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BZNotify | bzflag: vien2024 opened issue #342 "Potential buffer overflow in RecordCommand() function in bzfs module" (https://github.com/BZFlag-Dev/bzflag/issues/342) | 03:08 |
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blast007 | this use of bz_ChatEventData_V2 appears to be completely pointless, right? https://github.com/BZFlag-Dev/bzflag/blob/2.4/src/bzfs/bzfs.cxx#L5056-L5074 | 10:37 |
blast007 | years ago, we had actually called the event in there, but we moved that elsewhere | 10:38 |
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bz-next | that does look pointless | 12:28 |
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bz-next | https://github.com/bz-next/bz-next/blob/development/misc/tank.blend If anyone wants a blender model of the tank logically separated into the pieces that the game cares about | 12:48 |
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bz-next | https://i.imgur.com/FG5N6Xv.png now it's fully imported. Basically, there is a tank object builder, and you can set playerID, team, and the draw/animation groups to add it to, then generate the tank | 13:19 |
bz-next | the tank itself is a composite object, made up of barrel, turret, left/right casings, three separate wheels on each side, and the body, so it can be exploded and animated easily | 13:21 |
bz-next | Each tread for each player gets a separate material with a separate texture matrix for tread animation. Wheels will just be rotated. | 13:28 |
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bz-next | you can watch tanks drive around now, I just have to wire up the appropriate driving and explosion animations | 13:58 |
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bz-next | https://i.imgur.com/pZo9hwE.png | 14:14 |
SpringTank | I wonder if you could use replay data to do automatic animations? | 16:52 |
bz-next | afaik replays should just work but I haven't tried it yet | 18:28 |
bz-next | it'd be neat if there was a way to export animation data to blender or something, but I imagine there'd be a lot of work in that | 18:32 |
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bz-next | On another note, I was thinking, it might be nice to integrate doxygen into the codebase, it could create at least some documentation automatically and it'd be easier to add stuff, since you could just add comments | 18:41 |
bz-next | personally, I feel like the advantage is marginal, since with a good editor these days you get a lot of instrumentation, but some people do like having docs, and it would be easy | 18:42 |
bz-next | this whole time I thought tankIDLNode meant something like IndexedDisplayListNode... turns out it's "interdimensional lights node" and it's not used... | 20:56 |
blast007 | heh | 22:09 |
blast007 | you sure it's not used? | 22:10 |
blast007 | it's added when showTreads is enabled | 22:12 |
bz-next | thanks for reminding me that I can never be sure of anything | 23:11 |
bz-next | I think I'll have all the basic tank animations (squishing, resizing, treads and wheels, color and team changes) working today. Jump jets and other billboards I'll handle later. Lights-wise, I'd like to try making all lights world lights for simplicity and because it'd probably be an improvement | 23:14 |
bz-next | but that will be part of the multi-stage rendering idea | 23:14 |
bz-next | the way bullet lighting works now (from what I've overheard) sounds really complicated and I'd like to avoid the complexity and limitations of it | 23:15 |
bz-next | something about subdividing walls and then vertex coloring them? | 23:16 |
bz-next | https://learnopengl.com/Advanced-Lighting/Deferred-Shading essentially following this tutorial and implementing the necessary support stuff to allow this sort of process to happen | 23:19 |
bz-next | it'd be cool too because then the entire scene can be rendered to a cursed ImGUI window, lol | 23:21 |
bz-next | for all the players that can't get enough of ImGUI and want to play the game like that | 23:21 |
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bz-next | the current code does a tonne of math to try to figure out how to animate treads and wheels, and despite all that, I don't think it actually works right. If you follow a tank in observer, the treads and wheels look like they are going way too fast | 23:37 |
bz-next | If there's a value that works mostly right for a given tank model, it should just be baked into the code rather than trying to calculate it based on an abstract idea of what the tank mesh looks like, since I feel that is doomed to failure. Especially if the mesh ever changes | 23:42 |
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