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Zehra | Reading from logs. BZFlag uses 32bits for everything... And thus there is no real need/sense for trying to make 64bit compiles. | 00:29 |
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Zehra | @Juest how are you compiling the plug-ins on Windows? (By Visual Studio? IIRC) | 00:31 |
blast007 | on *Linux* it's better to use 64-bit since there's floating point issues on 32-bit that lead to collision issues (particularly with teleporters interacting with mesh objects where you can get stuck in the teleport) | 00:43 |
Zehra | mb | 00:43 |
blast007 | and on mac I think we just build 64-bit binaries because that's all apple supports these days anyway | 00:44 |
blast007 | both x86 and arm64 | 00:44 |
Zehra | now I remember a lot of tele issues I've seen, especially with meshes and similar | 00:44 |
blast007 | x86_64* | 00:44 |
Zehra | (ironically this was on Windows, but it was where the client version made a tele crossable/uncrossable. [probably because the way it was compiled, now that I think of it.]) | 00:45 |
blast007 | IIRC, disabling the fast math compiler flag on Linux when building in 32-bit more fixed the collision issues | 00:46 |
Zehra | ^I think this would make a lot of sense, especially when the FPS options can effect the physics due to how fast/slow they are calculated. | 00:47 |
Zehra | Too high FPS and the physics fail and too low appears to make the game lag too much, IIRC. | 00:47 |
blast007 | too high makes the dt (time difference between a game loop) too small, which introduces extra precision issues with floating point numbers | 00:49 |
blast007 | it could be that the order we're doing some of the math in causes more of a problem as well | 00:50 |
Zehra | now I'm wondering about some of the BZDB variables (I can't recall this one right off the top of my head). | 00:51 |
blast007 | if you're talking about how changing some variables can break the game a lot, then yeah, same kind of stuff there :) | 00:53 |
Zehra | '_positionTolerance' was what came to mind to some extent. | 00:53 |
Zehra | @blast007, I remember now when I set the GM turn rate super high on the "Everyone is admin" server some years back... | 00:53 |
Zehra | The GM wouldn't hit the player, but circled around like some version of the turtle shells from the mario game series. | 00:54 |
blast007 | setting the tank speed really high can result in you going out of bounds | 00:54 |
Zehra | instant phasing through objects at around 3000 or so | 00:55 |
blast007 | which might actually happen because the code that keeps you from going inside an obstacle (or at least the outer wall) pushes your position back a bit based on your tank speed, so if you set the speed really high and drive into a corner, you'll see the tank positioning itself *further* from the corner the faster you try to move into the corner | 00:56 |
blast007 | it's basically not noticable with normal tank speed | 00:56 |
Zehra | recently I've been messing with the states of players. (setDead allows me to force spawn players, otherwise I can't.) | 00:58 |
Zehra | which nearly got me to where I figured out how to get a real HTF mode working | 01:00 |
Zehra | but mainly, it's a bit interesting how much is really possible in BZFlag, especially since sometimes even the bugs make really good features :) | 01:01 |
Juest | no reason in particular, just curious about making it work because why not, it's there after all | 02:09 |
Juest | blast007: did it ever function under 64 bits on windows? | 02:10 |
Juest | Zehra: what logs? | 02:50 |
Juest | oh blast logging | 02:50 |
Zehra | Juest: IRC logs. I haven't worked in the timber and logging industry yet. :P | 02:57 |
Juest | haha | 03:21 |
Juest | i did realize where it came from when i looked at the topic | 03:21 |
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blast007 | Juest: 2.4.0 had both a 32-bit and 64-bit installer, and then we dropped that for 2.4.2 | 10:56 |
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BZNotify | master @ asset-manager: blast007 pushed 3 commits (https://github.com/BZFlag-Dev/asset-manager/compare/d839c3a85b0e...e4623f3bd4a4): | 14:38 |
BZNotify | master @ asset-manager: blast007 325ed4: Send the form data correctly. (https://github.com/BZFlag-Dev/asset-manager/commit/325ed4731c5bdbdbd0e36ae58140f1357be66c3e) | 14:38 |
BZNotify | master @ asset-manager: blast007 acd047: Add modal dialog for errors and notifications. (https://github.com/BZFlag-Dev/asset-manager/commit/acd047420c88c2257444918084355be51cf7aae1) | 14:38 |
BZNotify | master @ asset-manager: blast007 e4623f: Make the upload limit progress bars red when the max is exceeded (https://github.com/BZFlag-Dev/asset-manager/commit/e4623f3bd4a4cc279f44df76647eeeb458ba8f35) | 14:38 |
Juest | blast007: what broke? | 16:47 |
blast007 | I don't know if anything broke or if we just didn't think it was worth it | 16:48 |
Juest | clearly something broke afterwards | 16:53 |
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SpringTank | bzflag is so old it really doesn't need 64 bit. | 21:14 |
SpringTank | except for the aforementioned bugs in linux. | 21:14 |
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Juest | there's no floating point bugs on windows? huh | 21:38 |
blast007 | there aren't *major* ones that break the game, at least | 21:39 |
blast007 | on 32-bit linux you would literally get *stuck* in some teleporters | 21:39 |
blast007 | like, you'd have to self destruct | 21:39 |
Juest | how bad are those minor bugs? | 21:40 |
blast007 | none that are documented specifically for Windows | 21:41 |
Juest | i see | 21:43 |
Juest | is the incorrect tris bug on release windows only? | 21:43 |
Juest | tris count | 21:43 |
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BulletCatcher | I spent a lot of time analyzing the problem specific to 32-bit Linux. I forget all of the details now, but I was able to narrow it to one non-trivial section of code. Turning off gcc optimization for that one section fixed the problem, and I concluded that the real problem was in the gcc optimizer. I wasn't able to go further. | 22:11 |
Juest | oh interesting, any chance of bringing those changes into a PR? | 22:21 |
blast007 | Juest: we don't really care about 32-bit lin ux | 22:25 |
blast007 | linux* | 22:25 |
Juest | oh well | 22:25 |
blast007 | why would we? | 22:25 |
Juest | legacy users but i guess 32 bits linux has long been phased out | 22:26 |
blast007 | define "legacy". People running on Pentium III systems? | 22:26 |
Juest | if it was a few years ago before the removal it might had some weight | 22:26 |
Juest | people running a 32 bits processor | 22:26 |
blast007 | yeah, which processors you talking about. Pentium III and early Pentium 4? | 22:27 |
Juest | i guess? | 22:27 |
Juest | wasn't talking about any cpu in particular | 22:27 |
Juest | would bzflag work in windows pe if linked statically? | 22:28 |
BulletCatcher | The changes I made to analyze the 32-bit problem weren't suitable for use in production code. | 22:33 |
BulletCatcher | At the time 32-bit Linux was already becoming obsolete, but I was stubborn enough to see if there was a way to fix it. I couldn't narrow it down to a section of code small enough to really figure out what was wrong. | 22:38 |
Juest | aw | 22:40 |
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