IRC logs of Freenode #BZFlag for Wednesday, 2019-12-11

*** WhatsUpDanger <WhatsUpDanger!0ca73d02@gateway/web/cgi-irc/kiwiirc.com/ip.12.167.61.2> has quit IRC (Remote host closed the connection)00:11
*** WhatsUpDanger <WhatsUpDanger!0ca73d02@gateway/web/cgi-irc/kiwiirc.com/ip.12.167.61.2> has joined #bzflag00:14
*** WhatsUpDanger <WhatsUpDanger!0ca73d02@gateway/web/cgi-irc/kiwiirc.com/ip.12.167.61.2> has quit IRC (Remote host closed the connection)00:49
*** Zehra <Zehra!~Zehra@unaffiliated/zehra> has quit IRC (Quit: Gone for now.)02:07
*** I_Died_Once <I_Died_Once!~I_Died_On@unaffiliated/idiedonce/x-1828535> has quit IRC (Ping timeout: 250 seconds)04:52
*** kierra <kierra!~quassel@104.243.40.186> has left #bzflag ("http://quassel-irc.org - Chat comfortably. Anywhere.")05:07
*** moriah <moriah!~quassel@unaffiliated/kierra> has joined #bzflag05:11
BZNotifybzflag: atupone commented on pull request #232 "Vertex buffers object handling" (https://git.io/Je9oR): > ...07:26
Flashtupone: if you can wait for a couple of weeks, I'll have some time during the Christmas break07:29
macsformeFlash should give us all a crash course on modern C++ :-)07:36
Flashheh. I just did :P07:36
Flashhttps://youtu.be/JfmTagWcqoE07:38
macsformeI take it writing C++ must be part of your day job?07:39
Flashhttps://youtu.be/xnqTKD8uD6407:39
Flashwriting, reviewing, mentoring07:39
Flashhttps://channel9.msdn.com/posts/C-and-Beyond-2011-Herb-Sutter-Why-C07:39
Flashpretty much anything by Herb Sutter :)07:39
BZNotifybzflag: atupone synchronized pull request #232 "Vertex buffers object handling" (https://git.io/Je9kl)07:57
BZNotifybzflag: atupone synchronized pull request #232 "Vertex buffers object handling" (https://git.io/Je9kl)08:05
macsformetupone: I didn't dive in as deep as Flash did (yet), but I had a hard time understanding your model and what requirements you are trying to fulfill08:08
tuponeFlash: I can wait :) This class is needed, and is not a rewriting of something is already on bzflag. Coding is welcomed and you have access to my repository so we can fix the code before merging into the main repo08:09
macsformeI understand there is some need to centralize VBO creation and destruction so we can do it when we create or destroy a GL context, and I understand tracking indices and tracking memory... but otherwise I don't understand why it is so centralized08:10
tuponemacsforme: managing internal buffers and avoid switching between them08:10
macsformeand actually, you did rewrite a lot of what I did in the embedded port, where I wrote a class to manage vertex arrays... that makes me sad08:11
macsformehttps://github.com/macsforme/bzflag-embedded/blob/embedded/include/DrawArrays.h08:11
macsformehttps://github.com/macsforme/bzflag-embedded/blob/embedded/src/ogl/DrawArrays.cxx08:11
*** Sgeo <Sgeo!~Sgeo@ool-18b982ad.dyn.optonline.net> has quit IRC (Read error: Connection reset by peer)08:12
*** Sgeo <Sgeo!~Sgeo@ool-18b982ad.dyn.optonline.net> has joined #bzflag08:13
tuponemaybe VAO can reduce the need of avoid switching but I have not used it yet08:15
macsformewe don't have VAOs until OpenGL 308:16
tuponeyes, that is one of the reason :)08:16
macsformenor in OpenGL ES until version 308:17
tuponeSo I created big buffers and used it for all the glDrawArrays, changing only the indexes08:19
tuponeat the beginning I used Vertex/Normal/Texture/Color buffers for all, but then I realize that is a waste of memory. Some Draw uses only vertex and color, some only vertex and normal ...08:20
tuponeso I created a set for VTN, one for VTC, one for VT ... as needed08:21
macsformewhat kinds of different components will share a VBO? I could understand for drawing a basic quad, but I don't understand further...08:24
macsformeI also don't understand why you are tracking VBO names (allocated and free) and reusing them rather than freeing them when done and then asking for a new one when needed08:37
macsformeand you are storing vertices, normals, and texcoords in different buffers, rather than interleaving them into one?09:07
macsformeI don't think that's how we want to do it...09:09
*** sehh <sehh!~sehh@unaffiliated/sehh> has joined #bzflag13:40
sehhhey there13:41
blast007hello13:41
sehhanyone knows if its possible to compile just the server part?13:42
blast007yes.  what operating system are using?13:42
sehhcentos 813:42
blast007you can disable the graphical client and/or bzadmin by passing some flags to the configure script:  ./configure --disable-client --disable-bzadmin13:43
blast007so, if building from our git, it'd be:  ./autogen.sh && ./configure --disable-client --disable-bzadmin && make13:43
sehhah nice, I'll give that a try and see how far I get.13:43
sehhthanks for the info13:44
blast007you're welcome  :)13:52
sehherm14:07
sehhconfigure: error: A c++ compiler with C++0x support is required to build BZFlag14:07
sehhI'm missing something14:07
blast007needs g++ installed14:11
*** I_Died_Once <I_Died_Once!~I_Died_On@unaffiliated/idiedonce/x-1828535> has joined #bzflag14:12
blast007see README.Linux for the needed dependencies, though some of those are only needed if you're building everything14:12
blast007probably this is enough: yum install gcc-c++ libtool c-ares-devel libcurl-devel zlib-devel14:13
sehhI believe I'm missing gcc-c++14:14
sehhI had done 'dnf install gcc cpp make.. etc' only and missed gcc-c++14:15
sehhits compiling right now14:15
sehhwhile waiting to compile, I'll now go read README.Linux :]14:17
*** sehh <sehh!~sehh@unaffiliated/sehh> has left #bzflag ("Leaving")14:38
*** spldart <spldart!~spldart@bzflag/contributor/spldart> has quit IRC (Remote host closed the connection)16:12
*** WhatsUpDanger <WhatsUpDanger!0ca73d02@gateway/web/cgi-irc/kiwiirc.com/ip.12.167.61.2> has joined #bzflag16:25
tuponemacsforme: my first trial was with interleaving, but on my PC was slower then separate buffers17:10
tuponeand I use a single vbo for a lot of user buffers. This should avoid as most as possible to save call to gl.17:11
tuponenot to save, to do. I want to save call :)17:12
BZNotifybzflag: atupone synchronized pull request #232 "Vertex buffers object handling" (https://git.io/Je9kl)17:26
BZNotifybzflag: atupone synchronized pull request #232 "Vertex buffers object handling" (https://git.io/Je9kl)17:35
macsformetupone: optimizations should not be based on only one GPU/driver/OS combination... especially not an integrated GPU in Linux, which is not representative of the average user's system17:38
macsformemy impression was that interleaving vertex data is most optimal, generally speaking17:38
macsformethis could be why others who tested got worse performance than with the original code, while you saw an improvement17:40
macsformeas far as using a single VBO rather than many, I recognize that you are trying to save GL calls by doing optimizations on the CPU side... but I am skeptical whether the overall benefit will be seen, and will be worth the added code complexity (such as memory management issues, as Flash pointed out)17:45
BZNotifybzflag: atupone synchronized pull request #232 "Vertex buffers object handling" (https://git.io/Je9kl)17:53
macsformemoriah: did you think of any large event replays that would be good for a stress test/benchmark?18:01
allejooh yea, someone nag me to put up a replay server for some events on Troy's server18:04
blast007allejo: hey, put up a replay server.  hey, listen.18:07
* blast007 ducks18:07
allejoi mean, you're not wrong. but like, later today when I have access to my server lol18:08
the_mapwell, it's later. you have access to your server?18:11
the_map:p18:11
tuponemacsforme: I did to save GL call so GPU can benefit from that.18:20
tuponeMaybe I'm wrong, But at the beginnning of my work, I was switching and did that change (not switching buffers only if possible) and that improved the FPS18:22
tuponeI have a doubt about using GL_POLYGON on the GPU buffers. It seems that simple mesh like the one in xs.bzexcess.com have that and changing from client buffers to GPU buffers loose half of FPS. I cannot explain it18:25
tuponehave 3 buffers clients changed with 3 GPU buffers :/18:27
blast007fun bit of info about game performance.  on linux with a Radeon RX 570 8GB, at 1920x1200 on Rats Nest, with radar turned off I was getting 550FPS. With the fast radar, it drops to about 300, fast sorted to around 270, enhanced to 200, and normal to 120.18:36
The_Noah:O18:42
macsformeI like how things like the console and radar have more of an impact on framerate than actually rendering the 3D view :-P18:56
macsformeallejo: maybe I could just ask you... what is the biggest event (as far as number of players) that we have a replay of?18:57
allejokierra was asking me about that, she thinks some of the replays I have for Troy's server might have some large player counts18:58
allejowe'll know once I get the replay server up for it (hopefully tonight)18:59
blast007the stagedSceneGenerator could also be useful as a benchmark.  could have a bunch of fixed player/shot locations (though the shots may be limited as they're server-side)19:19
blast007world weapons*19:19
macsformeI guess it also matters what kind of objects are in the map, if we're benchmarking the renderers for different object types19:31
allejooooo do the box tower20:04
blast007allejo: this one?  https://static.bzexcess.com/boxie_warz.bzw20:37
blast007https://static.bzexcess.com/misc_screenshots/BoxieBenchmark/BoxieBenchmark001.png20:37
allejoyup!20:39
blast007and here's the lite version: https://static.bzexcess.com/misc_screenshots/boxes01.png20:39
allejolol20:39
blast007there's also a bunch of old maps here: https://static.bzexcess.com/downloads/bzWorlds/20:46
blast007(some of them are deal links since I had to build that from what was grabbed by archive.org)20:47
blast007kinda forgot about the old script/program that converted images to BZFlag maps (see the Calvin&Hobbes maps there)20:48
blast007JungleFighter1.0.bzw has a large number of objects20:49
tuponeIs there a way to reprocess mesh to remove polygon? They are deprecated (and slow)21:57
WhatsUpDangerjust draw it as a triangle fan22:06
WhatsUpDangervoid split_poly(const std::vector<Vector3> &verts)22:15
The_NoahI just tested the radar and console on Urban Jungle and turning them off makes a bug-huge difference.22:38
*** Zehra <Zehra!~Zehra@unaffiliated/zehra> has joined #bzflag23:32
*** spldart <spldart!~spldart@bzflag/contributor/spldart> has joined #bzflag23:52
*** ChanServ sets mode: +v spldart23:52
moriahmacsforme: this coming sunday we're having a community event on Troy server to commemorate those gone....T-roy's bday was yest.  Sent out pms to all reg'd players & posted to forums.  Hopefully it will be large event.  Allejo says he'll have replay server for it23:52

Generated by irclog2html.py 2.17.3.dev0 by Marius Gedminas - find it at https://mg.pov.lt/irclog2html/!