IRC logs of Libera.Chat #BZFlag for Tuesday, 2024-02-20

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BZNotifyfeature/container @ bzflag: blast007 pushed 1 commit (https://github.com/BZFlag-Dev/bzflag/compare/a3cd157cc8d9...730c0479c76c):11:34
BZNotifyfeature/container @ bzflag: blast007 730c04: Add information about automatically starting Podman containers (https://github.com/BZFlag-Dev/bzflag/commit/730c0479c76ca68a64ab4b780728a45ed96f6c3e)11:34
BZNotifybzflag: blast007 synchronized pull request #339 "Add official Dockerfile to the project" by allejo (https://github.com/BZFlag-Dev/bzflag/pull/339)11:34
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bz-nextI have to take a moment to plug the Magnum graphics library, the developer is extremely responsive and helpful. I've never seen this level of support for an open source library before. Companies pay big bucks for way worse support.17:03
bz-nextI don't think I've ever waited more than a day to have some question answered, and often it's instant17:22
bz-nextAnd by an actual domain expert, too!17:22
blast007mmmmm, Valve just released their Steam Audio codebase under the Apache 2.0 license.17:51
blast007https://valvesoftware.github.io/steam-audio/   https://github.com/ValveSoftware/steam-audio  https://steamcommunity.com/app/596420/eventcomments/4361243264663731579?snr=2_groupannouncements_detail_17:52
blast007and it supports Windows, Linux, macOS, Android, and iOS17:53
bz-nextyay it has a plain C api17:54
bz-nextthat could be cool to try pulling in17:55
blast007I hope that "Realtime Sound Propagation" means it takes the speed of sound into account to delay when a sound reaches you, because that would be one improvement over OpenAL17:56
bz-nextopenAL is what is used currently?17:57
blast007nope, our audio code is fully custom18:01
bz-nextfrom playing it seems to try to do audio delay, direction and even some sort of doppler thing sometimes?18:02
blast007yup18:02
blast007it treats each ear separately for the sound propagation18:03
blast007and the wave propagates out from the sound source, so you won't hear it until the wave has reached you.  Also, in the unlikely event that you respawn or teleport further way, it's possible to hear the same sound twice, since it doesn't remove the audio source until it has left the world area.18:04
bz-nextah yeah I have noticed that before18:06
bz-nextit'd be cool if you could download map geometry into this steam thing and it'd magically make it all work better18:06
blast007guess I should say in the unlikely even that you heard a sound and THEN teleport/respawn further way before it has reached that new location...18:06
blast007event*18:06
blast007away*18:06
bz-nextI find it hard to distinguish direction in the current system, especially front/back, but some players have gotten good at it...18:07
blast007I had a previous attempt at switching it over to OpenAL: https://github.com/BZFlag-Dev/bzflag/pull/15818:07
bz-nextdid it help with spatialization18:07
blast007no idea18:08
blast007I hadn't tested it that much18:08
blast007at the time, the motivation was to fix the popping sound that we had in BZFlag's audio code.  The difference in how OpenAL handled the propagation complicated how I would need to integrate it.18:10
bz-nextI'll pull the steam thing into my experiment so it'll be there once it's time to play with audio...18:13
bz-nextmaybe having the mesh data aggregated will make it easier to feed in18:13
blast007I wonder how much complexity it handles18:15
bz-nextwhy is the default release binary objects and includes whyyyy18:15
blast007hmm?18:15
bz-nextI was hoping it'd be source code I could just git submodule in18:15
blast007oh, their stuff18:16
bz-nextI can't imagine anyone happy with a distro that's a bunch of pre-built libraries and headers, since linking prebuilt stuff for multiple platforms sounds like a mess18:16
bz-nextJust makes me wonder, who is that for, exactly?18:17
blast007where are you seeing binaries?18:18
bz-nexthttps://valvesoftware.github.io/steam-audio/downloads.html under C API18:18
blast007https://github.com/ValveSoftware/steam-audio18:18
bz-nextyeah...18:18
blast007keep in mind that this *just* went open-source 19 hours ago18:19
bz-nextalso looks like no WASM support?18:22
bz-nextI wonder if it would just work under WASM anyway18:23
blast007https://github.com/ValveSoftware/steam-audio/issues/23418:23
bz-nextthat looks promising in context18:24
bz-nextthankfully it has internal tooling to pull all its deps in18:31
bz-nexthopefully integrating it with cmake wouldn't be so bad... cmake scares me18:32
bz-nextthere is so much to be done to update this game18:36
bz-nextaudio, networking, graphics, pretty much every subsystem could benefit from getting plugged into modern libraries18:38
bz-nextand personally I don't feel like a rewrite with a game engine would end up as the same game18:40
bz-nextAFAIK the main open-source friendly engine would be Ogre and I don't know how it is to actually use18:41
bz-nextand even in that case it's only graphics afaik18:43
blast007I had compiled a list of possible engines/libraries back in 2016: https://docs.google.com/document/d/1xBUByF5D2-tmLe5NZW7yg5D5oUKwbaZkjKoN7PJ1dR4/edit?pli=1#heading=h.if9wbbnv37t218:45
blast007https://github.com/SLikeSoft/SLikeNet  <-- that's a fork of RakNet that *was* getting updates, but seems to not have been touched in 3 years.18:47
bz-nextWould a dedicated networking lib tailored for games bring anything to the table over using regular networking tools?18:50
bz-nextThat's a good doc btw I'll have to study it a while18:50
blast007there's also Entity Component Systems like flecs ( https://www.flecs.dev/flecs/ ) and EnTT ( https://github.com/skypjack/entt )18:51
bz-nextfrom what I know so far, I think you could integrate any of these with the magnum scenegraph using "features" which are abstract bits of data/functionality that can be attached to scenegraph objects18:53
blast007another network library for games: https://github.com/mas-bandwidth/yojimbo18:55
bz-nextI like the idea of pulling in new libs one by one and connecting them to the game because it might actually be humanly possible18:56
blast007yeah18:57
blast007replacing the networking with a library will itself be a major undertaking because of how spread out our handling of networking is18:57
blast007same for everything else18:58
blast007we have everything intermingled :)18:58
bz-nextlol yeah... hopefully each step results in some general cleanup that makes later steps easier18:58
bz-nextmy plan is to do the absolute bare minimum so that it actually has a chance of getting done18:58
bz-nexteven then, it's like cutting through a jungle with a machete, there's so much that needs to be connected up again18:59
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blast007hahaha, I think I just figured out why BZEditW32_1.6.5.exe has so many weekly downloads on SourceForge.  winetricks uses it to source some Visual C++ 2003 DLL files.19:24
blast007https://github.com/Winetricks/winetricks/blob/master/src/winetricks#L13082-L1311219:24
blast007that's been a mystery here since at least 201619:30
blast0072015*19:30
blast007apparently we knew about that in 2008 even, since brlcad noticed it.19:47
blast007<+DTRemenak> brlcad: yeah, Dan Kegel wanted a "small, free app that ships the vc7.1 runtimes"19:47
blast007<+DTRemenak> so I suggested bzedit ;)19:48
blast007I had just forgotten about that and then later wondered why bzedit saw thousands of downloads per month19:48
bz-nextlmao what the heck19:54
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