[00:01:39] <thebolt> nah, it shouldn't be any problem to change it
[00:13:24] <JohnTitor> SVN--> iceeey commited r569 to peragro_src with log message: Added configure check for Stackless based on Python check., Added better configure check for Boost::Python., Added configure check for Boost::Filesystem., Added appropriate dependencies to Jamfiles., Set proper svn:eol-style for all files., (+1591, -11581).
[00:13:33] <iceeey> hope I didn't screw anything up :)
[00:14:50] <sueastside> you removed 10k files, thats a bit of a bummer....
[00:15:24] <iceeey> I removed configure
[00:15:52] <iceeey> I forgot to mention that actually :)
[00:15:56] <sueastside> you bastard!
[00:17:56] <iceeey> thebolt, btw, the normal autoexec.py file gives an error: http://rafb.net/p/R81vMd26.html
[00:23:32] <sueastside> still works, good boy :)
[00:24:11] <iceeey> hm, this undefined symbol is probably related to my troubles with libpython2.5.so
[00:28:55] <thebolt> hm, could be yes
[00:29:00] <thebolt> however, that "PTutil" isn't used really
[00:29:04] <thebolt> so no point in importing it
[00:29:48] <thebolt> oh well, i have to sleep now
[00:29:51] <thebolt> have to get up in 6
[00:33:55] <iceeey> night
[01:17:37] <iceeey> yay! works
[01:17:51] <iceeey> now what to do with the interactive console... :)
[01:18:09] <sueastside> print 'sueastside rules'
[01:19:15] <iceeey> hm, i get an exception with that
[01:19:27] <sueastside> you bastard!
[02:36:03] <sueastside> ah no more scrolling on the wiki...
[02:38:05] <iceeey> the scroll, the scroll, the buttons, the buttons, scrollin' so smooth like the butter a muffin
[02:39:38] <sueastside> say what now? the buttons were the problem in the first place, my mouse was acting weird, so instead of fixing it, i fixed the wiki...
[02:41:04] <iceeey> what were you doing on the wiki anyway?
[02:41:42] <sueastside> im bored a lot...
[02:42:56] <iceeey> did you try the new blender?
[02:43:56] <sueastside> 2.43? ofcourse used all RCs :)
[02:44:24] <iceeey> and what do you think of it?
[02:44:30] <iceeey> is sculpt actually useful?
[02:45:23] <sueastside> not for me :)
[02:45:31] * sueastside hisses at organics
[02:45:42] <iceeey> it should make it easier to do... for mortals like you, no?
[02:45:57] <iceeey> come on, they're just squishy blobs
[02:47:56] <sueastside> well its for detailing, i dont have the patience for that...
[02:48:20] <iceeey> but you make all those duplicated arches and stuff for buildings
[02:48:39] <sueastside> hmm?
[02:48:55] <iceeey> http://hellemans.cyanox.nl/hell/screenshots/castle/castle5.JPG
[02:49:07] <iceeey> those tiny supports
[02:50:38] <sueastside> dupliverts on spline, draw the spline adjust the distance and voila instant repeat :)
[02:51:41] <iceeey> fancy fancy
[02:53:34] <sueastside> actually not as fancy as this yet http://www.blender.org/features-gallery/features/feature-videos/?video=modifier_stack wish i knew that back when i did the chains for the drawbridge :)
[03:02:36] <iceeey> that is way cool
[03:02:49] <iceeey> go back and do it right now :)
[03:02:59] <iceeey> and make up some cooler uses for that
[03:03:18] <sueastside> i will, just need to test if b2cs can export it...
[03:03:24] <iceeey> ah
[03:04:10] <sueastside> (it still doesnt support group linking decently yet, and its fucked up i cant get my levels to export correctly :s )
[03:04:39] <sueastside> the troubled life of an artist :/
[03:04:42] <iceeey> get caedes on it :)
[03:04:57] <sueastside> hes always busy :s
[03:05:03] <iceeey> with what?
[03:05:17] <sueastside> everything i guess :)
[03:06:17] <sueastside> all his little projects, pythonifying stuff, the new cs repo, cspop, ...
[03:06:27] <iceeey> what's cspop?
[03:06:52] <sueastside> the populious clone (how do you write that...)
[03:07:15] <sueastside> http://en.wikipedia.org/wiki/Populous
[03:07:59] <iceeey> does he have a site?
[03:08:10] <iceeey> i never thought he would actually make a game :P
[03:09:01] <sueastside> yes although dont know where :)
[03:09:29] <sueastside> he made that other game azura, how ever that didnt get very far...
[03:10:09] <iceeey> azura, never heard of that either
[03:11:15] <sueastside> http://delcorp.org/caedes/cspop7.png thats a screen of the pop
[03:13:51] <sueastside> ah theres also that cs plugin for firefox ...
[03:14:11] <sueastside> and the rendering cs window in blender ...
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[16:58:19] <sueastside> thebolt: would CS' cfgmgr be any good for a base(without the domains)? im not sure what youre plans are with it, so dont know how to make it look...
[16:59:05] <thebolt> sueastside: you mean use it or just take the idea?
[17:01:20] <sueastside> the idea, syntax and api wise... using it wouldnt work right, other deps and license wise...
[17:02:38] <thebolt> well, i think license is compatible, but deps yea
[17:02:56] <thebolt> i think it could serve as a base.. having key <-> value mappings where key is hierarchical
[17:02:59] <sueastside> just looking around on what direction to take, although im not really aware of flaws and limitations...
[17:03:09] <thebolt> and value one of several different types
[17:03:16] <thebolt> (tips, take a look at using boost::variant to store them..)
[17:07:41] <sueastside> interesting
[17:10:02] <sueastside> oh and where should i put it? src/.... ?
[17:11:00] <thebolt> ptcore i guess
[17:11:27] <sueastside> just throw it in there, or create a dir? :)
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[17:12:36] <sueastside> hey iceeey
[17:12:46] <iceeey> hi
[17:13:09] <thebolt> sueastside: for now, just throw it in there :)
[17:13:13] <thebolt> hi iceeey
[17:18:02] <iceeey> thebolt, i got everything working
[17:18:18] <iceeey> had to configure stackless with --enable-shared
[17:18:20] <sueastside> finally :P
[17:18:22] <thebolt> iceeey: ah, nice :)
[17:18:43] <iceeey> anything interesting to try on the console?
[17:19:06] <thebolt> well, it is full console ;)
[17:19:18] <thebolt> but unless you know the inner workings of stackless, not too much ,9
[17:19:20] <sueastside> mud server :)
[17:19:38] <iceeey> right
[17:20:32] <iceeey> what's the next step?
[17:21:08] <thebolt> i will (today) finish the migration from microthread.cpp to pycore
[17:21:59] <thebolt> so you will do t = PyCore.CreateTasklet (afun) \n PyCore.SetupTasklet (t, arg1) or possibly just PyCore.SpawnTasklet(afun, arg1)
[17:22:15] <thebolt> and where the CreateTasklet & SetupTasklet stuff is callable both from python and c++
[17:22:26] <iceeey> nice
[17:23:20] <thebolt> then i'll add a callabke =
[17:23:40] <thebolt> callable = PyCore.GetCallable (..) with a few different interfaces
[17:23:56] <thebolt> such as getting it from file (a file containing just a single callable), getting a class method from a file with a class etc
[17:27:07] <thebolt> so, any preference?
[17:27:18] <thebolt> file system maybe? real thread pool ?
[17:28:43] <iceeey> what requirements do we have for fs?
[17:29:04] <thebolt> not sure, not that high i guess
[17:29:14] <thebolt> just some simple platform independent way of referencing files
[17:29:16] <iceeey> right, shouldn't be too complicated
[17:32:13] <thebolt> no
[17:32:17] <thebolt> at least not now
[17:33:35] <iceeey> if we are going with bottom-up approach, we should focus on getting something resembles a game running soon :)
[17:34:03] <thebolt> Yes
[17:34:20] <thebolt> as soon as the tasklet stuff works we can add a small telnet server for debugging
[17:34:33] <thebolt> and create a main loop
[17:35:10] <iceeey> so that will contain the rudiments of networking and player entities
[17:36:24] <iceeey> essentially only difference it is from a MUD is the fact that you are using 3d coords and you have a graphical client :)
[17:37:28] <thebolt> well, then we have to write some entity-stuff on top of this, but i think that is a good next step
[17:42:10] <sueastside> thebolt: something like this then http://wiki.peragro.org/index.php/ConfigurationManager ?
[17:46:15] <thebolt> sueastside: yea, although i'd probably not have a concept of "open file" and no char*s for values (where ownership of memory can be questioned)
[17:46:59] <iceeey> what would that be used for?
[17:47:45] <sueastside> thebolt: please edit....
[17:47:59] <sueastside> iceeey: config stuff for the server i guess...
[17:48:23] <thebolt> i'd say for both client and server
[17:48:42] <thebolt> at least my idea is that the base (in ptcore and a few other libs) will be used by both
[17:48:54] <thebolt> and it would be used to get enough configuration values etc to bootstrap it ;)
[17:49:01] <thebolt> (at least)
[17:49:05] <iceeey> right
[17:49:17] <sueastside> oke ill move it to common...
[17:50:37] <sueastside> done
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[18:05:55] * sueastside pokes thebolt
[18:16:30] <thebolt> sorry, i am a bit busy with some school-stuff for maybe 30 minutes more and then i have to eat.. after that i can do PT stuff
[18:17:03] <sueastside> oke, ill go make dinner then...while i wait...
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[19:51:38] <iceeey> time for lunch
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[20:47:33] * sueastside gives thebolt another poke
[20:48:13] <thebolt> ah, sorry
[20:48:23] <thebolt> well, i don't have more comments than those i gave above
[20:49:56] <sueastside> thebolt: could you be more verbose on the open file/char* or edit the wiki to show what you mean.... cause i dont really have a clue :)
[20:52:21] <thebolt> well, as it seems now you have the "manager" just having one file open at a time
[20:52:26] <thebolt> ie there is a concept of "current" file
[20:52:53] <thebolt> i think i'd prefer a system where you just have "openfile" which loads file into current set of settings (overriding anyone currently in there which are duplicate)
[20:53:40] <thebolt> as for the char* .. there are methods returning char* such as char* GetStr(const char*) (or whatever it was called)
[20:53:44] <sueastside> aha, just overwrite?
[20:53:50] <thebolt> and there it is unclear about ownership of the memory
[20:54:02] <thebolt> in general (const) char* is a bad ide
[20:54:03] <thebolt> a
[20:54:08] <thebolt> use std::string (references) instead
[20:59:33] <sueastside> thebolt: http://wiki.peragro.org/index.php/ConfigurationManager so a load function (change all chars to std::string or just the returning ones? i guess the latter)
[21:01:53] <thebolt> i would say the first
[21:02:01] <thebolt> return std::string and pass in const std::string&
[21:02:27] <sueastside> ok
[21:03:32] <thebolt> (in release mode it all compiles down to same thing as passing const char* anyhow.. all (decent) standard libraries have std::string implemented with copy on write
[21:04:49] <sueastside> if its the same, why name it different? damn you weird coders!
[21:05:04] <thebolt> well, const char* is C
[21:05:14] <thebolt> const std::string& is C++
[21:05:53] <sueastside> didnt std come later then the actual c++?
[21:06:15] <thebolt> no
[21:06:33] <thebolt> or well, it came after first publication of c++
[21:06:42] <thebolt> but the first iso-standard of c++ contained what currently is in std::
[21:06:52] <sueastside> so later :)
[21:07:06] <thebolt> yea, but now it is part of standard c++ ;)
[21:08:36] <iceeey> you have to know all these little nuances to design a good C++ interface :)
[21:10:13] <sueastside> iceeey: if you have some comments, better say them now or ill start implementing :)
[21:10:51] <iceeey> how do the subsections work?
[21:11:43] <sueastside> subsection.key = value
[21:12:58] <sueastside> so it would return all keys with the subsection prefix...
[21:13:19] <iceeey> how will you store the keys/values?
[21:14:07] <thebolt> std::map ?
[21:14:19] <iceeey> that's what i was thinking
[21:14:33] <iceeey> but you need a variant value type, no?
[21:14:45] <thebolt> well
[21:14:50] <sueastside> an array of boost::variant
[21:14:54] <thebolt> not array of
[21:14:59] <thebolt> just map of string<->boost::variant
[21:15:20] <sueastside> yeah what ever you like to call it :)
[21:15:50] <thebolt> std::map > where the variant preferably is typedeffed ;)
[21:16:27] <iceeey> you could even templatize all the Set/Get methods
[21:17:06] <thebolt> hm, not sure you gain something from taht
[21:17:22] <sueastside> for 4 thingies?
[21:17:49] <iceeey> less duplication
[21:19:11] <thebolt> true
[21:19:26] <sueastside> feel free to edit :)
[21:19:39] <iceeey> it does make it more complicated of course :)
[21:23:24] <sueastside> where would i place this typedef?
[21:24:31] <iceeey> private section since it's an implementation detail
[21:26:14] <sueastside> http://wiki.peragro.org/index.php/ConfigurationManager
[21:26:47] <thebolt> sueastside: now, remove first two methosd.. and why separate name and path?
[21:28:06] <thebolt> ah, yes, it si PT namespace, not prefix ;)
[21:30:29] <sueastside> oke http://wiki.peragro.org/index.php/ConfigurationManager more? :)
[21:32:32] <thebolt> looks okay to me
[21:32:41] <iceeey> how does the Iterator work?
[21:34:25] <sueastside> not sure yet, either return a list of keys and let the user iterate it themselfs or make a iteratorclass with some hasnext() next() stuff ...
[21:35:51] <thebolt> hm, i think a method returning std::vector of keys under given substring is pretty good for now
[21:36:48] <sueastside> indeed
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