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  • Oct 22 18:29

    se5a on DevBranch

    Fixed debug widget CoVertex pos… (compare)

  • Oct 18 00:21

    se5a on DevBranch

    Fixed orbit lines not matching … (compare)

  • Oct 15 20:03

    se5a on DevBranch

    Should be adding the time to tr… Added an overload for CalcDVDif… added GetRalitiveFutureState and 2 more (compare)

  • Oct 11 22:14

    se5a on DevBranch

    more useless tweeks to get the … attempt to tidy up the debug wi… some progress on tracking state… (compare)

  • Sep 29 23:49

    se5a on DevBranch

    Fixed some more problems with t… (compare)

  • Sep 26 00:25

    se5a on DevBranch

    half fixed debug orbit lines. m… (compare)

  • Sep 24 20:00

    se5a on DevBranch

    tweaks to orbit widgets, still … fixed an issue with newton thru… (compare)

  • Sep 20 03:54

    se5a on DevBranch

    Attempt to get the orbit debug … (compare)

  • Sep 18 13:58

    se5a on DevBranch

    shave off ~10ms when processing… (compare)

  • Sep 18 10:54

    se5a on DevBranch

    ships in warp now get the root … (compare)

  • Sep 17 23:15

    se5a on DevBranch

    added entity.getDataBlob callti… Moved Hohmann calcs to OrbitalM… Messing with logistics and post… and 2 more (compare)

  • Sep 16 22:35

    se5a on DevBranch

    Fixed Temporal Anomaly Exceptio… (compare)

  • Sep 15 20:12

    se5a on DevBranch

    Fixed orbital recusion count. Changed perf display from ns to… (compare)

  • Sep 15 19:37

    se5a on DevBranch

    Added a couple of for interest … (compare)

  • Sep 14 08:21

    se5a on DevBranch

    Shaved off a couple hundred of … (compare)

  • Sep 13 23:00

    se5a on DevBranch

    Renamed ImguiExt to ImGuiExt Added a button to record a benc… Fixed times not having total ms and 1 more (compare)

  • Sep 08 08:10

    se5a on DevBranch

    fixed a crash, and other minor … (compare)

  • Sep 08 01:52

    se5a on DevBranch

    Some low hanging perf fruit (compare)

  • Sep 07 23:05
    se5a commented #304
  • Sep 07 23:04

    se5a on DevBranch

    Tweaked how/when movment databl… Timecontrol now correctly check… couple of tweaks to scrape a ha… and 2 more (compare)

DifferentLevelDan
@DifferentLevelDan
Got about 10,000 changes/frame, so will likely need to look into what changes are actually being made and see if we can't condense dow nthe format at some point, but I'll optimize that later once it's actually hooked up to the UI a bit.
Also, still need to update datablobs to actually implement INotifySubCollectionChanged, but that'll be easy.
Nested dictionaries/lists may still be a problem, but that really shouldn't be that hard to work around.
DifferentLevelDan
@DifferentLevelDan
@se5a I just saw your DataBlobStored branch, did you just sync it from offline?
se5a
@se5a
no.
maybe we should look at how springRTS handles all this. there are a lot of similarities in what we're trying to accomplish.
DifferentLevelDan
@DifferentLevelDan
Holy crap, I envy springRTS's community structure.
DifferentLevelDan
@DifferentLevelDan
springRTS is using an events system. Changes to the "Player" class fire off an event PlayerChanged(playerID) to a global eventhandler
Gah, sometimes I feel like I should just abstract out all the EntityManager stuff into an EntityDatabase. Then we interact with the database like a SQL database, and we record the transactions we make.
DifferentLevelDan
@DifferentLevelDan
The eventHandler decides which eventClients (In our case, factions/players) get the events.
DifferentLevelDan
@DifferentLevelDan
Maybe it was just a bad idea to make this project MVVM.
Jonas Jermann
@jjermann
hi, is Pulsar4x basically dead?
se5a
@se5a
nope, I'm still slowly working on it
se5a
@se5a
had been pretty busy at work the last three months so it was pretty slow then.
se5a
@se5a
Oh wow, ImGuiCS is really nice, once I got it to work. uses SDL2CS. thats... going to be a steep learning curve, but I think it'll be worth it.
fubeca
@fubeca
Hey all, I'm interested in contributing to Pulsar4x... I have some programming experience with C# and Python. Self-taught, but I did some work for WCell (a WoW emulator) back in the day. Where should I start?
fubeca
@fubeca
The las two commits seem to have broken Build. If I add back RenderCanvas.cs into CrossPlatformUI.CustomControls, it builds and runs just fine...
se5a
@se5a
hi, yeah lately I've been messing with a different UI system in the SDLUI branch
if that's the branch you were looking at, then the project that RenderCanvas is in can probilby be disregarded.
I think... I'm trying to find where RenderCanvas was.
se5a
@se5a
with the SDLUI branch you should only need the Pulsar4X.ECSLib and Pulsar4X.SDL2UI projects.
Mostly it's ui stuff that needs the most work. there's stuff deeper down that I keep trying to clean up to make it easier to get to from the ui. when we started this we tried to make an engine first then try to attach a ui to it, which was a terrible mistake, at the end of the day what needs to be displayed is just as important as what happens deep in the engine. if you do what we did and do engine stuff first, you end up with all the data that you really need access to obscured and hard to get to.
se5a
@se5a
I'll push the stuff I've got now, I've been messing with movement etc. it's not finished but I've been trying to get ships to predict where a planet will be when you send it there, instead of it chasing a planet around an orbit.
In the process I've found lots of errors in the movement itself, mostly due to bad conversion math, or not converting - position is stored in AU, but speed and velocity is done in m/s
or sometimes km/s
it's a bit of a mess, Ive got the movement working as far as going at the right speed for a given engine power... I think. need some tests written. but it all needs cleaning up as far as mesurement units go.
tempted to drop AU and store positions as meters with longs and do everything in meters.
se5a
@se5a
@fubeca oops didn't realize it'd been so long since I checked in here. anyway, I've pushed what I've got currently so you can see the latest mess.
fubeca
@fubeca
Awesome, thanks. I'll checkout the SDLUI branch. I have been compiling the tech trees from the original game and creating a json with costs and dependencies, etc. Is that something helpful, or are you planning on a totally different tech tree?
se5a
@se5a
eventually a different tree, but filling the current one out a bit with what aurora has is not a bad thing.
don't put too much time into it though.
se5a
@se5a
and research is not fully implemented yet either, the basics are there but there's no ui and it's been a while since I've looked at the core code for it.
that being said, tech stuff does affect things. does the json make sense? there should be stuff on the github wiki explaining some stuff.
se5a
@se5a
So currently I've got two bugs which are bugging me and I can't quite figure out why they're working, first is why the intercept calc is out by about half the time it should be. the second is why the text label distribution is not working properly.
*can't figure out why they're not working.
se5a
@se5a
@fubeca did you take a look? manage to get it running at all?
se5a
@se5a
@fubeca I've moved the sdlui to the master branch and tided up the build process a bit, it should compile and run on windows x64 now, there were some libs missing origionaly but they should be there now. I can't test it properly my side since openGL doesn't seem to be liking running on a virtual machine for some reason. there's likely some odd bugs that'll need fixing, but I had a friend run and he got it started at least.
se5a
@se5a
OK so:
Eccentric Anomaly from state vectors is incorrect. by as much as .2 radians.
if we drop those, and concentrate on calculating the True Anomaly first, we can calculate the Eccentric Anomaly from that.
The calculation for Eccentric Anomaly from True Anomaly is returning results within several decimal places of newtons method.
True Anomaly calcs seem to be sometimes returning values that are 180 degrees from what they should be.
se5a
@se5a
@Michael1993 I thought you were going to change the name of one of the private variables in #227, I think that's all that was waiting on...
Baleg Qhan
@BalegQhan_gitlab
Anyone alive here?
Baleg Qhan
@BalegQhan_gitlab
Error.PNG
Kinda new to visual studio. can someone explain that error?
I assume it is because my version of .net is newer
se5a
@se5a
hi
sorry, seems gitter has stopped notifying me...
@BalegQhan_gitlab I think you need this: https://dotnet.microsoft.com/download/dotnet-framework/net47