<< 10-08-2015 >>

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03:03:56nevercastHow ready is the async networking & future's features of the stdlib?
03:04:42nevercastWould it be best to use sync sockets or asyncio, over asyncnet/dispatch ?
03:06:32nevercastAlso is there any 'namespacing' features provided by nim? Or is every procedure scoped globally ?
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03:34:20nevercastScoping is only required when the reference is ambigious. That's one question resolved.
03:35:19renesacyep, I was going to answer that to you: http://nim-lang.org/docs/manual.html#modules-import-statement
03:36:51nevercastThank you, renesac. I fortunately had just read that seconds before however. (:
03:38:49nevercastYou wouldn't happen to know the state of the networking? net and asyncio say 'depreciated'. asyncdispatch says Experimental. I'm assuming no stable library exists.
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08:24:06baabelfishdom96: got past the table and texture problem with seq[Texture] and a Table[string, int] that maps to the index of the seq... pretty :D
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09:26:58Varriountbaabelfish: What are you working on?
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09:33:01baabelfishVarriount: trying to make game
09:33:42baabelfishUsing a table to cache textures there
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09:36:36fowlbaabelfish: just delete the destructors
09:38:12fowlthat feature has no business in a c wrapper
09:43:58baabelfishfowl: https://github.com/BlaXpirit/nim-csfml/issues/6 hmmh
09:44:26fowlIf you fork it you can use your fork as the dependency in the .nimble
09:45:21baabelfish"-d:csfmlNoDestructor"
09:51:14Varriountbaabelfish: Well, I would love to see your game once it's done (or even before it's done!)
09:54:04baabelfishVarriount: heh, the priority here is to learn Nim
09:54:27baabelfishI like making engines more than the actual games
09:56:28coffeepotbaabelfish, what kind of game-tech are you making?
09:56:44coffeepot2d, 3d, voxel, etc?
09:56:47baabelfishcoffeepot: 2d
09:56:55coffeepotcool :)
09:57:35baabelfishI try to make generic modules that are usable in other screnarios too
09:57:39baabelfishscenarios*
09:58:00coffeepotI'm trying to do that too, hopefully get a generic octree module out at some point
09:58:15baabelfishcoffeepot: heh, I just made a quadtree
09:58:22coffeepot:)
09:58:35baabelfishshould make a kd-tree also
09:58:56coffeepoti've been wondering if there should be a trees.nim module...
09:59:08baabelfishcoffeepot: using an intrusive list inside there so I get constant time removal
09:59:22coffeepotnice :)
09:59:43coffeepotinside the quadtree?
09:59:48baabelfishinside the nodes
09:59:59coffeepotah i see
10:00:23baabelfishit has minuses but it's quite ok tradeoff
10:02:23coffeepoti do like how nim has del for seq that saves having to shift memory when deleting too
10:02:40coffeepotas long as you don't care about order that is
10:02:41baabelfishyeah, but it forgets the order
10:04:16fowlFwiw i have bbtree, quadtree and some other game related libraries in my nimlibs package baabelfish
10:05:51baabelfishfowl: nice
10:06:14coffeepoti must say i learnt a lot from your fowltek, fowl :)
10:06:35baabelfishverlet also :P
10:10:46baabelfishfowl: I'm wondering why retrieve is not an iterator
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10:10:52baabelfishin the qtree
10:13:24fowlbaabelfish dunno, feel free to take anything from there and run with it
10:13:50baabelfishfowl: heh, thanks
10:20:14coffeepotdoes anyone think it'd be worth having a starter game module for nim?
10:20:24coffeepotlike we have basic2d and basic3d
10:20:42gokrHey guys
10:20:49coffeepothey :)
10:22:54gokrI presume we all are aware of Urhonimo too, just saying. Sure, not pure Nim though.
10:23:31gokrBut its a pretty strong foundation, and we would love people to join in.
10:25:00coffeepoti did have a good look at Urhonimo myself, but had trouble compiling the dependancies :/
10:25:19gokrReally?
10:25:33gokrUrho3D tends to be very easy to build IMHO.
10:26:24coffeepotI can't remember what it was, but I downloaded it, then tried to compile and needed some other stuff, tried to compile that and needed some other stuff, then just gave up :D
10:26:35gokrSounds strange.
10:26:47gokri tried giving proper instructions on the README
10:26:49coffeepothowever, I'm trying to do a voxel game so kinda wanted to do my own engine anyway
10:27:52coffeepotjust looked again, I think I was too lazy to install vs2013
10:27:57coffeepot:)
10:28:11gokrYou on Windows?
10:28:14coffeepotaye
10:28:26gokrWell, so is Araq and he made Urhonimo so :)
10:28:36gokrI use it perfectly fine on Linux.
10:29:03gokrAnd we are deploying on both Windows and OSX, so it will work on at least both those.
10:29:08gokrAnd we aim for mobile later.
10:30:13fowlYou can build it for gcc too
10:30:18coffeepotwell I wasn't sure it was the engine I wanted anyway because I wanted to make an engine to learn both nim and voxel graphics, so I must say I didn't try very hard :)
10:30:39fowlWindows sucks to dev on. I used to have 6 or 7 different compilers
10:31:36gokrThe upsides for Urhonimo is probably all the rest of the pipeline, shaders, DirectX + OpenGL, lighting blablablabla. Its so much my head spins.
10:32:30fowlUhro is cool, i especially like the networking/scene replication
10:33:04gokrWe have been putting it under some strain and it seems to perform really well in my simplified understanding.
10:33:27gokrModels with millions of polygons work great.
10:33:57gokrThe support of models from various formats is also quite impressive - via AssetImporter.
10:35:14coffeepotMy current aim is to have a spatial array with octrees in the buckets and use a 3d bresenham line algo to raycast, then resolve the details with the octrees. Currently I'm rendering in opengl - do you think Urho3d would be suitable to just switch to for the renderer, or is, as I suspect, this a case of mismatched goals in terms of what Urho3d is bu
10:35:14coffeepotilt for?
10:35:55coffeepotmost of my "rendering" will be done using trees I think and just blitting the results to a couple of triangle
10:36:38coffeepothmm networks though I would like to use that aspect I must say
10:37:04gokrWell, I can't say I know how the pipeline works in Urho, its quite a complex process.
10:37:28gokrAnd its also configurable.
10:37:55gokrFor us DirectX is super because people just don't have proper OpenGL on their machines.
10:38:03fowlUhro uses some spatial structure but its not going to match something custom written for voxels
10:38:05gokrIt has been a SUPER PITA over the years.
10:39:14gokrYou might want to read http://urho3d.prophpbb.com/search.php?keywords=Voxel
10:39:27gokrAt least some people are messing with such things :)
10:41:06baabelfishcoffeepot: that's a nice idea
10:41:57fowlIts similar architecturally to unity
10:42:08baabelfishurho is finnish and means hero
10:42:49fowlTheres even an editor example application
10:44:03gokrUrho is IMHO very impressive.
10:44:48coffeepotgokr, very interesting, I'll do some looking into how easy it'd be to incorporate what I'm doing atm. It looks like people are having good success with voxels in urho. Having said that, I do want to see if I can hand roll this engine first, but if I can't get the performance urho will be my go to
10:44:57fowlAnd mit license means its hackable :)
10:45:33gokrYes, and we would be more than a single dev :)
10:45:42coffeepotthe main thing for me is the 'landscape' has to be highly destructable and dynamic
10:46:04gokrFirst we have the superb Urho guys, quite impressed by them. Then we have us with Urhonimo, Araq of course.
10:47:12gokrAlso, Urho3D has quite a lot of support for culling.
10:47:48gokrAnd it runs on Android and iOS ;)
10:47:58coffeepotyes I must that that is very cool
10:48:31coffeepotalso networking AIUI is a bit of a PITA to get right with games, so not looking forward to that - urho may come to my rescue :)
10:48:45gokrWe will upgrade Urhonimo to 1.4 of course, Araq has just been busy. He has almost done it AFAIK.
10:49:35coffeepotbaabelfish: if you're interested in what you can do with that set up, check out this guy http://www.voxelquest.com/news/how-does-voxel-quest-work-now-august-2015-update
10:50:57baabelfishthat's damn cool
10:51:21coffeepot:) isn't it? :D
10:52:39baabelfishI do java and angular as a living
10:53:07baabelfishfor*
10:53:22coffeepotI do delphi and db programming... but I've always been interested in 3d games programming
10:53:38baabelfishand some guys do that... :P
10:54:16coffeepotvoxel quest is very impressive, that guy's been beavering away at that for years I think
10:55:25baabelfishhah urho is actually from a finnish guy originally at least
10:55:47gokrYeah, Lasse. He is still head of dev.
10:58:03gokrHe is "cadaver": https://github.com/urho3d/Urho3D/pulse
11:00:20gokrIMHO its one of those really under-the-radar kind of gems. The website isn't flashy, but when you start investigating you realize its a full complete engine with tons of good stuff.
11:00:33gokrLike Nim :)
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11:53:47drewsremDoes importcpp "support" all C++11 features?
11:54:58drewsremAFAIS c2nim at least doesn't
12:03:00drewsremSeems the codebase I'm using relies on multiple-inheritance and c2nim warns me that it is currently not supported, so I assume that I'd have to either rewrite the codebase anyway/add a non-multiple-inheritance API?
12:31:00gokrYou may want to check with Araq if he is all committed on c2nim
12:31:19gokrI mean, if he has pushed all
12:31:33Araqdrewsrem: just use a converter for the other subtype relations
12:32:26drewsremAraq, how do I deal with stdlib things like std::vector std::unique_ptr etc.?
12:32:45drewsremgokr, thanks
12:33:11Araqhttp://nim-lang.org/docs/nimc.html#additional-features-importcpp-pragma
12:33:39Araqhttp://nim-lang.org/docs/nimc.html#importcpp-pragma-importcpp-for-objects
12:34:23drewsremAraq, is there any reason to assume C++11 includes new features that aren't supported by importcpp yet?
12:35:41Araqyeah, plenty, like auto foo(void) -> int
12:36:13drewsremAraq, that aren't fixable by manually changing C++ code*
12:36:22drewsremahhh nvm
12:36:37drewsremAraq, thanks for the pointers, I'll see how far I'll get
12:37:33Araqsorry, I read "c2nim" instead of "importcpp"
12:38:48drewsremAraq, ahh you did, so are there any for "importcpp"?
12:39:41Araqwell yeah, there are still limitations since the codegen wasn't designed with generating foo<bar, baz> in mind
12:39:56Araqbut that's not c++11 specific at all
12:40:10drewsremI see
12:40:23Araqthe importcpp pattern language is powerful but doesn't cover 100%
12:42:22baabelfishif I do alloc(4 * sizeof(SomeType)) how can I access a part of that area?
12:43:14drewsremAraq, I guess this isn't one of the highest priorities as well atm?
12:43:32drewsremAraq, i.e. if I'd run into problems, I shouldn't expect other to fix it for me I guess
12:43:55Araqyou misunderstand me
12:44:12Araqthe way it works is stable and has been battle-tested
12:44:21Araqbut it's a bit restrictive
12:44:41Araqdepending on how the stuff you wrap uses c++ templates
12:44:54Araqor virtual functions
12:45:30drewsrembut "restrictive" in that I can run into things that I won't be able to import w/o changing the way importcpp works? / touching nim-compiler code
12:46:01Araqit's always possible to use .emit to export a more Nim-friendly interface
12:46:11drewsremAhh right
12:46:30Araqalso the way bugfixing works here is mostly like so:
12:46:45AraqI try to fix it before assigning it a priority
12:47:29Araqso in a way "new bug" is prioritized higher than anything else
12:48:05Araqthis has the nice side effect that everything in the bug tracker is actually hard to fix :P
12:48:34drewsremAraq, makes sense, thanks again
12:52:48baabelfishwith C you can malloc into a pointer and acces it with []...
12:53:14Araqbaabelfish: with Nim you need to cast the pointer to a 'ptr array' type
12:53:30Araqit's called "type safety" :P
12:54:08baabelfishAraq: I got no problem with type safety
12:54:13baabelfishI need documentation for that :D
12:56:10baabelfishAraq: cast[ptr array](alloc(4 * sizeof(X))) ?
12:56:24Araqnot even close
12:56:27baabelfishhaha
12:56:31baabelfishI'm so lost
12:56:45Araqjust use a 'seq' and 'setLen'
12:59:03baabelfishAraq: doing this for learning purposes
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13:05:31coffeepotcast[ptr array[0..len, type](alloc0(len * type.sizeOf)) ...?
13:06:47drewsremsize of arrays must be known at compile-time
13:07:05drewsremAraq, on that note, what's your thought on the inclusion of VLAs?
13:07:58baabelfishstupid me and the array type :P
13:08:06drewsremAraq, still the same as in: http://forum.nim-lang.org/t/499 ?
13:09:09drewsrembaabelfish, you have to circumvent the type-system I think with https://github.com/fowlmouth/nimlibs/blob/master/fowltek/pointer_arithm.nim
13:09:19coffeepothttps://gist.github.com/coffeepots/999a655ac1047b21fbe4
13:09:35coffeepot^ tl;dr: unchecked arrays
13:09:49drewsremcoffeepot, you tested?
13:10:04drewsremI thought those didn't work atm
13:10:16coffeepoti haven't tested that snippet, but it comes from my odbc module which i have tested a fair amount
13:10:36coffeepotonce you cast a pointer to an unchecked array, you can access it as if it were that array
13:10:38drewsremgood to know
13:10:44baabelfishthat cast worked like a charm
13:14:04coffeepotthe beauty of the generic cast UncheckedArray is you can choose the type as you wish, eg; Utf16ArrayUC = ptr UncheckedArray[Utf16Char] and pass the same buffer over to echo. This lets you see the data in a different format
13:15:01coffeepotthat was a godsend when debugging widechar strings :)
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13:15:09baabelfishheh
13:15:12Araqdrewsrem: yes
13:16:03drewsremAraq, is escape analysis also on the post-1.0 todo?
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13:54:59coffeepotis there a function like parseInt that works for int64?
13:55:20AraqparseBiggestInt
13:55:37coffeepothuh, I was looking at that, but it returns an int?
13:56:46coffeepotso this would only work on 64bit systems?
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14:41:22Araqpretty sure it returns BiggestInt = int64 ?
14:42:59coffeepotstrutils.parseBiggestInt does return biggestInt, but that calls http://nim-lang.org/docs/parseutils.html#parseBiggestInt,string,BiggestInt,int which returns int
14:43:25coffeepotregardless I need to parse a string to an int64 even on x86, so I can't rely on biggest int being appropriate
14:45:36coffeepotsorry parseutils returns int but passes it's result back as biggestInt! Missed that. I still would like to force int64 though even on x86
14:48:11coffeepotunless... does BiggestInt == int64 on win32? In which case I'm all good
14:49:54coffeepotok Araq I used the power of reading to find that BiggestInt = int64 so it looks like I'm all good with parseBiggestInt after all!
14:51:01coffeepotI guess I just assumed BiggestInt meant native int for the system ;)
14:51:08Araqwow. the power of reading.
14:51:39coffeepotI know, I wish I could summon it more often
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15:41:44reactormonkAlways helps. I speak from experience.
15:41:59reactormonk... like now where I didn't check the timestamps -.-
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15:53:48matkukiHi, a little help please. How do you create a "var" parameter NimNode in a macro?
15:53:49matkuki"newIdentDefs(ident"this", typeName)" creates "this: MyObject", how do you create "this: var MyObject"?
16:00:04matkukidef-: A little help?
16:02:32r-kumatkuki if you want to know how - write code that macro should generate and use tree_repr or dump_tree (not sure which) to display ast. then you will know how to do it.
16:05:57def-matkuki: newNimNode(nnkVarTy, typeName) I guess
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16:10:33matkukidef-: tried that, "echo repr(newNimNode(nnkVarTy, typeName))" gives "var" without a type.
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16:11:39def-instead of typeName: newIdentNode(typeName)
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16:16:01reactormonkmatkuki, dumpTree:\n var foo = 42
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16:28:40matkuki"newNimNode(nnkVarTy, newIdentNode(typeName))" gives a type error.
16:28:41matkukireactormonk: Thanks for the inspiration, tried "dumpTree:\n var a = proc(t: var int)", and found that "newIdentDefs(ident"this", newNimNode(nnkVarTy).add(typeName))" works!
16:30:12matkukiThanks guys!
16:30:14matkukir-ku: I'm lost when it comes to macros, hope there will be a good tutorial on it soon.
16:41:17r-kumatkuki tutorial would be basically what i wrote before
16:41:28r-kumacro is just AST that you have to put together
16:41:43r-kuto know ast you want - you write code that macro expands to and dump its AST
16:41:48r-kuand write code to assemble that AST
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17:18:08matkukir-ku: good tip, thanks
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17:50:45ArrrrHello there, rawSocket module has a 'setSockInt' proc, but i cannot locate the optname values (ie 'SO_RCVBUF', etc)
17:51:17ArrrrIt is up to me to get them for every platform?
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18:02:06dom96Arrrr: you shouldn't use the rawsocket module
18:02:10dom96use the net module instead
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18:04:32ArrrrBut net module does not support the option i need
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18:05:41Demosthe possible options differ by platform if I remember correctly
18:06:01dom96Arrrr: what option do you need?
18:06:12dom96Arrrr: Some may need to be added to the net module
18:06:46ArrrrI need SO_RCVBUF to change udp's buffer size
18:10:18dom96hrm, yeah, this needs to be implemented in the net module
18:10:23dom96any chance you could create a PR?
18:10:36dom96There are only boolean options currently
18:10:49dom96we need a SOInt
18:11:04dom96and a corresponding setSockOpt
18:12:24ArrrrThat's like the first time i look at it, but as Demos says, it depends on the platform.
18:15:22yglukhovdom96, could you review my pr to sdl please?
18:18:49dom96yglukhov: sure
18:19:48yglukhovThanks :)
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19:11:58EXetoCdeath to rust!
19:12:13EXetoCoh crap he's here now
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19:15:52EXetoC.eval
19:15:56Demoswat?
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19:25:28dom96EXetoC: Error: Cannot eval ''
19:25:44Arrrrhehe
19:25:49EXetoCslow bot
19:25:51EXetoC.eval 1
19:26:03dom96EXetoC: 1
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21:38:35drewsremIs it possible to have macro which gets passed types and the macro has access to AST of its type definition?
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22:16:24Araqdrewsrem: yeah, check out macros.getType()
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22:54:11drewsremAraq, thanks, very impressive
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