 4 621 0 458 163 10:11 < bridge> |- BASH 3 115 84 16 15 10:11 < bridge> |- Rust 2 312 244 32 36 10:11 < bridge> (Total) 1048 328 506 214 10:11 < bridge> ------------------------------------------------------------------------------- 10:11 < bridge> Rust 139 47985 43170 576 4239 10:11 < bridge> |- Markdown 101 1625 0 1375 250 10:11 < bridge> (Total) 49610 43170 1951 4489 10:11 < bridge> =============================================================================== 10:11 < bridge> Total 162 49390 43748 1080 4562 10:11 < bridge> =============================================================================== 10:11 < bridge> ``` 10:11 < bridge> @jupeyy_keks lines of the projecct 10:11 < bridge> 49k in rust 10:14 < bridge> what's the command line of this xd 10:14 < bridge> tokei 10:14 < bridge> https://github.com/XAMPPRocky/tokei 10:14 < bridge> made in rust 10:14 < bridge> that was obvious 😬 10:15 < bridge> 😬 10:16 < bridge> ``` 10:16 < bridge> tokei ./src/ ./lib/ ./examples/ ./game/ 10:16 < bridge> =============================================================================== 10:16 < bridge> Language Files Lines Code Comments Blanks 10:16 < bridge> =============================================================================== 10:16 < bridge> TOML 80 1574 1450 9 115 10:16 < bridge> ------------------------------------------------------------------------------- 10:16 < bridge> Rust 581 92050 78883 3866 9301 10:16 < bridge> |- Markdown 186 1121 123 937 61 10:16 < bridge> (Total) 93171 79006 4803 9362 10:16 < bridge> =============================================================================== 10:16 < bridge> Total 661 93624 80333 3875 9416 10:16 < bridge> =============================================================================== 10:16 < bridge> ``` 10:16 < bridge> 10:16 < bridge> epyc tryhard moment 10:16 < bridge> ``` 10:16 < bridge> ❯ tokei 10:16 < bridge> =============================================================================== 10:16 < bridge> Language Files Lines Code Comments Blanks 10:17 < bridge> =============================================================================== 10:17 < bridge> AsciiDoc 2 112 80 4 28 10:17 < bridge> GNU Style Assembly 3 1477 998 306 173 10:17 < bridge> Autoconf 4 128 123 0 5 10:17 < bridge> Batch 1 14 11 0 3 10:17 < bridge> C 24 42029 35060 2564 4405 10:17 < bridge> C Header 281 103192 82528 7966 12698 10:17 < bridge> CMake 26 4704 4208 130 366 10:17 < bridge> C++ 296 156700 131600 4947 20153 10:17 < bridge> Dockerfile 1 52 47 0 5 10:17 < bridge> GLSL 32 949 762 18 169 10:17 < bridge> Java 1 27 21 3 3 10:17 < bridge> JSON 2 39 39 0 0 10:17 < bridge> Objective-C++ 3 163 130 3 30 10:17 < bridge> PowerShell 1 41 33 7 1 10:17 < bridge> Prolog 1 35 30 0 5 10:17 < bridge> Python 35 6080 4962 209 909 10:17 < bridge> Shell 13 1385 1134 37 214 10:17 < bridge> Plain Text 58 67818 0 46061 21757 10:17 < bridge> TOML 8 140 120 0 20 10:17 < bridge> Vim script 2 28 20 1 7 10:17 < bridge> we got prolog pog 10:17 < bridge> oh wow, didnt imagine we'd have so much code in ddnet 10:17 < bridge> XDDDDDDDDDDDDDDDDDDDDD 10:17 < bridge> xd 10:17 < bridge> header files almost as much as normal cpp 10:17 < bridge> but @ryozuki i think u need to exclude external libs 10:18 < bridge> vendored deps code is in too tho 10:18 < bridge> that's unfair 10:18 < bridge> i think 10:18 < bridge> i'll try 10:18 < bridge> im too lazy 10:19 < bridge> @jupeyy_keks btw im learning to drive kek 10:19 < bridge> 10:19 < bridge> lol, true u said u dont have a license yet xd 10:19 < bridge> so far its going well 10:19 < bridge> since im a gamer 10:19 < bridge> :EZ: 10:19 < bridge> :justatest: 10:19 < bridge> :fuckyousnail: 10:19 < bridge> xD 10:21 < bridge> ``` 10:21 < bridge> tokei ./src --exclude src/engine/external --exclude src/base/unicode/ git:59a734ce3* 10:21 < bridge> =============================================================================== 10:21 < bridge> Language Files Lines Code Comments Blanks 10:21 < bridge> =============================================================================== 10:21 < bridge> C Header 258 33629 23627 4429 5573 10:21 < bridge> C++ 294 156568 131487 4947 20134 10:21 < bridge> Markdown 1 55 0 41 14 10:21 < bridge> Objective-C++ 3 163 130 3 30 10:21 < bridge> TOML 6 119 102 0 17 10:21 < bridge> ------------------------------------------------------------------------------- 10:21 < bridge> Rust 15 2022 1808 14 200 10:21 < bridge> |- Markdown 11 742 0 591 151 10:22 < bridge> (Total) 2764 1808 605 351 10:22 < bridge> =============================================================================== 10:22 < bridge> Total 577 192556 157154 9434 25968 10:22 < bridge> =============================================================================== 10:22 < bridge> ``` 10:22 < bridge> i think this is quite fair 10:28 < bridge> nice 11:04 < bridge> you have car ? 11:16 < ws-client> @milkeeycat you can only play tw on 600 px screens 11:16 < bridge> :thonk: 11:17 < ws-client> https://github.com/teeworlds/teeworlds/blob/a1911c8f7d8458fb4076ef8e7651e8ef5e91ab3e/src/game/client/components/hud.cpp#L49 11:17 < ws-client> this centers the game timer in the middle of your screen lol 11:19 < bridge> chillerdragon: looks at these features! xd https://github.com/MilkeeyCat/ddnet_demo_web_viewer?tab=readme-ov-file#what-it-can-do-now 11:22 < ws-client> very demo 11:22 < bridge> i did demp parsing part first 11:23 < bridge> now graphics engine part 11:23 < bridge> i wanted to make a new repo buuuut 11:23 < bridge> too much work 11:46 < bridge> https://edg-l.github.io/edlang/edlang_ir/index.html 11:46 < bridge> pog 11:57 < bridge> https://github.com/edg-l/edlang/releases/tag/v0.0.1-alpha.9 11:57 < bridge> en edlang release 11:57 < bridge> :poggers2: 11:57 < bridge> gotta add prints somewhen xd 11:58 < bridge> new edlang release 12:33 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1210912261086908476/RDT_20240224_1232483463798544172119592.jpg?ex=65ec48ec&is=65d9d3ec&hm=23bf8003e9bcc1fe78ab01c401210bcad65a57a42214468094124ca29fc94c4a& 13:32 < bridge> Ryo wtf i JUST watched frieren 13:34 < bridge> 11/10 i recommend 13:36 < bridge> xDD 13:36 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1210928193901699123/image.png?ex=65ec57c3&is=65d9e2c3&hm=778a3c4ae68af98a9b5cf87d919b872808fef26246de3b5ba8b7dbeff363e7e3& 13:36 < bridge> true 13:36 < bridge> havent watched latest ep from yesterday tho 13:36 < bridge> 13/10 13:36 < bridge> Go watch 13:37 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1210928564250083358/heroeswedontdeserve-v0-zq7mia4kx4kc1.png?ex=65ec581b&is=65d9e31b&hm=e2b5d7b0da697981b888f8140c4732980e4b54c081b9e24f593e2b84702a5a72& 14:35 < bridge> been recommending it forever, i read the manga before anime long ago 14:36 < bridge> there is a arc coming thats rly rly good 14:36 < bridge> if u spoil I'm permabanning you 14:36 < bridge> :poggers2: 14:36 < bridge> :kek: 14:36 < bridge> lea if you ban ryo ban me aswell, i cant live without fishys 14:36 < bridge> im not spoiling xd im just hyping it up for u 14:37 < bridge> frieren is my second most fav manga 14:39 < bridge> @learath2 btw watch the anime about the apothecary 14:39 < bridge> it is also rly good 14:39 < bridge> it's downloading 14:41 < bridge> go leak most favourite now 14:46 < bridge> oyasumi punpun 14:46 < bridge> totally diferytho 14:46 < bridge> totally different tho 16:28 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1210971494826643556/image.png?ex=65ec8017&is=65da0b17&hm=cea62fe588c447a71dff93f00bce55a989d26a2dd75710ce6f02cf46d0ecceff& 16:39 < bridge> btw ppl of the internet who use vscode. press CTR+K Z to make it better 16:40 < bridge> cool thing 16:40 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1210974522715676812/image.png?ex=65ec82e9&is=65da0de9&hm=9a824be5f7efc42a7fec199d1736b9aefcbb50f3fb61ff885df52d9bc6f5c595& 17:35 < bridge> I was thinking of removing this dockerfile tbf 17:41 < bridge> https://effectiviology.com/shirky-principle/ 18:18 < bridge> :kek: 19:06 < bridge> After 1.2 kLoC I'm about to have a triangle on my screen 19:07 < bridge> The amount of boilerplate you need to write before rendering anything in vk is insane 19:14 < bridge> the biggest problem is that you probably didnt understand a good amount of the setup code xd 19:14 < bridge> 19:14 < bridge> there are so many options and stuff 19:15 < bridge> Well I did my very best to actually read up on everything I'm setting up, so I do have some semblance of what everything does, but yes there are many features I just said I'll look as I need them 19:15 < bridge> It's actually pretty logical, the biggest issue is that most resources don't describe the hierarchy of things very well 19:16 < bridge> true 19:16 < bridge> https://gpuopen.com/wp-content/uploads/2017/07/Vulkan-Diagram.png 19:16 < bridge> I found the specification to be very good at describing how things go together, but it's also very dense to read 19:16 < bridge> if u understand this now.. that's already good 19:16 < bridge> Luckily I'm good at parsing through this kind of reading 19:17 < bridge> Very roughly, yes 19:19 < bridge> The relationship between images, imageviews, framebuffers, attachments is a little hazy though 😄 19:20 < bridge> xd 19:21 < bridge> to master vulkan is on my list of todo 19:21 < bridge> but first ill master compilers 19:21 < bridge> then ill make a vulkan shader compiler 19:21 < bridge> Why? 😄 19:21 < bridge> for fun 19:21 < bridge> best projects are made for fun 19:21 < bridge> like why im making edlang? 19:21 < bridge> there is no other reason than for fun 19:22 < bridge> but a spirv compiler doesn't sound fun at all 19:22 < bridge> you'll just have to read the spec and implement it, no freedom 19:22 < bridge> nerds find fun in stuff others find boring 19:22 < bridge> im sure u find C fun 19:22 < bridge> but the person next to u not 19:22 < bridge> do u know anyone who can say implemented a spirv compiler? 19:22 < bridge> im trying to become the chad of programming 19:23 < bridge> i can say i made my optimized compiled language 19:23 < bridge> :gigachad: 19:23 < bridge> well honestly for me the biggest things of vulkan vs opengl are: 19:23 < bridge> memory management 19:23 < bridge> explicit pipelines 19:23 < bridge> 19:23 < bridge> in opengl pipelines are implicitly build and not only that, they often require "views" where vk does not. 19:23 < bridge> 19:23 < bridge> E.g. vertex arrays are not required in vulkan thanks to having pipelines. 19:23 < bridge> So you dont need to bind buffers to some weird object that is then bound to your shaders. Feels a little bit cleaned up xd 19:23 < bridge> 19:23 < bridge> Ofc in total opengl is then still less code, but i feel like the intention is not as clear as with vulkan XD 19:24 < bridge> modern opengl implementations will be a layer using vulkan under the hood 19:24 < bridge> its already happening 19:24 < bridge> i forgot the news 19:24 < bridge> well not really given there are only 2 compilers for it (which may even be sharing a backend, I don't remember) 19:25 < bridge> As a reinventing the wheel enjoyer, I do understand the desire, but in this case I don't even think there is a learning opportunity there 19:25 < bridge> xD 19:25 < bridge> idk 19:25 < bridge> ur right there are other things to make compilers for more interesting i guess 19:25 < bridge> brb making food 19:28 < bridge> I haven't had to deal with memory management yet, my triangle renderer(tm) steals the approach of having the vertices hardcoded in the vertex shader from vulkan-tutorial.com 19:30 < bridge> Oh that's most fun. But I'd recommend starting with buffers. Images as you said are much more complex 20:40 < bridge> ok ive got aweird bug, i was joining a server and had to download a map, my internet was very slow and i alt f4d during the download, then the game said it was quitting and the game froze 20:40 < bridge> no dumps or anything so idk, i cant reproduce 20:43 < bridge> Nightly or 18.0.3? 20:44 < bridge> nightly 20:46 < bridge> Hmm, should quit after a few seconds at most 20:46 < bridge> nope it stayed on for over a minute and i just killed it with task manager 20:47 < bridge> Did you keep the game active while it was waiting to quit, or did you switch the window? 21:11 < bridge> switch 21:14 < bridge> Maybe that suspends the window at some point because it's not being updated anymore 22:05 < bridge> who is `dlopen` & `dlsym` elitest? 22:06 < bridge> i don't understand wtf `RTLD_LAZY` or `RTLD_LOCAL` actually mean. 22:06 < bridge> 22:06 < bridge> if i use both with dlopen then dlsym it works... all fine 22:06 < bridge> 22:06 < bridge> but when i change the library on disk, without ever loading it again (no `dlopen` and no `dlclose`) it still changes symbols for me when i call `dlsym` again 22:13 < bridge> i removed `RTLD_LAZY` and it works now 22:17 < bridge> but bro i really didnt know that a later call to `dlsym` "hot-reloads" code from the filesystem 22:17 < bridge> i always thought on linux it's loaded into memory xd 22:18 < bridge> i mean it doesnt reload the library. but it does something 22:18 < bridge> i dont understand this at all 23:15 < bridge> RTLD_LAZY loads only when they are referenced and executed somewhere, maybe thats why it didnt work? 23:15 < bridge> RTLD_LAZY loads only when its referenced and executed somewhere, maybe thats why it didnt work? 23:15 < bridge> RTLD_LAZY loads only when its referenced and (or?)executed somewhere, maybe thats why it didnt work? 23:15 < bridge> RTLD_LAZY loads only when its referenced and (or?) executed somewhere, maybe thats why it didnt work?