IRC logs of Freenode #BZFlag for Sunday, 2019-07-28

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BZNotifybzflag: macsforme commented on pull request #53 "-view three for greater or fewer than three monitors" by khonkhortisan (https://git.io/fjyoC): Anyone have thoughts on what to do with this?...00:05
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blast007macsforme: I lean more towards removing the -view option completely00:07
macsformeI'd go along with that00:08
blast007the majority of the modes are for very specific setups or old school HMDs00:09
macsformeI'd like to eventually support multiple monitors as far as being able to move the radar to a second screen (for example), and maybe multiple 3D views assuming there isn't a significant advantage with that00:15
short_circuit8~D00:16
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BZNotifybzflag: macsforme opened pull request #206 "Symbols hidden by default (and manually exported) when compiling with clang" (https://git.io/fjyoE)00:37
BZNotifybzflag: macsforme review_requested pull request #206 "Symbols hidden by default (and manually exported) when compiling with clang" (https://git.io/fjyoE)00:37
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BZNotifybzflag: macsforme opened pull request #207 "Symbols hidden by default (and manually exported) when compiling with macOS using clang on master" (https://git.io/fjyoK)00:56
BZNotifybzflag: macsforme review_requested pull request #207 00:56
macsformewe can probably merge a lot of our PRs... the TimeKeeper refactor to std::chrono, the radar/console height controlled by BZDB, the simplified singleton pattern, and the clang visibility fixes01:20
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blast007the timekeeper one needs some cleanup.  it wasn't made in a branch, so it has a unrelated commits now, including adding a CONTRIBUTING.md file.01:31
macsformeokay01:31
macsformeperhaps tupone can tell us about the status of his PRs so we can evaluate those too01:31
blast007do we want GL2.0 to get merged into 2.4 or master?01:31
blast007(just planning ahead)01:32
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macsformeI think probably master01:36
macsformereading through the changes, it looks like tupone's PRs (and other branches he's mentioned that don't have PRs yet) have dependencies on other branches/PRs01:44
macsformebefore we consider any of those, I would like to understand what depends on what, and some of the PRs need a better summary of the changes and/or a rationale for the changes01:52
macsformethe idea of using glm is growing on me... I am open to doing it in master, so we can more easily add it to the dependencies package on macOS01:54
blast007yeah, I'm fine with glm.  just wan't sure if we wanted to switch to it in 2.4 as it *could* potentially alter our simulation math causing a mismatch between client versions.02:08
macsformethe GM math PR has a good summary/rationale, but it will be easier to read after the glm changes are merged (so we can see what changes are specific to that PR)02:09
macsformeyeah, I think all of this needs to go into master02:10
macsformethe VBO PR I don't understand... it has no summary, it seems to have unrelated changes, it seems to depend on the glm PR, and it seems to be largely a duplication of my own effort porting immediate mode drawing to vertex arrays in the embedded branch02:21
macsformeI don't see the point of a PR saying "Do not merge now"... I think you make a PR when it's ready... we should probably just close that one02:25
BZNotifybzflag: macsforme commented on pull request #175 "refactor TimeKeeper to use std::chrono" by jwmelto (https://git.io/fjyK4): Per @blast007, prior to merging, this needs to be cleaned up to rem...02:30
BZNotifybzflag: blast007 commented on pull request #175 "refactor TimeKeeper to use std::chrono" by jwmelto (https://git.io/fjyKB): Using a separate branch for each PR will help keep the changes clea...02:39
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BZNotifybzflag: jwmelto commented on pull request #175 "refactor TimeKeeper to use std::chrono" (https://git.io/fjyiW): What did I do? ...06:37
BZNotifybzflag: jwmelto closed pull request #175 06:37
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BZNotifybzflag: Zehra opened pull request #208 "Cleanup for consistency with mesh rendering" (https://git.io/fjy7Q)17:18
blast007Zehra: for a moment, I thought you had written some code.17:23
ZehraHence the usage of the term "cleanup", as it implies removal of code and not the writing of it.17:26
ZehraStill, I am checking through previous works/projects..etc, so likely sooner or later I will follow with some PRs of my own code.17:27
blast007cleanup does not imply only removal.  when you clean up your room, do you just throw everything away?17:29
ZehraNope, although I perhaps should have simply used "removal" instead.17:34
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BZNotifybzflag: atupone edited pull request #148 "Use of Vertex Buffer Objects instead of Client Arrays" (https://git.io/vhCKr)19:15
BZNotifybzflag: atupone edited pull request #148 "Use of Vertex Buffer Objects instead of Client Arrays" (https://git.io/vhCKr)19:17
tuponethe GL2.0 branch is based on the VBO pull request19:18
tuponeonly 4 commits more19:23
Flashanyone ever used ZeroMQ ?19:33
Flashhttp://zeromq.org/intro:read-the-manual19:36
Flashwhile it isn't necessarily appropriate for client/server communication, it could be an interesting choice for intra-server, cross-thread communication19:36
Flashpotentially making the plugin API more isolated19:37
Flashof course, we do have a lot of TCP traffic from client to server19:38
blast007having plugins run as a separate process you mean?19:39
Flashnot required, but it would be possible19:39
Flashone of the uses of ZMQ replaces message queues with a lock-free paradigm19:40
Flashour current API is direct message call, which has argument-passing concerns19:40
Flashthings like "don't let templates cross the API boundary" that most developers are unaware of19:40
FlashI don't have a full-fledged proposal, just wondering if anyone else has ever used it19:41
blast007I messed with it a very tiny bit years ago19:42
Flashwhat was your application?19:42
blast007think I was trying to use it with PHP and didn't get real far19:42
blast007"getting it to work"19:42
Flashah.19:42
FlashI'm using it for distributed messaging, but I got a python client to talk to my C++ components trivially19:43
Flashwe have an engineering tool (web server) written in Python that stimulates the C2 interface of our components via web page19:43
Flashonly using PUB/SUB and REQ/REP right now19:44
blast007I can't even recall what I was planning to use it for.19:44
Flashwhat are we using UDP for now? server to clients or clients to server?19:45
blast007yes :)19:48
blast007UDP is used for things we can miss some of (well, and shots.. so shots can sometimes go missing, or the shot end of a GM can so the GM never ends until it hits something)19:49
blast007for plugins, I've considering using a scripting language instead of the C/C++ API19:50
blast007for networking, I've considered something like ENet, RakNet (or SLikeNet, a fork), or yojimbo19:53
FlashI think Jeff had mentioned RakNet to me before19:54
blast007RakNet proper has seen no changes since OculusVR/Facebook open-sourced it19:55
blast007the fork I mentioned is probably one of the most active/supported forks19:55
Flashthe problem with open source projects is that they seem to have short life spans19:55
blast007RakNet was originally a commercial library19:57
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macsformetupone: thanks for your improved documentation21:09
macsformeso it sounds like the merge order needs to be glm first, then the missile math, then GL 2.021:11
macsformeare you okay with closing the VBO PR and then just merging those changes in with GL2.0 when it's ready?21:14
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