Log archive of EquestriaDaily for Wednesday, 2020-03-04

00:03 <DerpyBot> New post on Equestria Daily by Sethisto: Poll Results: Who is the Best Fandom (Non-Personal) OC?  [ http://tinyurl.com/u4qjok3 ]

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00:30 *** Pony|25596 is now known as ThatAnonPony

00:30 * ThatAnonPony boops the pon's.

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00:35 * PrincessRainbows licks all the pones

00:37 * Filly_Nightmares eees at PrincessRainbows

00:42 * PrincessRainbows licks Filly_Nightmares tastes like bat and horse

00:43 * Filly_Nightmares hungry at PrincessRainbows

00:43 * ThatAnonPony boops both a PrincessRainbows and a Filly_Nightmares.

00:43 * Filly_Nightmares gnaws on ThatAnonPony

00:44 * PrincessRainbows throws a mango into Filly_Nightmares mouth

00:44 * Filly_Nightmares nom noms mango!

00:45 * PrincessRainbows gets an automatic mango launcher

00:47 * Lumindia yawns

00:47 * Lumindia picks up Surry, cuddles lots

00:48 * Lumindia leaves head free for Surry to nom mangoes with

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02:16 <PinkieShy> My samples came today :D

02:16 <PinkieShy> The multivitamin gummies and right guard brand..

02:17 <PinkieShy> (Deodorant) brand.. They sold me on the gummies though.. (Even if it made me cough..)

02:23 <DerpyBot> New post on Equestria Daily by Calpain: Nightly Discussion #2089 [ http://tinyurl.com/sx3h4xa ]

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03:03 <DerpyBot> New post on Equestria Daily by Makenshi: Pony Town OST Music: John Doe - Broom [Soundtrack] [ http://tinyurl.com/wf4wpxz ]

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03:08 * Golden flops

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03:33 <Ali> In facehoof news, Plauge INC got banned in China

03:36 * PinkieShy wants to go to sleep but he must fight this through a little longer

03:37 <PinkieShy> Tomorrow night this time.. I might be already in bed :P Gonna be up at like 7am Thrusday to leave for my trip to Georgia..

03:37 <PinkieShy> 312miles.. o_o

03:37 * Ali pat pats PinkieShy

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03:39 * PinkieShy hugs Ali

04:00 <Golden> Welp that was a fun demo

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08:00 <Heartbreak> It's muffin time.

08:00 * Heartbreak noogies FruitNibbler!

08:01 <Heartbreak> For Fruitnibbler is the giver of the best tea I have ever had.

08:08 <Cepheid> New Hampshire man, a hospital worker, contracts COVID-19.  Told to isolate himself.  Instead he goes to an event across the border in Vermont.

08:10 <Ali> Welcome to the US

08:11 <Cepheid> There's stupidity, there's ignorance.   This is both.

08:16 <Ali> Also Cepheid, today I learned that 100 electric furnaces require 13MW of power X.x

08:17 <Cepheid> Efficiency moduuuuules!

08:17 <Ali> I know, I got Efficiency 2's in them now

08:18 <Ali> I'm just getting into that late game thing where I'm not sure what I should work on while things are finishing up

08:18 <Ali> I've got the production line doubled up on now and all the bottles

08:18 <Ali> Just have to research the expensive techs before the most dreaded part

08:19 * PrincessRainbows licks Heartbreak so much

08:19 <Ali> The rocket phase

08:19 <Ali> Though I'm also just 23 hours into this world, if I really focused hard I could probably launch a rocket by the 25-28h mark, which means I would've cut 13 hours off my last game.

08:21 <Ali> Don't get me wrong, its been interesting on trying to do better and all that but dang does the world feel empty.

08:22 * Ali also licks PrincessRainbows

08:26 * PrincessRainbows tries to taste good

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08:54 *** Joins: ConfusionRift (ConfusionRi@Pony-il7.irn.56.193.IP)

08:54 *** ChanServ sets mode: +o ConfusionRift

08:54 <ConfusionRift> Hello everypony.

08:56 * Ali flops into ConfusionRift

08:57 * ConfusionRift patpats Ali. "Yaaaay daaaays oooooff!" And flops as well.

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08:58 *** Cepheid is now known as Pony_60126

09:00 <Pony_60126> Finwe, assume addition and subtraction take one time unit, multiplication and division take 15 time units, that is, they are 15 times slower than addition and subtraction.  You also only have integers.  Write an algorithm to compute the square root of a number accurate to three decimal places.  Keep in mind, you can represent such numbers as x * 1000.  So 3142 can represent 3.142 in this arbitrary setup.

09:00 <Pony_60126> This is the hell I live in.

09:00 *** Pony_60126 is now known as Cepheid

09:08 * PrincessRainbows clutches her plushie and makes grabby hooves at ConfusionRift

09:09 * ConfusionRift grabbies PrincessRainbows, and pats their head.

09:10 <ConfusionRift> Long friggin' week. And it's gonna get worse.

09:13 * PrincessRainbows makes upset little horse noises and whimpers

09:14 <ConfusionRift> o_0

09:18 * PrincessRainbows grabs her pacifier and curls up to go sleepy

09:19 * ConfusionRift lightly pets PrincessRainbows, and lets them sleepies.

09:22 * ConfusionRift notices Linus talk about "super legit" GPUs, and backs out. "Late to the game, bud."

09:23 <ConfusionRift> We all know the disaster those are.

09:25 <Cepheid> Heh.

09:25 <Cepheid> Hum.  Interesting observation.

09:26 <ConfusionRift> Yes. Indeed. Very interesting. (leans towards another pony and whispers) What observation?

09:26 <ConfusionRift> Yay! New looking offshore pumps!

09:26 <Cepheid> I tested some optimization stuff for something.  Basically, calculating the next power of two equal to or larger than an input N.

09:27 <Cepheid> I got three implementations.  One uses a looooong list of multiple if statements, 32 to be exact.  Another uses an iterative approach.  Yet *ANOTHER* uses the Log2() method.

09:28 *** Quits: cabbage (cabbage@Pony-8q0glj.dynamic.sonic.net) (Connection closed)

09:28 <Cepheid> Under a debug build, the Log2() approach is fastest, followed by if statements, then iterative.

09:28 <Cepheid> Release build?  If statements, iterative, log2() approach.

09:29 <ConfusionRift> I would have thought nested IFs would be slower.

09:29 <ConfusionRift> Sorry, slowest.

09:29 <Cepheid> Not nested.

09:29 <ConfusionRift> So sequential?

09:29 <Cepheid> It's literally just "if (condition) { return x; }" repeated over and over.

09:29 <ConfusionRift> Ooooh.

09:29 <Cepheid> One for each power of 2.

09:30 <ConfusionRift> It's technically sequential, but yeah. I gotcha.

09:30 <Cepheid> The iterative approach basically just does "while (n < input) { n <<= 1; }"

09:30 <Cepheid> Log2() approach does "return (1 << (int)Ceil(Log2(input)));"

09:32 <Cepheid> If I'm being honest, I expected the log2() approach to be slower than the other two in the debug build.

09:32 <ConfusionRift> Hmm, that would make sense then.

09:32 <Cepheid> I wonder if the release build reports the results it does due to aggressive optimization.  I should use the return values.

09:34 <ConfusionRift> I can't really say much, since I don't know how a system calculates and equation, but the log2() approach basically has all variables and values integral to the equation. The others are conditionals, which require more fetching.

09:35 <ConfusionRift> [close theory] I know nada, so it's me speculating.

09:36 <ConfusionRift> That offshore pump looks nice, but looks similar to the IO pump.

09:36 <ConfusionRift> Sorry, one way pump.

09:37 * Ali rolls around ConfusionRift

09:37 <Cepheid> If I could see the IL output of compilation, I could verify if aggressive optimization occurs.

09:39 * ConfusionRift rolls around with Ali.

09:41 <Cepheid> Apparently I need the official MSVisual Studio tools for that.

09:45 <Cepheid> Anyhoo..

09:46 <Cepheid> I got my separating axis test implemented, I'm retrieving the minimum translation vector.  Now I just need to combine this with a bunch of polygons to implement proper handling of player-floor, player-wall, and player-ceiling collisions.

09:47 <Cepheid> Which is easier said than done.

10:06 <Cepheid> This is gonna require some graph paper and graphing to figure out.

10:09 * Cepheid tries to grind the gears manually in his head.

10:10 <Cepheid> *Clang*

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10:12 * ConfusionRift hears grinding and it's starting to smell of something burning.

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10:16 * Cepheid tries a simple approach. Find the largest MTV, use that.

10:19 <Cepheid> Yeah, that doesn't work.

10:21 <Cepheid> Next idea is to project a beam from the entity along the horizontal axis, find all tiles that collide with the beam, then test the entity against those tiles, finding the largest horizontal adjustment.  Apply that adjustment, then perform the same test, but vertically instead, and apply the largest vertical adjustment.

10:24 <Cepheid> Eeenope. That doesn't work either.

10:26 <Cepheid> Mmm.  Actually, there's what my problem is.  I'm thinking about this incorrectly.

10:27 <Cepheid> At t=0, I know my entity is at X/Y.  At t=1, it'll be at X'/Y'.  I need to test if the position of the entity at X'/Y' collides with anything.  If it doesn't, I move the entity from X/Y to X'/Y'.

10:28 <Cepheid> But if it does collide, then I have to position it somewhere along the line between X/Y and X'/Y'.

10:32 <Cepheid> Initial implementation would be to find the nearest intersection point of that line and the tiles the entity collides with.  If it exists, place the entity *THERE* instead.  However, this is still insufficient.

10:33 <Cepheid> The entity could still be intersecting one or more tiles at that position.  At which point, I would have to "nudge" the entity out of those tiles.

10:33 <Cepheid> Which is what I've actually been working on right now.

10:34 <Cepheid> Fortunately, intersection points are easy to find.

10:35 <Cepheid> The nudging on the other hand, is the tricky part.

10:38 * Cepheid thinks.

10:44 <Cepheid> Well, let's start simple.  Simplest case, player is moving horizontal, not touching a floor and/or ceiling, and hits a wall.  Simplest way to determine how much to nudge the player is to find the largest horizontal movement required to move the player out of the wall.  This also works along the vertical axis.  That is, find the largest vertical movement required to move the player out of a ceiling or floor.

10:45 <Cepheid> The complexity arises in the special case in when the player intersects both vertically and horizontally at the same time.

10:46 <Cepheid> If we look for the largest horizontal movement required among all the tiles that intersect horizontally and vertically, tiles vertical to the player may result in a false "largest" value.

10:46 <Cepheid> Likewise for the vertical test.

10:48 <Cepheid> Hmm.

10:48 *** Quits: Dranae (kacyr@I.Will.Fly.Higher) (Ping timeout: 121 seconds)

10:51 <Cepheid> Next idea:  Find smallest change required.  Apply.  Retest.  Repeat if necessary, until some upper limit, after which give up and assume there's a severe problem/

11:03 <DerpyBot> New post on Equestria Daily by Calpain: Morning Discussion #1861 [ http://tinyurl.com/yx39kvq4 ]

11:04 <Cepheid> Every attempt to implement this results in an infinite loop.

11:31 <Cepheid> Closest I've gotten so far.

11:31 <Cepheid> Causes jumping, though.

11:31 <Cepheid> On the other hand, it *DOES* resolve the problem.

11:37 * Cepheid blares Battle on the Big Bridge.

11:37 <Lumindia> For Gilgamesh, it's morphing time!

11:38 <Cepheid> Somehow, it seems extremely appropriate for my current task/work.

11:39 <Cepheid> That, or FF5's Decisive Battle.

11:39 <Cepheid> Or it's FF14 remake.

11:40 <Cepheid> Truth told, I'd be really willing to come back to FF14 sooner if I could get like, a promise at some point to do that battle.

11:40 <Lumindia> '-'

11:40 <Lumindia> you fight Gilgamesh three times

11:40 <Lumindia> He's in the HIldibrand sidequests

11:40 <Lumindia> you also fight Ultros and Typhon there

11:41 <Cepheid> Not Gilgamesh.

11:41 <Cepheid> I should have been more clear.

11:41 <Cepheid> Exdeath.

11:41 <Lumindia> !link https://www.youtube.com/watch?v=mho_wsnQcvo

11:41 <DerpyBot> I need to ask Twilight about that one.

11:41 <DerpyBot> Twilight told me this video is about FFXIV OST Omega: Deltascape  Exdeath's Theme ( Decisions )

11:41 <Lumindia> funny you mention exdeath

11:41 <Cepheid> I am aware.

11:41 <Cepheid> Neo Exdeath also appears.

11:41 <Cepheid> Omegascape and all that.

11:41 <Cepheid> Ironically, that's actually where I stopped.

11:42 <Cepheid> I was due to do the Deltascape, Omega, etc.

11:42 <Cepheid> The other half of my problem is that I am really, *REALLY* dead set on singleplayer games right now, alongside my work.

11:55 <Cepheid> ...

11:57 <Cepheid> I think I need to change my MTV calculation function.

12:03 <DerpyBot> New post on Equestria Daily by Sethisto: Interesting Pony Life Marketing Material Sent Out to Toy Reviewers  [ http://tinyurl.com/s5wkqrk ]

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12:34 <Cepheid> Hum, I need to do a minimum of 4 checks.

12:38 <Cepheid> When I check to the right of an entity, I want to find the largest vector pointing to the left.  When I check to the left, I want to find the largest vector pointing to the right.  And so on, and so on with top and bottom.

12:39 * Schism awakens, takes insulin, flees to work.

12:45 <Lumindia> and Touhou Luna Nights obtained

12:46 * ConfusionRift claps. :P

12:46 <ConfusionRift> Good choice.

13:00 <Cepheid> Hum.  Okay, starting to get an idea as to what needs to be done.  It's not pretty, though.

13:01 <ConfusionRift> This grapefruit juice tastes NOTHING like grapefruit.

13:01 <ConfusionRift> This is concerning.

13:04 <Cepheid> Heh.

13:08 <Cepheid> Man, this is complex.  I think I got the basic idea down.

13:08 <Cepheid> It'd be a bit easier if Spitfire wasn't trying to punish me, too.

13:09 * ConfusionRift throws a cat food grenade.

13:35 <Cepheid> Oh this is frustrating, because while I can resolve collisions along one axis, I can't resolve them on the other.

13:35 <Cepheid> Or both.

13:36 <Cepheid> Or when multiple objects are involved.

13:40 <Cepheid> A straight, vertical wall of tiles.  That I can handle.

13:40 <Cepheid> Or a horizontal floor of tiles, as well.

13:40 <Cepheid> But a floor and a wall?  Heavens no.

14:20 <Cepheid> It's impossible.

14:21 <Cepheid> If the entity is intersecting a wall, it's an easy case.  If the entity is intersecting a floor, it's an easy case.

14:21 <Cepheid> If the entity is intersecting both a floor and a wall, it's virtually impossible to resolve.

14:24 <Cepheid> The entity would have to first be shifted by the smallest shift along one axis, then the largest shift along the opposing axis.

14:31 <Cepheid> But if I prioritize axis A over axis B, then when it comes time to test against axis B, it doesn't work.

14:33 <Cepheid> Hmm.

14:39 * ConfusionRift flops, then explodes into pieces.

14:40 *** Quits: ConfusionRift (ConfusionRi@Pony-il7.irn.56.193.IP) (Quit: Recharging the batteries. Laters! *shutdown*)

14:43 <Cepheid> Well, that's the closest I've gotten thus far...

15:08 <Cepheid> ... Friggen FINALLY!  I got it!

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16:07 <Cepheid> Now to relax.

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17:03 <DerpyBot> New post on Equestria Daily by Makenshi: Luna Music: Djohn Mema - The Moon Light (feat. SlightlyAmiss, Cyril the Wolf & Sable Symphony) [Metal] [ http://tinyurl.com/t8b7q3a ]

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18:33 <DerpyBot> New post on Equestria Daily by Sethisto: Comics: Student 6 #402 / Random Sketches / Bet ya! / The Ponies Must Be Crazy #20 / Save the Harmony #23  [ http://tinyurl.com/slfl5nd ]

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20:03 <DerpyBot> New post on Equestria Daily by Sethisto: Drawfriend Stuff (Pony Art Gallery) #3270 [ http://tinyurl.com/svyl5tb ]

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20:53 *** ChanServ sets mode: +qo Ali Ali

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21:57 * PrincessRainbows hugs the Ali tightly

21:57 * Ali snugs the PrincessRainbows right back.

21:58 * PrincessRainbows rolls around giggling

22:03 <DerpyBot> New post on Equestria Daily by Makenshi: Luna Music: Nicolas Dominique - The Galaxy Made of Dreams [Ambient] [ http://tinyurl.com/qpqqfv9 ]

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23:23 <DerpyBot> New post on Equestria Daily by Sethisto: Neat "Pony Preservation Project" Using Neural Networks to Create Pony Voices [ http://tinyurl.com/u5wudc4 ]

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