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<JackAsser> hey folks
[msg(WVL_KsZeN)] hey man
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[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] hey dude :)
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] sorry, didn't get home last night
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] so I couldn't download java
[msg(WVL_KsZeN)] hehe, no problem. It's nothing to see. I've done some additional work at home and began experimenting with the UI. This morning I did most of the outline
                 algorithm. Convex corner handling are done => insert circle arcs, concave is easy to implement, just find the intersection between the two stroked lines.
[msg(WVL_KsZeN)] angle measurment is also done, it's part of the outlining.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] wow
[msg(WVL_KsZeN)] The UI is based on the fact that you edit solid polygons. These are overlayd in transparent ontop of the bitmap. The outlined areas are also shown immediatly
                 with a different shade so you can actually see how narrow things get etc...
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] damn
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] you're hell fast man
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] it took me weeks to get some simple things running..
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] then again, I'm coding in c64 assembler
[msg(WVL_KsZeN)] =) When I get inspired I'm fast. Also java with IntelliJ is so fucking smooth to code in.
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[msg(WVL_KsZeN)] It'll be a bit pain in the ass to do the manual polygon rasterizer. In the GUI I use java's internal, but when exporting angle-pixels I've to manually
                 rasterize the polygons. This can however be done quite easy but ugly by using java's internal into a backbuffer then grab some pixels and modify the values of
                 them.
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 mode/#c-64 [+o MoReN] by Commodore
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] hmmm
[msg(WVL_KsZeN)] regarding the don't care pixels, those should be set to the value of the nearest edge angle-pixel, right?
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<JackAsser> prutterman
<MoReN> y0y0
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<puterman> jacko
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] yeah
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] to the left or to the right
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[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] not the pixels above/below though
<Jucke> data
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] this makes sure RLE-ing is done better :)
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] that's all
<puterman> datajucke
[msg(WVL_KsZeN)] I figured. =)
<Jucke> dataputerman
[msg(WVL_KsZeN)] But it would yield a more correct result if it's the 2d-distance.
<Jucke> vad hnder? ngra ufon p sistone?
<puterman> De nrmar sig, men det r lngt till Plejaderna.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] 2d distance?
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] it doesn't matter?
[msg(WVL_KsZeN)] What about the pixels in the corners. Currently I was thinking of setting the to the average between the two adjacent lines.
<Jucke> hehe..
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] the ball never gets there anyway, it's inside a solid
<puterman> Helltowns ufo-scen d, ngot nytt?
<Jucke> lite disketter som fraktas hit och dit p cyklar och till fots, annars lugnt..
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] I'm not quite sure what would be the best, maybe we should just try a lot and see what happens
[msg(WVL_KsZeN)] Well, I imagine you don't do collision detection each pixel so you could probably end up in the inside. How do you handle that actually?
<puterman> ah, cykla med disketter, nu pratar vi data
<puterman> xiny var ver fr ngon vecka sedan och gick lite jch-skola och fick med sig en diskett som han cyklade hem med.  det kndes bra.
<Jucke> jepp. Flera av mina vardagliga vnner har c64'or hemma, s jag kan faktiskt sprida good stuff nr jag vill.. (:
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[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] I *DO* handle collision detection each pixel :D
<GH_Work> G'day
<puterman> Jucke: gr mig inte besviken nu.  du har vl cykel med limpa?
[msg(WVL_KsZeN)] hehe, so do you do like a linedrawing between the last frame and the current one for the ball movement?
<Jucke> puterman: dessvrre kr jag med anal-sadel.
<GH_Work> Werner
<GH_Work> abd
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] i divide the pixels the ball has to travel each frame in a way the stepsize is >.5 and <1 pixel
<JackAsser> oj! anal-sadel, sicken lyx!
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] and i step through the whole 'line', one step at a time
<Jucke> JackAsser: jag menar allts vanlig cykelsadel som gr upp i analen.
[msg(WVL_KsZeN)] ok, so if the speed is very fast, then you have to do quite alot then.
<puterman> Jucke: men det r vl i alla fall en bmx?
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] yes
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] the routine also keeps track of time
[msg(WVL_KsZeN)] ahh, ok. nice.
<Jucke> puterman: ja, en frvuxen sdan.. sn dr citybike typ..
<puterman> yuppie-jvel :(
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] if the speed changes after a collision, and is multiplied by 2 for example, it cannot do the same # of steps
[msg(WVL_KsZeN)] nono.
<Graham_> Jucke: quale desiderate nei pantaloni di cuoio faccia i fuochi nella parte posteriore con i crauti
<Jucke> frlt, men jag har inte haft en cool bike sedan jag var 10... (:
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] it just keeps on doing steps until the total time in a frame has run out
[msg(WVL_KsZeN)] yea, ok.
<puterman> Graham_: no pants on, eh?
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] so the ball CAN hit a wall multiple times /frame
<Jucke> Graham: well, next year there might be a Mr Freshness compo you can participate in too! (:
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] without causing weird effects
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] also, I *MAKE SURE* the ball stays out of solids
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] that's guaranteed by how the step-engine works
<Graham_> maktone will win
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] so I'm really safe, and thus don't care about how solids work ;)
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] oh
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] there's one thing that would be nice :
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] at a later stage though :
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[msg(WVL_KsZeN)] yea. The only backdraw with this pixel-method compared to mathematical analasys is that you get small rounding errors on each hit since the pixel isn't exactly
                 on the mathematical line. But it should look nice enough, but you will see that your kinetic energy of the ball will vary.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] being able to draw special walls
<Jucke> maktone has another compo to rule.. the Mr Fried Brain compo.. (:
<puterman> io
[msg(WVL_KsZeN)] i've thought about that already
<Jucke> iopopp
<iopop> puterman jucke
<Graham_> Jucke: molto tensely che  attraverso i crauti nei pantaloni di cuoio con tutta l'attenzione lo fa
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] there's a small need to draw a wall for layer-changing
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[msg(WVL_KsZeN)] my intention was that you may specify either solid, or special solid for a polygon, such as a layer-change area.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] but that would only be a line-segment
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] maybe you could also enter it by hand in the data later on though
<Graham_> lol babelfish is amazing
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] there's still another special solid though
<Graham_> "a lot tensely that it is through the crauti in the pants of leather with all l'attenzione ago"
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[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] one-way-pass-through solid
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] which basically is a solid inside out ;)
<puterman> evil edvin
[msg(WVL_KsZeN)] ahh, ok. And those special solids should not have any angle calcs, i.e. only odd special #.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] you see, to be more safe, I made the collision routine in a way the ball cannot move INTO solids
[msg(WVL_KsZeN)] ok
<[VDK]> CumPutermaan
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] but it can move out of it
[msg(WVL_KsZeN)] ahh, ok.
<Jucke> Graham: Bene, tutti che l'attenzione con il crap nei pantaloni era inutile se didnt li incita a vincere il compo fresco alla fine, destra?
<puterman> maan?  that sounds dutch.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] -> if i draw a horizontal wall, $00 for example == solid below
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] -> a ball coming from above will bounce on it
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] a ball coming from below will just pass through
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] very nifty
<Jucke> italian..  i've been watching way too much porn lately. You learn that stuff.
<[VDK]> Jaa maaaan. Jamaica styleee.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] -> I use this to close off certain areas of the playing field
[msg(WVL_KsZeN)] hmm, ok. Gotta do some work now. I'll figure something out.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] like the exit of the ball shooter
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] but maybe we should just enter those things manually in the data
[msg(WVL_KsZeN)] nah, i'll figure something out in the UI.
<Graham_> Jucke: italian must be made by the devil himself
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] basically that would also be solids, but just one vector drawn, not a whole circumsection
<iopop> Jucke: pr0n is the best form of education.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] i thought that this way would be very nifty to describe things like that ;)
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] hehehe
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<Jucke> iopop: yeah, learning languages trough porn is great! (:
[msg(WVL_KsZeN)] yeah.
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] also, you could make things where the ball can drop, but not go back up anymore
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] things like that
[msg(WVL_KsZeN)] well, l8er dude
[WVL_KsZeN(~poop@grensvlak24.leidenuniv.nl)] l8rs
<Jucke> Graham: yes, very evil language. I have heard it's real good when youre getting pissed and want to shout it out .. (:
[msg(WVL_KsZeN)] =)
<Graham_> lol i remember talking to bob who learned german from pron movies ;D
