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03:03:56 | nevercast | How ready is the async networking & future's features of the stdlib? |
03:04:42 | nevercast | Would it be best to use sync sockets or asyncio, over asyncnet/dispatch ? |
03:06:32 | nevercast | Also is there any 'namespacing' features provided by nim? Or is every procedure scoped globally ? |
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03:34:20 | nevercast | Scoping is only required when the reference is ambigious. That's one question resolved. |
03:35:19 | renesac | yep, I was going to answer that to you: http://nim-lang.org/docs/manual.html#modules-import-statement |
03:36:51 | nevercast | Thank you, renesac. I fortunately had just read that seconds before however. (: |
03:38:49 | nevercast | You 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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08:24:06 | baabelfish | dom96: 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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09:26:58 | Varriount | baabelfish: What are you working on? |
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09:33:01 | baabelfish | Varriount: trying to make game |
09:33:42 | baabelfish | Using a table to cache textures there |
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09:36:36 | fowl | baabelfish: just delete the destructors |
09:38:12 | fowl | that feature has no business in a c wrapper |
09:43:58 | baabelfish | fowl: https://github.com/BlaXpirit/nim-csfml/issues/6 hmmh |
09:44:26 | fowl | If you fork it you can use your fork as the dependency in the .nimble |
09:45:21 | baabelfish | "-d:csfmlNoDestructor" |
09:51:14 | Varriount | baabelfish: Well, I would love to see your game once it's done (or even before it's done!) |
09:54:04 | baabelfish | Varriount: heh, the priority here is to learn Nim |
09:54:27 | baabelfish | I like making engines more than the actual games |
09:56:28 | coffeepot | baabelfish, what kind of game-tech are you making? |
09:56:44 | coffeepot | 2d, 3d, voxel, etc? |
09:56:47 | baabelfish | coffeepot: 2d |
09:56:55 | coffeepot | cool :) |
09:57:35 | baabelfish | I try to make generic modules that are usable in other screnarios too |
09:57:39 | baabelfish | scenarios* |
09:58:00 | coffeepot | I'm trying to do that too, hopefully get a generic octree module out at some point |
09:58:15 | baabelfish | coffeepot: heh, I just made a quadtree |
09:58:22 | coffeepot | :) |
09:58:35 | baabelfish | should make a kd-tree also |
09:58:56 | coffeepot | i've been wondering if there should be a trees.nim module... |
09:59:08 | baabelfish | coffeepot: using an intrusive list inside there so I get constant time removal |
09:59:22 | coffeepot | nice :) |
09:59:43 | coffeepot | inside the quadtree? |
09:59:48 | baabelfish | inside the nodes |
09:59:59 | coffeepot | ah i see |
10:00:23 | baabelfish | it has minuses but it's quite ok tradeoff |
10:02:23 | coffeepot | i do like how nim has del for seq that saves having to shift memory when deleting too |
10:02:40 | coffeepot | as long as you don't care about order that is |
10:02:41 | baabelfish | yeah, but it forgets the order |
10:04:16 | fowl | Fwiw i have bbtree, quadtree and some other game related libraries in my nimlibs package baabelfish |
10:05:51 | baabelfish | fowl: nice |
10:06:14 | coffeepot | i must say i learnt a lot from your fowltek, fowl :) |
10:06:35 | baabelfish | verlet also :P |
10:10:46 | baabelfish | fowl: I'm wondering why retrieve is not an iterator |
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10:10:52 | baabelfish | in the qtree |
10:13:24 | fowl | baabelfish dunno, feel free to take anything from there and run with it |
10:13:50 | baabelfish | fowl: heh, thanks |
10:20:14 | coffeepot | does anyone think it'd be worth having a starter game module for nim? |
10:20:24 | coffeepot | like we have basic2d and basic3d |
10:20:42 | gokr | Hey guys |
10:20:49 | coffeepot | hey :) |
10:22:54 | gokr | I presume we all are aware of Urhonimo too, just saying. Sure, not pure Nim though. |
10:23:31 | gokr | But its a pretty strong foundation, and we would love people to join in. |
10:25:00 | coffeepot | i did have a good look at Urhonimo myself, but had trouble compiling the dependancies :/ |
10:25:19 | gokr | Really? |
10:25:33 | gokr | Urho3D tends to be very easy to build IMHO. |
10:26:24 | coffeepot | I 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 |
10:26:35 | gokr | Sounds strange. |
10:26:47 | gokr | i tried giving proper instructions on the README |
10:26:49 | coffeepot | however, I'm trying to do a voxel game so kinda wanted to do my own engine anyway |
10:27:52 | coffeepot | just looked again, I think I was too lazy to install vs2013 |
10:27:57 | coffeepot | :) |
10:28:11 | gokr | You on Windows? |
10:28:14 | coffeepot | aye |
10:28:26 | gokr | Well, so is Araq and he made Urhonimo so :) |
10:28:36 | gokr | I use it perfectly fine on Linux. |
10:29:03 | gokr | And we are deploying on both Windows and OSX, so it will work on at least both those. |
10:29:08 | gokr | And we aim for mobile later. |
10:30:13 | fowl | You can build it for gcc too |
10:30:18 | coffeepot | well 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 :) |
10:30:39 | fowl | Windows sucks to dev on. I used to have 6 or 7 different compilers |
10:31:36 | gokr | The upsides for Urhonimo is probably all the rest of the pipeline, shaders, DirectX + OpenGL, lighting blablablabla. Its so much my head spins. |
10:32:30 | fowl | Uhro is cool, i especially like the networking/scene replication |
10:33:04 | gokr | We have been putting it under some strain and it seems to perform really well in my simplified understanding. |
10:33:27 | gokr | Models with millions of polygons work great. |
10:33:57 | gokr | The support of models from various formats is also quite impressive - via AssetImporter. |
10:35:14 | coffeepot | My 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 |
10:35:14 | coffeepot | ilt for? |
10:35:55 | coffeepot | most of my "rendering" will be done using trees I think and just blitting the results to a couple of triangle |
10:36:38 | coffeepot | hmm networks though I would like to use that aspect I must say |
10:37:04 | gokr | Well, I can't say I know how the pipeline works in Urho, its quite a complex process. |
10:37:28 | gokr | And its also configurable. |
10:37:55 | gokr | For us DirectX is super because people just don't have proper OpenGL on their machines. |
10:38:03 | fowl | Uhro uses some spatial structure but its not going to match something custom written for voxels |
10:38:05 | gokr | It has been a SUPER PITA over the years. |
10:39:14 | gokr | You might want to read http://urho3d.prophpbb.com/search.php?keywords=Voxel |
10:39:27 | gokr | At least some people are messing with such things :) |
10:41:06 | baabelfish | coffeepot: that's a nice idea |
10:41:57 | fowl | Its similar architecturally to unity |
10:42:08 | baabelfish | urho is finnish and means hero |
10:42:49 | fowl | Theres even an editor example application |
10:44:03 | gokr | Urho is IMHO very impressive. |
10:44:48 | coffeepot | gokr, 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 |
10:44:57 | fowl | And mit license means its hackable :) |
10:45:33 | gokr | Yes, and we would be more than a single dev :) |
10:45:42 | coffeepot | the main thing for me is the 'landscape' has to be highly destructable and dynamic |
10:46:04 | gokr | First we have the superb Urho guys, quite impressed by them. Then we have us with Urhonimo, Araq of course. |
10:47:12 | gokr | Also, Urho3D has quite a lot of support for culling. |
10:47:48 | gokr | And it runs on Android and iOS ;) |
10:47:58 | coffeepot | yes I must that that is very cool |
10:48:31 | coffeepot | also 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 :) |
10:48:45 | gokr | We will upgrade Urhonimo to 1.4 of course, Araq has just been busy. He has almost done it AFAIK. |
10:49:35 | coffeepot | baabelfish: 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 |
10:50:57 | baabelfish | that's damn cool |
10:51:21 | coffeepot | :) isn't it? :D |
10:52:39 | baabelfish | I do java and angular as a living |
10:53:07 | baabelfish | for* |
10:53:22 | coffeepot | I do delphi and db programming... but I've always been interested in 3d games programming |
10:53:38 | baabelfish | and some guys do that... :P |
10:54:16 | coffeepot | voxel quest is very impressive, that guy's been beavering away at that for years I think |
10:55:25 | baabelfish | hah urho is actually from a finnish guy originally at least |
10:55:47 | gokr | Yeah, Lasse. He is still head of dev. |
10:58:03 | gokr | He is "cadaver": https://github.com/urho3d/Urho3D/pulse |
11:00:20 | gokr | IMHO 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. |
11:00:33 | gokr | Like Nim :) |
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11:53:47 | drewsrem | Does importcpp "support" all C++11 features? |
11:54:58 | drewsrem | AFAIS c2nim at least doesn't |
12:03:00 | drewsrem | Seems 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? |
12:31:00 | gokr | You may want to check with Araq if he is all committed on c2nim |
12:31:19 | gokr | I mean, if he has pushed all |
12:31:33 | Araq | drewsrem: just use a converter for the other subtype relations |
12:32:26 | drewsrem | Araq, how do I deal with stdlib things like std::vector std::unique_ptr etc.? |
12:32:45 | drewsrem | gokr, thanks |
12:33:11 | Araq | http://nim-lang.org/docs/nimc.html#additional-features-importcpp-pragma |
12:33:39 | Araq | http://nim-lang.org/docs/nimc.html#importcpp-pragma-importcpp-for-objects |
12:34:23 | drewsrem | Araq, is there any reason to assume C++11 includes new features that aren't supported by importcpp yet? |
12:35:41 | Araq | yeah, plenty, like auto foo(void) -> int |
12:36:13 | drewsrem | Araq, that aren't fixable by manually changing C++ code* |
12:36:22 | drewsrem | ahhh nvm |
12:36:37 | drewsrem | Araq, thanks for the pointers, I'll see how far I'll get |
12:37:33 | Araq | sorry, I read "c2nim" instead of "importcpp" |
12:38:48 | drewsrem | Araq, ahh you did, so are there any for "importcpp"? |
12:39:41 | Araq | well yeah, there are still limitations since the codegen wasn't designed with generating foo<bar, baz> in mind |
12:39:56 | Araq | but that's not c++11 specific at all |
12:40:10 | drewsrem | I see |
12:40:23 | Araq | the importcpp pattern language is powerful but doesn't cover 100% |
12:42:22 | baabelfish | if I do alloc(4 * sizeof(SomeType)) how can I access a part of that area? |
12:43:14 | drewsrem | Araq, I guess this isn't one of the highest priorities as well atm? |
12:43:32 | drewsrem | Araq, i.e. if I'd run into problems, I shouldn't expect other to fix it for me I guess |
12:43:55 | Araq | you misunderstand me |
12:44:12 | Araq | the way it works is stable and has been battle-tested |
12:44:21 | Araq | but it's a bit restrictive |
12:44:41 | Araq | depending on how the stuff you wrap uses c++ templates |
12:44:54 | Araq | or virtual functions |
12:45:30 | drewsrem | but "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 |
12:46:01 | Araq | it's always possible to use .emit to export a more Nim-friendly interface |
12:46:11 | drewsrem | Ahh right |
12:46:30 | Araq | also the way bugfixing works here is mostly like so: |
12:46:45 | Araq | I try to fix it before assigning it a priority |
12:47:29 | Araq | so in a way "new bug" is prioritized higher than anything else |
12:48:05 | Araq | this has the nice side effect that everything in the bug tracker is actually hard to fix :P |
12:48:34 | drewsrem | Araq, makes sense, thanks again |
12:52:48 | baabelfish | with C you can malloc into a pointer and acces it with []... |
12:53:14 | Araq | baabelfish: with Nim you need to cast the pointer to a 'ptr array' type |
12:53:30 | Araq | it's called "type safety" :P |
12:54:08 | baabelfish | Araq: I got no problem with type safety |
12:54:13 | baabelfish | I need documentation for that :D |
12:56:10 | baabelfish | Araq: cast[ptr array](alloc(4 * sizeof(X))) ? |
12:56:24 | Araq | not even close |
12:56:27 | baabelfish | haha |
12:56:31 | baabelfish | I'm so lost |
12:56:45 | Araq | just use a 'seq' and 'setLen' |
12:59:03 | baabelfish | Araq: doing this for learning purposes |
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13:05:31 | coffeepot | cast[ptr array[0..len, type](alloc0(len * type.sizeOf)) ...? |
13:06:47 | drewsrem | size of arrays must be known at compile-time |
13:07:05 | drewsrem | Araq, on that note, what's your thought on the inclusion of VLAs? |
13:07:58 | baabelfish | stupid me and the array type :P |
13:08:06 | drewsrem | Araq, still the same as in: http://forum.nim-lang.org/t/499 ? |
13:09:09 | drewsrem | baabelfish, you have to circumvent the type-system I think with https://github.com/fowlmouth/nimlibs/blob/master/fowltek/pointer_arithm.nim |
13:09:19 | coffeepot | https://gist.github.com/coffeepots/999a655ac1047b21fbe4 |
13:09:35 | coffeepot | ^ tl;dr: unchecked arrays |
13:09:49 | drewsrem | coffeepot, you tested? |
13:10:04 | drewsrem | I thought those didn't work atm |
13:10:16 | coffeepot | i haven't tested that snippet, but it comes from my odbc module which i have tested a fair amount |
13:10:36 | coffeepot | once you cast a pointer to an unchecked array, you can access it as if it were that array |
13:10:38 | drewsrem | good to know |
13:10:44 | baabelfish | that cast worked like a charm |
13:14:04 | coffeepot | the 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 |
13:15:01 | coffeepot | that was a godsend when debugging widechar strings :) |
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13:15:09 | baabelfish | heh |
13:15:12 | Araq | drewsrem: yes |
13:16:03 | drewsrem | Araq, is escape analysis also on the post-1.0 todo? |
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13:54:59 | coffeepot | is there a function like parseInt that works for int64? |
13:55:20 | Araq | parseBiggestInt |
13:55:37 | coffeepot | huh, I was looking at that, but it returns an int? |
13:56:46 | coffeepot | so this would only work on 64bit systems? |
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14:41:22 | Araq | pretty sure it returns BiggestInt = int64 ? |
14:42:59 | coffeepot | strutils.parseBiggestInt does return biggestInt, but that calls http://nim-lang.org/docs/parseutils.html#parseBiggestInt,string,BiggestInt,int which returns int |
14:43:25 | coffeepot | regardless I need to parse a string to an int64 even on x86, so I can't rely on biggest int being appropriate |
14:45:36 | coffeepot | sorry parseutils returns int but passes it's result back as biggestInt! Missed that. I still would like to force int64 though even on x86 |
14:48:11 | coffeepot | unless... does BiggestInt == int64 on win32? In which case I'm all good |
14:49:54 | coffeepot | ok Araq I used the power of reading to find that BiggestInt = int64 so it looks like I'm all good with parseBiggestInt after all! |
14:51:01 | coffeepot | I guess I just assumed BiggestInt meant native int for the system ;) |
14:51:08 | Araq | wow. the power of reading. |
14:51:39 | coffeepot | I know, I wish I could summon it more often |
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15:41:44 | reactormonk | Always helps. I speak from experience. |
15:41:59 | reactormonk | ... like now where I didn't check the timestamps -.- |
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15:53:48 | matkuki | Hi, a little help please. How do you create a "var" parameter NimNode in a macro? |
15:53:49 | matkuki | "newIdentDefs(ident"this", typeName)" creates "this: MyObject", how do you create "this: var MyObject"? |
16:00:04 | matkuki | def-: A little help? |
16:02:32 | r-ku | matkuki 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. |
16:05:57 | def- | matkuki: newNimNode(nnkVarTy, typeName) I guess |
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16:10:33 | matkuki | def-: tried that, "echo repr(newNimNode(nnkVarTy, typeName))" gives "var" without a type. |
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16:11:39 | def- | instead of typeName: newIdentNode(typeName) |
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16:16:01 | reactormonk | matkuki, dumpTree:\n var foo = 42 |
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16:28:40 | matkuki | "newNimNode(nnkVarTy, newIdentNode(typeName))" gives a type error. |
16:28:41 | matkuki | reactormonk: Thanks for the inspiration, tried "dumpTree:\n var a = proc(t: var int)", and found that "newIdentDefs(ident"this", newNimNode(nnkVarTy).add(typeName))" works! |
16:30:12 | matkuki | Thanks guys! |
16:30:14 | matkuki | r-ku: I'm lost when it comes to macros, hope there will be a good tutorial on it soon. |
16:41:17 | r-ku | matkuki tutorial would be basically what i wrote before |
16:41:28 | r-ku | macro is just AST that you have to put together |
16:41:43 | r-ku | to know ast you want - you write code that macro expands to and dump its AST |
16:41:48 | r-ku | and write code to assemble that AST |
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17:18:08 | matkuki | r-ku: good tip, thanks |
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17:50:45 | Arrrr | Hello there, rawSocket module has a 'setSockInt' proc, but i cannot locate the optname values (ie 'SO_RCVBUF', etc) |
17:51:17 | Arrrr | It is up to me to get them for every platform? |
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18:02:06 | dom96 | Arrrr: you shouldn't use the rawsocket module |
18:02:10 | dom96 | use the net module instead |
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18:04:32 | Arrrr | But net module does not support the option i need |
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18:05:41 | Demos | the possible options differ by platform if I remember correctly |
18:06:01 | dom96 | Arrrr: what option do you need? |
18:06:12 | dom96 | Arrrr: Some may need to be added to the net module |
18:06:46 | Arrrr | I need SO_RCVBUF to change udp's buffer size |
18:10:18 | dom96 | hrm, yeah, this needs to be implemented in the net module |
18:10:23 | dom96 | any chance you could create a PR? |
18:10:36 | dom96 | There are only boolean options currently |
18:10:49 | dom96 | we need a SOInt |
18:11:04 | dom96 | and a corresponding setSockOpt |
18:12:24 | Arrrr | That's like the first time i look at it, but as Demos says, it depends on the platform. |
18:15:22 | yglukhov | dom96, could you review my pr to sdl please? |
18:18:49 | dom96 | yglukhov: sure |
18:19:48 | yglukhov | Thanks :) |
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19:11:58 | EXetoC | death to rust! |
19:12:13 | EXetoC | oh crap he's here now |
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19:15:52 | EXetoC | .eval |
19:15:56 | Demos | wat? |
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19:25:28 | dom96 | EXetoC: Error: Cannot eval '' |
19:25:44 | Arrrr | hehe |
19:25:49 | EXetoC | slow bot |
19:25:51 | EXetoC | .eval 1 |
19:26:03 | dom96 | EXetoC: 1 |
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21:38:35 | drewsrem | Is it possible to have macro which gets passed types and the macro has access to AST of its type definition? |
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22:16:24 | Araq | drewsrem: yeah, check out macros.getType() |
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22:54:11 | drewsrem | Araq, thanks, very impressive |
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