00:00 <+bridge> Was a reply to deleted fokko message :/ 00:05 <+bridge> so no yo? 01:22 <+bridge> Heisenberg deleted it not me 01:22 <+bridge> Aswell as yours 01:26 <+bridge> chillerdragon: how do you see deleted messages from irc? 01:44 <+bridge> freekebs 01:45 <+bridge> sbek eerf 05:58 <+bridge> 🪀 07:52 <+bridge> irc protocol doesn’t have a delete feature. It’s also the client holding the chat log not the server. On irc I never know if a message got deleted or not. I will only notice when I check matrix after that. 08:58 <+bridge> ladybird is looking good recently 09:15 <+ChillerDragon> > Lady Bird is a 2017 American coming-of-age comedy drama film written and directed by Greta Gerwig 09:15 <+bridge> T 09:16 <+ChillerDragon> i was watching klings yt videos back in the day thinking it would increase my coding skills 09:57 <+bridge> Did it increase your coding skills? 09:58 <+bridge> I was watching https://youtube.com/playlist?list=PLhJkqAQmOh5LyYOfnMy4PJB6CSZltQyTc&si=y88HtBdzpI7MuQVP thinking it would increase my coding skills 10:00 <+bridge> :justatest: 10:03 <+bridge> how does GitHub work 10:25 <+bridge> https://docs.github.com/en/get-started/start-your-journey/hello-world 10:40 <+ChillerDragon> @milkeeycat xd tbh kling actually was part of my inspiration for this series 10:40 <+ChillerDragon> idk if it did maybe a bit 10:53 <+bridge> when make a new ddnet/tw coding series :D 14:01 <+bridge> Do people still watch that? New devs just vibe it I think 14:29 <+bridge> github is a database, where projects can be stored and managed there. 14:29 <+bridge> slangs makes it harder to understand what exactly is going on on github so here's a bit cheatcode: 14:29 <+bridge> 14:29 <+bridge> repo = main project (that can be Teeworlds' source code as an example) 14:29 <+bridge> branch = different clones of the project (where selecting a clone can let you modify anything without affecting the original version, also called 'main' most of the time) 14:29 <+bridge> pull = getting updates from projects (either by request or forcefully, almost no distinction between the two) 14:29 <+bridge> push = applying new changes to projects (when we use the term 'push', we think of 'force push' where we don't manage first hand how the change my affect the project) 14:29 <+bridge> commit = specific changes combined into one report (consider it as a list of changes on a paper) 14:29 <+bridge> PR (also known as Pull Request) = requesting your change to be present on the original version (or any selected 'branch' clone) of the project. Moderation is key. 14:29 <+bridge> issue = well... your issues of course (like creating a post where you either complain about a feature, request a new feature, or highlight some code which may be wrong or needed discussion. Either way, it's just someone or multiple people yapping.) 14:30 <+bridge> github is a database, where projects can be stored and managed there. 14:30 <+bridge> slangs makes it harder to understand what exactly is going on on github so here's a bit cheatcode: 14:30 <+bridge> 14:30 <+bridge> repo = main project (that can be Teeworlds' source code as an example) 14:30 <+bridge> branch = different clones of the project (where selecting a clone can let you modify anything without affecting the original version, also called 'main' most of the time) 14:30 <+bridge> pull = getting updates from projects (either by request or forcefully, almost no distinction between the two) 14:30 <+bridge> push = applying new changes to projects (when we use the term 'push', we think of 'force push' where we don't manage first hand how the change might affect the project) 14:30 <+bridge> commit = specific changes combined into one report (consider it as a list of changes on a paper) 14:30 <+bridge> PR (also known as Pull Request) = requesting your change to be present on the original version (or any selected 'branch' clone) of the project. Moderation is key. 14:30 <+bridge> issue = well... your issues of course (like creating a post where you either complain about a feature, request a new feature, or highlight some code which may be wrong or needed discussion. Either way, it's just someone or multiple people yapping.) 14:31 <+bridge> That one is more of a tutorial, than an understatement 14:35 <+bridge> + note that some keywords here are github specific 14:35 <+bridge> not the same on other platforms 14:35 <+bridge> actually only PR isn't the same on Gitlab 14:37 <+bridge> um akshually gitlab no longer has issues 14:37 <+bridge> they're called work items now 14:37 <+bridge> they changed it ? :KEKSad: tf 14:37 <+bridge> With this cheatcode, I can confidently form a sentence which can be understood as multiple simple steps. 14:37 <+bridge> 14:37 <+bridge> On my **repo**, instead of **pushing** your changes to **main**, make a new **branch** with your **commits** and make a **PR** about it. 14:37 <+bridge> 14:37 <+bridge> Can be understood as: 14:37 <+bridge> In my project, instead of uploading your changes to the original version, create a clone of the original where your changes can be tested out safely without affecting the project, then make a request to use your changes. 14:37 <+bridge> https://cdn.discordapp.com/attachments/342454474117218334/1458623773048574054/image0.gif 14:38 <+bridge> looks like work items is generic 14:38 <+bridge> https://docs.gitlab.com/user/project/issues/ issues is a work items type 14:39 <+bridge> https://docs.gitlab.com/user/project/issues/ issues is a work item 14:40 <+bridge> Ohh, inside the dashboard 14:40 <+bridge> I thought they changed the name "issues" in the github repo frontend side lmao 14:56 <+bridge> https://docs.gitlab.com/user/project/issues/ issues is a work item 15:46 <+ChillerDragon> woke cellegen using main branch 15:47 <+ChillerDragon> master branch masterrace 16:01 <+bridge> imo depends on the person what's being considered as the "original" 16:01 <+bridge> imo depends on the person what's being considered as the "original" or "production ready" 16:02 <+bridge> github is a database, where projects can be stored and managed there. 16:02 <+bridge> slangs make it harder to understand what exactly is going on on github so here's a bit cheatcode: 16:02 <+bridge> 16:02 <+bridge> repo = main project (that can be Teeworlds' source code as an example) 16:02 <+bridge> branch = different clones of the project (where selecting a clone can let you modify anything without affecting the original version, also called 'main' most of the time) 16:02 <+bridge> pull = getting updates from projects (either by request or forcefully, almost no distinction between the two) 16:02 <+bridge> push = applying new changes to projects (when we use the term 'push', we think of 'force push' where we don't manage first hand how the change might affect the project) 16:02 <+bridge> commit = specific changes combined into one report (consider it as a list of changes on a paper) 16:02 <+bridge> PR (also known as Pull Request) = requesting your change to be present on the original version (or any selected 'branch' clone) of the project. Moderation is key. 16:02 <+bridge> issue = well... your issues of course (like creating a post where you either complain about a feature, request a new feature, or highlight some code which may be wrong or needed discussion. Either way, it's just someone or multiple people yapping.) 16:02 <+bridge> github is a database, where projects can be stored and managed there. 16:02 <+bridge> slangs make it harder to understand what exactly is going on on github so here's a bit cheatcode: 16:02 <+bridge> 16:02 <+bridge> repo = main project (that can be Teeworlds' source code as an example) 16:02 <+bridge> branch = different clones of the project (where selecting a clone can let you modify anything without affecting the original version, also called 'main' or 'master' most of the time) 16:02 <+bridge> pull = getting updates from projects (either by request or forcefully, almost no distinction between the two) 16:02 <+bridge> push = applying new changes to projects (when we use the term 'push', we think of 'force push' where we don't manage first hand how the change might affect the project) 16:03 <+bridge> commit = specific changes combined into one report (consider it as a list of changes on a paper) 16:03 <+bridge> PR (also known as Pull Request) = requesting your change to be present on the original version (or any selected 'branch' clone) of the project. Moderation is key. 16:03 <+bridge> issue = well... your issues of course (like creating a post where you either complain about a feature, request a new feature, or highlight some code which may be wrong or needed discussion. Either way, it's just someone or multiple people yapping.) 17:13 <+bridge> jupsti left this server? 17:29 <+bridge> a while ago, he randomly checks in from time to time through IRC 17:41 <+bridge> how did ddnet get made i wanna make a cool game too (except it's tiny) i have the compiler for C++ how do i get started (i dont wanna use godot, too strict on the structuring and i cant run unity) 17:42 <+bridge> @magnus auvinen 17:43 <+bridge> if you want to write a game, it's probably best to start with a game engine 17:43 <+bridge> if you want to write a game, it's probably best to start with an existing game engine 17:43 <+bridge> if you want to write a game engine, you can start from scratch, it's also fun, but don't expect a game 17:43 <+bridge> note that magnus auvinen already had experience with writing game engines when he started teeworlds 17:44 <+bridge> ddnet is a mod for teeworlds, a game-engine that was turned into a game 0 17:44 <+bridge> ddnet is a mod for teeworlds, a game-engine that was turned into a game 20+ 17:44 <+bridge> ddnet is a mod for teeworlds, a game-engine that was turned into a game 20+ years ago 17:44 <+bridge> ddnet is a mod for teeworlds, teeworlds started as a game-engine that was turned into a game 20+ years ago 17:44 <+bridge> replicating that with no knowledge in C++ is gonna proof itself rather difficult :D 17:45 <+bridge> so ddnet already had the rendering backbone from teeworlds? 17:45 <+bridge> yes 17:46 <+bridge> yes, and it still uses quite a lot of code from back then 17:47 <+bridge> its written down somewhere. If you're interested i can dig it up later 17:47 <+bridge> but godot is a great way to get into game development, i wouldnt call it "too strict" either 17:48 <+bridge> https://wiki.ddnet.org/wiki/Timeline 17:48 <+bridge> thanks heinrich :) 17:52 <+bridge> godot kinda evil gives me the vibes of the roblox studio workflow which i liked cause it gave me the tools and i didnt need to do much (but hated due to the mid scripting language) 17:52 <+bridge> 17:52 <+bridge> so having to build everything in godot was cool and better but then i kinda hated the fact that im handed those same pre-made tools again which i doubt a lot due to the undercustomization 😅 17:54 <+bridge> godot is a playground, you can write a lot of stuff yourself without using nodes ^^ - i wouldnt focus on restrictiveness at the beginning 18:06 <+bridge> u can use C# in godot 18:06 <+bridge> always be surprised that teeworlds was supposed to be a Ubisoft project 18:06 <+bridge> I'll always be surprised that teeworlds was supposed to be a Ubisoft project 18:07 <+bridge> well what was before teeworlds, teewars or some prototype 18:08 <+bridge> I'll always be surprised that teeworlds was presented at Ubisoft as a project 19:40 <+bridge> shootout iirc 19:41 <+bridge> (yup) 21:57 <+bridge> moderators 21:57 <+bridge> i got funvoted 21:57 <+bridge> where write ticket 21:58 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1523055346095231086/image.png?ex=6a4ab753&is=6a4965d3&hm=5398821f7d047fdaff63be9532154f6bc30c16094375b37b7dd0aa3a7ee4ce53& 21:58 <+bridge> u can use rust 21:58 <+bridge> where wrrite ticket? 21:58 <+bridge> report 21:58 <+bridge> i always feel like most unique ideas dont fit often generic engines 21:58 <+bridge> #✉-create-a-ticket 21:58 <+bridge> thx 21:58 <+bridge> i doubt tw can play good in godot 21:59 <+bridge> @reitw hey my bpf guy 21:59 <+bridge> ddnet is very nicely optimized (mostly thanks to some motivated devs like kebs and Assa) - and i doubt you could achieve that with a generic game-engine behind it all - i agree 22:00 <+bridge> well kebs and assa are nice but 22:00 <+bridge> i meant more like matricks work itself 22:00 <+bridge> the physics engine etc 22:00 <+bridge> even unoptimized tw was already faster than what godot could do probs 22:00 <+bridge> see also factorio 22:01 <+bridge> i doubt u can recreate that in godot 22:01 <+bridge> <_k2d.> hi pls help me 22:01 <+bridge> a generic engine is too limiting unless u do relativle generic 2d 3d platformer game 22:01 <+bridge> true, writing the engine before creating the game results in a much more performant result overall i guess 22:01 <+bridge> also i think most devs can relate 22:01 <+bridge> makign the engine is more fun than making the game 22:01 <+bridge> i made lots of engines 22:01 <+bridge> and 22:01 <+bridge> stopped there 22:01 <+bridge> xd 22:01 <+bridge> i never made an engine, maybe i should try that as a side-project 22:02 <+bridge> i think its the most tech interesting part of the project 22:02 <+bridge> the game itself is more creative and assets 22:02 <+bridge> then u have a boring game xd 22:02 <+bridge> unfortunately 22:02 <+bridge> i guess 22:02 <+bridge> i never been a rly creative person 22:02 <+bridge> which is why i just made engines 22:02 <+bridge> xd 22:03 <+bridge> who doesnt like to learn opengl or vulkan 22:08 <+bridge> wassap 22:11 <+bridge> <_k2d.> hi pls help me 22:11 <+bridge> are those hard to learn how bad was the learning curve and what is the process for each 22:12 <+bridge> are those hard to learn how bad was the learning curve and what is the process for rendering in each 22:12 <+bridge> man the compile times of rust projects explode so hard 22:13 <+bridge> workflow been running for 5 minutes compiling twgpu 22:24 <+bridge> https://github.com/Teero888/tw-thumbs 22:24 <+bridge> ok made this using llm real quick, it periodically checks the maps repos and generates thumbnails for ddnet, kog and unique in 1280x720 res. if you ever need thumbnails for something you can probably use this 22:32 <+bridge> Well you can write the logic that would've normally been part of the engine and just ignore the built-ins, though for best performance you'll have to start dealing with native modules 23:50 <+bridge> yo 23:50 <+bridge> guess what did i do