macsforme | 30,000 collision surfaces sound like a bit much in any game... much more so for a game that is 30 years old :-P | 02:36 |
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macsforme | I believe other games tend to have the collision primitives completely distinct from the visible, more detailed geometry | 02:38 |
macsforme | I would probably want the same if we were to redesign our map file format | 02:39 |
Agatha | I figure you'd want to organize the collision surfaces in some acceleration structure, which I think bzflag actually already has. Then you don't have to care about it—or at least, you can dedicate it to physics middleware, like Bullet. | 04:52 |
Agatha | Also, for the record, while any modern 3D game these days will have millions of polygons in a typical frame, bzflag's simple geometry is a quintessential part of its charm! Moreover, you collide with something, you know *exactly* what you're going to get; this geometric, mathematical precision with which game worlds are fabricated makes for uniquely interesting gameplay, you ask me. | 04:59 |
BZNotify | bzflag: allejo created branch replay-api (https://git.io/JDuQu): | 05:19 |
BZNotify | replay-api @ bzflag: allejo 9def72: Add API functions for replay servers (https://git.io/JDuQz) | 05:19 |
allejo | are reply files the only files that bzfs writes? | 06:16 |
allejo | replay* | 06:16 |
allejo | oh wait ban files too | 06:17 |
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Optic_Delusion | allejo /saveworld | 13:11 |
Optic_Delusion | and /report | 13:14 |
blast007 | /saveworld is a client-side command | 13:17 |
blast007 | allejo: replays, bans, user db (if that's still a thing), pid file, reports, cacheout file | 13:21 |
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SpringTank | don't forget vars right? when you change a server var isn't it supposed to save those to the vars file specified? | 20:53 |
SpringTank | *it never worked for me | 20:54 |
blast007 | no | 20:55 |
allejo | thank you all. i want to see if there's a unified way of writing out files | 20:55 |
blast007 | allejo: write it all to the cloud | 20:56 |
* blast007 ducks | 20:56 | |
blast007 | unified meaning what? | 20:56 |
blast007 | we do have some areas using fopen/fwrite and others using std::ofstream (or whatever it is) | 20:57 |
allejo | yah, exactly that where we use both methods | 20:57 |
allejo | wanted to see if we used multiple ways or just one. cuz i know we have a plugin_files.h that lets you read from files but not write to files. wanted to see if it was worth making a consistent way of doing that | 20:58 |
blast007 | is writing files from a plugin something people are needing or doing? | 21:01 |
allejo | idk I've done it before and need to do it again lol | 21:02 |
blast007 | "I've done it before and I'll do it again! Naaaaaarrrrrr!!!" | 21:02 |
allejo | :p | 21:04 |
blast007 | not sure there's much of a point to it though if you can just use std::ofstream in your plugin | 21:07 |
blast007 | two lines of code to open a file and write stuff to it | 21:08 |
allejo | very true | 21:13 |
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