<< 08-06-2017 >>

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00:04:55FromGitter<Varriount> Urban: If you want maximum performance, use a 1D sequence and did the inside calculations. Otherwise, that should be fine
00:05:16FromGitter<Varriount> Urban: Do you know any of the sequence sizes at compile time?
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00:54:10ritchie_dom96, delayed thanks!
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03:20:08captainkraftAre there any active blogs about Nim anymore? Most of what I've come across is not maintained anymore.
03:20:15captainkraftIs that a bad sign? :-(
03:21:37def-pri-pubI write stuff (sometimes)
03:21:40def-pri-pubhttps://16bpp.net
03:21:51def-pri-pubI really should write more things about Nim...
03:21:58def-pri-pubIn fact, I just need to do more writing.
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03:30:03captainkraftI want to write more as well. Hard to step back from writing code to writing for humans
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03:34:18captainkraftI've been learning Nim for the last week and I think it might be my next favorite language. C has been my favorite for quite a while.
03:34:52captainkraftI'm not sure what to make in Nim just yet. I've been rewriting some hobby game code in Nim, but I'd like to do something new as well.
03:35:16captainkraftFinding a few blogs to read about what others are doing was my first plan. That kinda fell through :-/
03:48:14chrishellerI used to blog more, but haven't found time lately.
03:49:45chrishellerWhat sort of things are you interested in, coding-wide?
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08:46:32FromGitter<UrKr> @Varriount Aha, 1D seq is interesting. Unfortunately I don't know the sizes at compile time.
08:47:11FromGitter<Varriount> Then a sequence of sequences will suffice
08:47:46FromGitter<UrKr> Yeah, probably.
08:48:07FromGitter<Varriount> Urban: A sequence points to dynamically allocated memory, so a sequence of sequences is like an array of pointers
08:48:38FromGitter<Varriount> There's an rtarray module, but I don't know if it's actually documented
08:57:03FromGitter<UrKr> Right, I think that should be fine. I'll check out rtarray if the need arises. Thanks for the help!
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10:52:47federico3perhaps a blog aggregator / planet would help?
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11:25:16euantorThat might be cool, I also like the idea of featuring guest articles on the main site like has been done a few times now
11:27:02dom96Yeah, a planet sounds good.
11:27:28dom96I am more than happy to feature more articles on nim-lang.org, just create PR :)
11:29:05euantorDoes the main site have RSS by the way? I don't see any links to it
11:34:06dom96https://nim-lang.org/feed.xml
11:34:16dom96bottom of the "All Articles" page
11:34:36euantorAh, thanks
11:35:42federico3dom96: is it doing aggregation already?
11:35:50dom96no
11:52:32krux02I am sorry when I am annoying, but I would really like to put some attention on this issue: https://github.com/nim-lang/Nim/issues/5845
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11:53:38dom96Araq: ^^
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13:32:02subsetparkcaptainkraft: I try to write mostly about Nim these days: blog.zdsmith.com
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15:20:06FromGitter<Varriount> @krux02 What's the big discussion? commas vs spaces?
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15:52:18Araqkrux02 so Nim 0.18 will restore the old 'do' parsing rules?
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17:41:16shmupftsf: curious about spr(). i have a sprite in 0, it is only 1,1, and rendering it crops it off. makes me think i'm lacking an understanding. i may answer this for myself before you get around to it :P http://i.imgur.com/USRdY14.png
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17:44:32shmupoh, heh ftsf. my aseprite grid is set to 8x8 and not 16x16 like yours. :)
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17:46:25shmupyeah, set w/h in grid settings to 8x8 :) ftsf
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17:57:03ArrrrMmm, so many game devs working with nim. Is nim used primarily for games?
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18:19:14dom96Arrrr: Right now it does seem to be that way
18:27:06FromGitter<dandevelop> Does anyone know any GUI app sample for OSX built with nim?
18:29:12FromGitter<dandevelop> A minimal sample would just link Cocoa and display a window
18:30:16demi-dandevelop, wrapping the cocoa APIs to do it?
18:31:40FromGitter<dandevelop> @demi-: yes, something like that. Looking for a place to start
18:32:25dom96dandevelop: I've written this: https://github.com/dom96/notifications
18:32:36dom96It might help you get going
18:33:28FromGitter<dandevelop> That looks like a great start. Thanks @dom96!
18:33:56demi-i've got very little code working with cocoa, most of it is just looking at the nim manual on how to do importing of objc code
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18:36:17FromGitter<dandevelop> @demi-: thanks, do you have any repo that I could take a look at?
18:37:35FromGitter<dandevelop> @dom96 : just hit an error nimble/pkgs/notifications-0.1.0/notifications/macosx.nim(102, 45) Err ⏎ or: you must provide a compile-time value for the discriminator 'kind' in order to p ⏎ rove that it's safe to initialize 'selectedTitle', 'selectedIdentifier'.
18:39:10dom96bah.
18:39:22dom96This is a new error. Araq, shouldn't we have a deprecation path for that? ^
18:40:12dom96I'm not even sure how I would fix that. https://github.com/dom96/notifications/blob/master/notifications/macosx.nim#L100
18:40:17AraqI argued for this too but it came up so rarely we ended up not bothering
18:41:02Araqkind: ClickKind.AdditionalActionClicked
18:41:30Araqetc. 3 lines to change
18:41:32dom96oh right, that sucks a bit.
18:41:57dom96I have to add a branch for each enum value...
18:42:08dom96even though the others have the same code
18:47:55PMunchdandevelop: If you want GUI for more than just OSX (cross platform between OSX, Linux, and Windows) you might want to check out https://github.com/PMunch/wxnim
18:48:18PMunchThe genui macro makes it super simple to create UIs
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18:52:40demi-wx is awful, especially on OS X
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18:53:50PMunchYeah it isn't great. But it works
18:54:06PMunchI actually haven't tried it on OSX, not having access to any OSX machines myself..
18:54:17AraqPMunch: fork of mine? do we want to update the nimble entry then?
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18:54:37PMunchAh yes, the wxnim branch is a fork of yours
18:55:06Araqhave you thought about using a DSL inspired by karax?
18:55:18PMunchWe spoke about this quite a while ago, the problem with my branch is that I have modified the .nim files generated from the .h files
18:55:25PMunchSo they can't be auto-generated any longer
18:56:21PMunchWell, I wanted the DSL to be as close a mapping to the generated code as possible.
18:57:08PMunchThat makes it easier to use when looking at wxWidgets results
18:57:13PMunchs/results/examples
18:57:33AraqI mind the % stuff
18:57:44PMunchYeah... That was a bad idea :P
18:58:01Araqand with the extended colon syntax, let foo = stuff: moreStuff is possible
19:01:32PMunchExtended colon syntax?
19:08:11PMunchI don't like mixing Nim code with a DSL though..
19:08:33dom96dandevelop: I fixed the problem.
19:08:41PMunchLeads to weird stuff like the Jester template bugs..
19:10:46FromGitter<dandevelop> Thanks @dom96! Just trying to remember the command that updates the package on my machine :D
19:11:34dom96nimble install notifications # should do it
19:12:14dom96(this will only ever get you the latest tagged version, or if there is no tagged version it will get you HEAD)
19:12:39dom96(so you might need to use 'nimble install pkg@#head' for other packages in the future)
19:12:40FromGitter<dandevelop> oh, that was easy. Thanks!
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19:14:52FromGitter<dandevelop> @dom96 do you know if there are any plans to make the compiler do that automatically in the future (without having to modify those 3 lines)
19:15:31dom96hrm, do what automatically?
19:15:58dom96The compiler used to accept the previous code, but the object constructor is going to become more ML-like.
19:16:14FromGitter<dandevelop> ML-like?
19:20:19dom96Essentially it will become safer: eliminate any possibility of a runtime error.
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19:30:18FromGitter<dandevelop> Sorry for asking: what does ML stand for?
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19:32:16PMunchhttps://en.wikipedia.org/wiki/ML_(programming_language)
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19:52:44dom96I just googled "introduction to metaprogramming" and def's Nim article shows up at the first result. Nice.
19:52:50dom96*as
19:55:15FromGitter<dandevelop> Thanks @dom96. I asked because my mind jumped to ML=Machine Learning. Too much AI hype I guess :)
19:56:29dom96PMunch deserves the thanks ^ :)
19:56:49dom96Btw there is no need to be sorry about asking
19:57:52FromGitter<dandevelop> Ah, sorry about that. Thanks PMunch. Reading this on mobile makes my eyes confused
19:58:01PMunchOh yeah, I think I'm a good couple hits on the "introduction to metaprogramming" article :P
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19:58:15PMunchdandevelop, no problem. Just a simple Google search :)
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22:24:39captainkraftdom96 and Araq: do you two use Nim for your daily work (other than improving Nim itself)?
22:24:56dom96captainkraft: I don't, Araq does.
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22:25:58captainkraftNot allowed to use it at work?
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22:32:37dom96captainkraft: I'm a student :)
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23:02:17captainkraftNot allowed to use it at school? :-P
23:02:46captainkraftAraq and dom96: given the choice, do you think you'll ever use a language other than Nim?
23:03:10dom96captainkraft: indeed, it's Java all the way down here :P
23:03:22shmupftsf: i kinda like this line drawing algo http://www.redblobgames.com/grids/line-drawing.html
23:03:26dom96captainkraft: Never :D
23:03:34captainkraftWe used Java quite a bit, but there were a fair number of courses that gave us a choice.
23:03:36dom96(Unless I am forced to)
23:03:49captainkraftAt first, I thought Java was the best. Now, it's my least favorite language.
23:04:38captainkraftAre there any tools, libraries, etc. that you think Nim is missing so far? What kinds of things would you like to see people making with the language?
23:05:11captainkraft^ general question for anyone, really
23:08:20FromGitter<zacharycarter> serialization / compression libraries
23:08:45FromGitter<zacharycarter> libraries for loading various 2d and 3d texture formats as well as 3d model formats
23:08:54FromGitter<zacharycarter> 3d rendering libraries
23:09:26FromGitter<zacharycarter> something equivalent to bgfx / gfx-rs for nim
23:10:04FromGitter<zacharycarter> a cross platform audio library
23:10:14FromGitter<zacharycarter> similar to soloud
23:11:08FromGitter<zacharycarter> more of an ecosystem / things built around karax
23:11:16FromGitter<zacharycarter> I guess that's it for me :P
23:15:01captainkraftzacharycarter: sounds like you're into gamedev
23:16:15shmupcaptainkraft: that's not a realistic question re: given a choice, heh
23:17:29FromGitter<zacharycarter> http://fragworks.io is my project currently
23:17:32captainkraftshmup: what I mean is, 'when you have a choice, would you choose something other than Nim'
23:17:59captainkraftzacharycarter, then why haven't you made all those things already?! :-P
23:18:17FromGitter<zacharycarter> I'm busy tying the already existing libraries / bindings together :P
23:18:22captainkraftKarax looks interesting. Not sure exactly what it is though. The README is a bit sparse
23:18:33FromGitter<zacharycarter> I think @yglukhov is working on that :P
23:18:45FromGitter<zacharycarter> I built this with karax - https://play.nim-lang.org
23:18:51FromGitter<zacharycarter> the front end anyway
23:19:31captainkraftWhat is the back end?
23:19:34FromGitter<zacharycarter> nim
23:19:44FromGitter<zacharycarter> it's all Nim baby :P
23:20:00captainkraftDoes the community have a name for people who use Nim?
23:20:08captainkraftNimsters seems fitting ;-)
23:20:11FromGitter<zacharycarter> I've heard Nimians and Nimmers
23:20:21FromGitter<zacharycarter> ooo I hate hipsters so please no
23:20:45captainkraftI'm sorry to be the one to tell you this, but...
23:20:54FromGitter<zacharycarter> hahaha
23:21:13FromGitter<zacharycarter> Hipsters wear skinny jeans and ride fix geared bicycles
23:21:38FromGitter<zacharycarter> and wear thick rimmed glasses / have huge beards
23:22:05captainkraftI can only condone huge beards. The rest is unacceptable
23:22:13FromGitter<zacharycarter> agreed
23:22:40FromGitter<zacharycarter> Nim needs a lot though to answer your question
23:22:49FromGitter<zacharycarter> my answer has been binding to C
23:23:05captainkraftI figured after 10+ years it would have a huge set of libraries.
23:23:22captainkraftA little bit of "chicken and the egg" going on?
23:23:35FromGitter<zacharycarter> Think of it as a fine wine
23:23:45FromGitter<zacharycarter> rather than C++
23:23:59captainkraftI'm already hooked. It's the rest of the world that hasn't seen the light yet
23:24:27FromGitter<zacharycarter> Unless Kotlin native blows up, people will eventually find their way to Nim
23:24:36FromGitter<zacharycarter> it's just a slow grueling process
23:25:07FromGitter<zacharycarter> I'm trying to get something written in Nim at work
23:25:12FromGitter<zacharycarter> like even the tiniest bit of production code
23:25:17captainkraftSo, you're making a game framework and you built the Nim toy by writing the front and backend yourself. What's your background?
23:25:40FromGitter<zacharycarter> History :P I'm a self-taught programmer
23:26:13captainkraftDid you teach yourself web development first?
23:26:54FromGitter<zacharycarter> Yup! It was definitely a lower barrier of entry, although I've always been fascinated by video games / wondered how they were made
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23:28:27captainkraftHave you shipped any games?
23:29:18FromGitter<zacharycarter> Mmmhmm, but not in a while, the last game I worked on was - https://www.toxicgames.co.uk/qube2/
23:29:21FromGitter<zacharycarter> well the original anyway
23:29:34FromGitter<zacharycarter> portal clone
23:30:08FromGitter<zacharycarter> I was working for another person on that project - I've never built anything / shipped anything of my own. I don't have great ideas.
23:30:43FromGitter<zacharycarter> @ftsf is another guy who frequents here that builds games with Nim
23:30:51FromGitter<zacharycarter> he just won a LD with Nim
23:31:43captainkraftVery cool
23:31:51captainkraftFrag looks interesting.
23:32:09captainkraftI've been writing my own SDL + OpenGL code, but maybe I could try out Frag
23:32:10FromGitter<zacharycarter> it looks like a hot mess atm
23:32:18FromGitter<zacharycarter> meh I wouldn't reccommend it
23:32:21FromGitter<zacharycarter> what are you trying to make?
23:32:46captainkraftNothing serious yet. Just small games to experiment with Nim
23:32:57captainkraftI might have good ideas, but I never finish them :-P
23:33:13FromGitter<zacharycarter> So frag is interesting - i've pulled a ton of technologies together and made them work with Nim
23:33:29FromGitter<zacharycarter> it's probably capable for 2d but for 3d that's another story
23:33:35FromGitter<zacharycarter> and 3d is where I want to go
23:33:48captainkraftDo you see it as something you're going to finish and maintain as a popular game framework?
23:33:48FromGitter<zacharycarter> but writing a rendering pipeline is difficult to say the least
23:34:06captainkraftI'm mostly interested in 2d, but someday want to move to some simple 3d
23:34:17FromGitter<zacharycarter> originally there were 2 people committed to it and then one person quit after about 30 committs
23:34:33shmupnico is a fun little library for 2d games although never intending to be frag level. it's a pico8 api clone sort of thing, captainkraft
23:34:47shmupcaptainkraft: https://github.com/ftsf/nico
23:34:53captainkraftThanks shmup
23:34:56shmupsee: games made with nico (at the bottom)
23:34:59FromGitter<Varriount> I have a Mac
23:35:38FromGitter<zacharycarter> I'd like to port something like https://github.com/nem0/LumixEngine to Nim
23:35:56FromGitter<zacharycarter> so I've been considering abandoning frag and working on something like ^ instead
23:36:05captainkraftAhhh, bummer
23:36:44captainkraftOh, you want something more full-featured rather than just a framework?
23:36:53captainkraftGUI engine and all the bells and whistles?
23:37:06FromGitter<zacharycarter> if you go 3d you need an editor in my experience
23:37:34FromGitter<zacharycarter> and you may as well implement a proper render pipeline
23:38:06captainkraftI see
23:38:11captainkraftHave you seen Godot?
23:38:16FromGitter<zacharycarter> mmhmm
23:38:33FromGitter<zacharycarter> I recently was wondering about Godot with Nim DLLs
23:38:35captainkraftI have only briefly used it. It has come a long way since the first time I used it though.
23:38:44FromGitter<zacharycarter> like you can compile a DLL with Nim
23:38:51captainkraftGDNative?
23:38:55captainkraftI think I read about that
23:39:09FromGitter<zacharycarter> well GoDot already allows you to write C++ code instead of GDScript right?
23:39:27FromGitter<zacharycarter> don't you already have to compile your code to a shared library?
23:39:39captainkraftFrom what I read, they have a few different ways to interface, one is called GDNative that uses a C++ DLL like you say
23:39:45FromGitter<zacharycarter> hrm
23:39:46captainkraftYeah
23:39:52captainkraftI could be mistaken
23:40:08FromGitter<zacharycarter> okay
23:40:13FromGitter<zacharycarter> I just googled and yeah that sounds right
23:40:17FromGitter<zacharycarter> I may have to play with this
23:40:23FromGitter<zacharycarter> and then stop writing an engine :P
23:40:31captainkraftHaha
23:40:59captainkraftI want to find some Nim projects to contribute to part-time. Maybe not Frag, if you'll be abandoning it ;-)
23:41:43FromGitter<zacharycarter> @Varriount you reading this ^
23:42:12FromGitter<zacharycarter> I'd love a contributor for frag, it just needs a direction to go in / someone to build a game with it
23:43:00captainkraftI'll take a look. Prototyping something small should be easy enough
23:43:04captainkraftI have to run. Thanks for the chat.
23:43:20FromGitter<zacharycarter> sure thing - frag has a gitter so hit me up in that when you have a sec
23:43:28FromGitter<zacharycarter> I'm going to play with this gdnative thing
23:43:41captainkrafthave fun, o7
23:43:51FromGitter<zacharycarter> o7