irclog2html for #picogui on 20030615

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03:38.47fraggletcan anybody hear me?
03:39.02gonkulatorfragglet: I can
03:39.09fraggletyay
03:43.17fraggletgonkulator: did you see my latest project
03:43.31gonkulatorfragglet: nope
03:43.39fragglethttp://irmo.sourceforge.net/
03:44.16scanlineoh, I remember you mentioning the idea for this
03:44.18scanlinecool :)
03:44.39fragglet:)
03:44.51fraggleti need to turn irmoroids into a proper game, its a bit lacking at the moment
03:45.54scanlineI really wanted to extend JetCOW to be network transparent.. so everything's a JetCOW object that you 'check out' from the server, and receive notifications whenever other clients modify that object until you check it back in
03:46.11fragglethmm interesting
03:46.23fraggletirmo is done more centralised
03:46.33fraggletall the object changes are done server side
03:46.54fraggletif you want to create some change you can call a method from the client side
03:47.17fraggletor set up a client side "world" and have an object representing the state of input devices
03:48.25scanlinedoes it use transactions?
03:48.37fragglettransactions?
03:49.02scanlinelike database transactions
03:49.17fraggleti havent studied databases much :)
03:49.22scanlinethis is a silly example, but let's say you have a player's X and Y positions in separate objects
03:49.28scanlineso one client updates both...
03:49.44scanlinebut let's say another client receives the change for X first, updates the player, then it ends up inside a wall or something
03:49.56fraggletoh
03:50.02scanlinetransactions are a way of making an atomic group of changes
03:50.03fraggletyeah kind of i suppose
03:50.16fraggletthough its more an implicit thing
03:50.21scanlinein databases they're mainly so that if the server crashes, the transaction is always either completely committed to the database or not at all
03:50.30fraggletit sends updates in the form of atomic changes to the game world
03:50.35captain_protonwell
03:50.44captain_protontransactions have the benefit of being atomic
03:50.46fraggleta change can affect multiple variables within an object
03:50.56captain_protonbut mostly its a performance thing for changes that affect large portions of a database
03:51.07scanlinebah, performance is just an optimization
03:51.10fraggletso if you modify x and y, they'll get put in the same atomic change
03:51.25scanlinefragglet: well, that's why I made a silly example where X and Y were separate objects
03:51.32fraggletoh right
03:51.33captain_protonscanline: with RDBMS', performance is everything
03:51.36scanlinelet's say it's an adventure game and the player grabs a key
03:51.54scanlineyou'd want to update the player's inventory to include that key, and remove the key from a list of available items maybe
03:52.00scanlineif only one of these changes happen, the player's stuck
03:52.17scanlinewell, or the player has two keys :)
03:52.30fragglethrm
03:52.51scanlinecaptain_proton: but this is a theoretical discussion... theory and performance are practically opposite areas of computer science :)
03:54.10scanlinefragglet: yaknow, the stuff irmo is doing overlaps a lot with what Om will need to do
03:54.27fraggletOm is the system for the next version of picogui isnt it
03:54.32scanlineamong other things
03:54.52scanlinebut most of pg2's architecture will be based on client-server objects being observed
03:55.37scanlinewhen you change the text in a button, the layout engine will have been observing that text for changes, so it automatically resizes the button.. then the I/O server will have observed a change in the scene graph, so it renders the change
03:56.38fraggleti vaguely heard some stuff about it
03:56.45fraggletbut havent really investigated
03:56.48fraggletit sounds interesting though
03:57.06scanlinewell, there isn't really anything there except vague ideas and concepts yet :)
03:57.55scanlinehmm.. methinks I can increase the bit rate of MythTV's MPEG-4 encoder a bit... now it's only using about 200MB per hour
03:58.12fraggletheh
03:58.20fraggletas with all things in picogui, it sounds like the way all guis should be done
03:58.28scanline=)
03:59.35scanlinecaptain_proton: maybe later we could write a new frontend to MythTV... a lot of the backend infrastructure for it works really nicely, but the Qt-based frontend it uses is slow and kind of funky
04:00.02scanlinekind of scary how they manage to abuse Qt and Xv overlays at the same time
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18:14.07TD<PROTECTED>
18:14.10TDwin32 is fine
18:14.16TDfree ideally :)
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