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00:50:35  <mbalho>http://maxogden.github.com/voxel-city/ :D
00:52:20  <jaekwon>nice!
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00:54:13  <jaekwon>it's nicely performant.
00:56:12  <CryptoQuick>hey folks, tis Hunter, having recently accepted the light of voxeljs into my life, but long knowing the presence of voxelality that burns deep within my soul
00:57:43  <jaekwon>i'm gonna set up a kopimism church in voxeljs
00:58:08  <CryptoQuick>give the gift of giving
00:58:38  <CryptoQuick>we give for your sins, and by giving, you should be given
00:58:58  <jaekwon>mbalho: i'm free to work on the voxelization of stls
00:59:19  <jaekwon>or has it been done already? :)
01:00:03  <mbalho>jaekwon: nope i havent seen anyone do that! it would be awesome
01:00:41  <substack>http://substack.net/projects/voxel-servo/
01:00:53  <substack>^ you can make a block on top of the spinning servo block and it will spin
01:02:01  <CryptoQuick>I'll make my formal intro-- I recently contacted Max, who pointed me here.
01:02:02  <CryptoQuick>I've been working on and off on a series of voxel game engine experiments since 2008. I've always taken the idea from a different direction than most, however; I'm not a fan of the first-person Minecraft editing experience. Instead, I'd rather edit things in the third-person, really, a more professional editor, similar to what mrdoob made in his three.js "voxel painter" example.
01:02:02  <CryptoQuick>I'm also the guy who did this-- http://trozki.org/demos/nanoblok/nb07/ code here-- http://code.google.com/p/nanoblok/
01:04:27  <niftylettuce>im learning math http://niftylettuce.github.com/negamax-tic-tac-toe
01:04:39  <niftylettuce> /cc pkrumins substack
01:04:44  <CryptoQuick>Some things I'd like to work towards developing for voxeljs are:
01:04:45  <CryptoQuick>- voxel-edit: a 'pro', browser-based third-person voxel editing suite
01:04:45  <CryptoQuick>- voxel-anim: a means of key-framed, interpolated voxel animation
01:04:46  <CryptoQuick>- voxel-db: a centralized database for voxel asset storage, browsing, versioning, and collaboration
01:04:47  <CryptoQuick>- voxel-science: putting into practice some of the ideas I outlined here, so many years ago: http://code.google.com/p/nanoblok/wiki/EnginePhysics
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01:05:49  <CryptoQuick>The science is what I'm particularly interested in. I think it'd make for some very good world-building! Imagine finding minerals on your own procedurally-generated planet, and using them to build infrastructure from scratch from designs you get from a centralized voxel database. You could build a means of collecting seawater, desalinating it using heat gotten from a device that collected solar energy, then splitting that water
01:05:49  <CryptoQuick>into equivalent volumes using a sort of simplified stoichiometry. stuff like the ideal gas equation, basic eighth-grade science applies, just in voxular form! These substances can then be liquified, thrown into tanks, attach those to a turbine, attach that to a combustion chamber and a nozzle, and see if lift can't be achieved! These can then be precomputed as part of the chunk or multi-chunk into simple input-outputs, which ar
01:05:50  <CryptoQuick>then used to compute the effects of the overall system. …or something like that, heh
01:06:49  <jaekwon>hi crypto, max pointed me here as well. I'm vested in creating a wholistic system for open source hardware.
01:07:14  <substack>ok now it works better http://substack.net/projects/voxel-servo/
01:07:20  <jaekwon>one thing max and I have been talking about is importing/exporting STLs to voxeljs
01:07:36  <CryptoQuick>jaekwon: I believe kanzure was into that as well-- an apt-get for hardware
01:07:45  <jaekwon>yes, marc pointed me to that yesterday
01:08:03  <jaekwon>i'm going to contact him after i do some research on it and him.
01:09:15  <CryptoQuick>jaekwon: you're talking about bryan, right? coz he's in this channel
01:09:25  <jaekwon>oh
01:09:47  <jaekwon>everybody is here haha
01:09:53  <CryptoQuick>I noticed that :)
01:17:38  <CryptoQuick>I always imagined voxel-science to only go down to a resolution of 10cm, but it's not much *more* of a stretch to imagine you could add another "chunk" scale to this, make it have a resolution of 0.3cm, or whatever arbitrary scale should be considered
01:17:39  <CryptoQuick>you see, although I was talking about turbines, I thinking just in terms of a basic functional unit of a system
01:17:40  <CryptoQuick>what's interesting about this process, however, is because a turbine could have a somewhat arbitrary physical appearance, and the functionality assigned to it is programmed, later someone can choose to add more definition and detail to this system, perhaps to ultimately be printed or manufactured in some manner. it would allow a high-level overview of the system to be built, to inspire and to test, the blanks can be filled in
01:17:40  <CryptoQuick>later.
01:20:10  <jaekwon>is voxel-science a codebase?
01:20:55  <CryptoQuick>jaekwon: it's just ideas and speculation at the moment-- if you were hoping that I had already built it, I apologize
01:21:38  <CryptoQuick>I'll throw this out there, though-- http://code.google.com/p/nanoblok/wiki/EnginePhysics
01:23:29  <jaekwon>ic. no, this is more exciting :). i've always wanted an arbitrary scale voxelated simulation engine. you don't need to simulate all of the voxels, if you could find a good description for the behavior of a chunk… though i see some problems with this approach...
01:24:23  <CryptoQuick>I agree, jaekwon-- as long as you know when to simulate each chunk individually, you can cache that behavior
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01:28:07  <CryptoQuick>regardless, as interesting as voxel-science may be, I think it's important to also work on an asset database service
01:28:47  <CryptoQuick>currently, voxel stuff is either hardcoded or procedural, which is less than ideal
01:29:18  <jaekwon>i wonder if something like electromagnetism would be sufficient to create a "particle" with stable momentum in a voxel world.
01:29:30  <jaekwon>should be, right? :)
01:30:39  <CryptoQuick>haha, hard to say, unsure if I'd want voxels to exhibit wave-particle duality
01:30:39  <CryptoQuick>however, it could be likely that route may be explored :)
01:31:23  <CryptoQuick>really, actually, what you're saying makes sense-- if all forms of EM were voxel-driven as well!
01:32:07  <jaekwon>yeah. i have a burning suspicion about the whole thing.
01:32:33  <CryptoQuick>oh?
01:33:20  <jaekwon>oh, just that it would work, and perhaps that this is how we work.
01:34:37  <CryptoQuick>heh, sounds like a plan :)
01:38:06  <niftylettuce>should start irc #voxeljs
01:39:02  <CryptoQuick>heh, sounds like a plan :)
01:51:31  <ralphtheninja>I need to manipulate 64 bit integers in node, any suggestions?
01:54:24  <niftylettuce>https://github.com/niftylettuce/node-netdna
01:54:27  <niftylettuce>err thats not relevant
01:54:31  <niftylettuce>but fun thing i did this mornign
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02:15:57  <defunctzombie>Raynos: I pushed the latest stuff I have
02:16:03  <defunctzombie>it prepends the name as a class
02:16:05  <defunctzombie>pretty good stuff
02:16:42  <defunctzombie>if everything looks good let me know and we can publish a new version
02:16:53  <defunctzombie>or.. publish the first version I should say haha
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02:18:55  <defunctzombie>Raynos: I am also fine being a collaborator, I don't have to own the repo :) I work on a few node projects that way
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02:36:15  <defunctzombie>Raynos: there is a problem with the parent class stuff.. sigh
02:36:49  <Raynos>oh there
02:36:50  <Raynos>hi.
02:37:00  <Raynos>then go and use a different module :D
02:37:11  <defunctzombie>well, I think the issue is with teh approach
02:37:16  <Raynos>defunctzombie: publish whatever you want
02:37:17  <defunctzombie>not with the module per-se
02:37:27  <defunctzombie>if you have something like ul { .. }
02:37:32  <Raynos>just update the readme
02:37:44  <defunctzombie>prefixing with a parent class is not correct
02:37:45  <Raynos>then it becomes .module ul { ... }
02:37:50  <Raynos>which means your template
02:37:54  <Raynos>can not have an ul at the root
02:37:56  <Raynos>or it wont work
02:37:57  <defunctzombie>well, then you have to have ul inside a div
02:37:58  <defunctzombie>right
02:38:09  <Raynos>or it has to be
02:38:13  <defunctzombie>which gets a bit more annoying
02:38:14  <Raynos>.module ul, ul.module { ... }
02:38:18  <defunctzombie>right
02:38:29  <Raynos>that problem is trivially solved
02:38:35  <Raynos>use the module name for any root element of the template
02:38:37  <Raynos>in your css
02:38:37  <defunctzombie>let me see if that actually works tho
02:38:59  <Raynos>so ul.module { ... }
02:39:06  <Raynos>becomes .module ul.module { ... }
02:40:45  <defunctzombie>well, it wants to suffix every element
02:41:14  <defunctzombie>so if later I have .blah li { ... }
02:41:23  <defunctzombie>it wants to make it .module .blah li.module
02:47:15  <Raynos>well dont do that
02:47:19  <Raynos>just dont style the container
02:47:21  <Raynos>of your template
02:47:25  <Raynos>which is really a no :p
02:47:27  <Raynos>but still
02:47:27  <Raynos>meh
02:49:08  <defunctzombie>sigh
02:49:25  <defunctzombie>well, in my example case I didn't have a container
02:49:36  <defunctzombie>it was an <ul>
02:49:43  <defunctzombie>and I had some classes on it
02:51:49  <Raynos>well that's hard
02:53:08  <defunctzombie>Raynos: is there a downside to saying you must have a <div> container?
02:53:14  <defunctzombie>I feel like it seems a bit ghetto
02:53:20  <defunctzombie>but maybe not :/
02:53:23  <Raynos>it is ghetto
02:53:26  <Raynos>what if your template is a li
02:53:40  <defunctzombie>well, in my case I do insert li
02:53:45  <defunctzombie>but those go into my ul
02:53:53  <defunctzombie>the li wouldn't be a widget on their own
02:53:55  <defunctzombie>right?
02:54:02  <defunctzombie>as long as they live in something
02:54:19  <Raynos>li can be a widget on its own
02:54:21  <Raynos>a list of widgets
02:54:22  <Raynos>makes sense
02:54:30  <defunctzombie>:/
02:55:34  <defunctzombie>the problem is you don't know what elements need to have the class applied and what don't
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02:56:08  <defunctzombie>you can't even say that all elements that don't already have a class need the class applied cause then you break setting a rule like 'p { ]' for your widget
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03:04:21  <defunctzombie>Raynos: I kinda feel the container thing isn't as ghetto as it seems
03:04:31  <Raynos>it is
03:04:42  <Raynos>for li
03:04:44  <Raynos>and tr elements
03:04:49  <Raynos>but for non semantic elements
03:04:58  <Raynos>but you can just apply the class of the module name manually
03:05:08  <Raynos>oh wait
03:05:11  <Raynos>you can do this cleverly
03:05:25  <Raynos>no you cant
03:05:26  <Raynos>its hard :/
03:05:30  <defunctzombie>haha
03:05:48  <Raynos>ok so here's the rule :p
03:05:49  <defunctzombie>well, I am tempted to say widgets with just li or whatever are dumb ?
03:05:54  <Raynos>don't try to style the top element
03:06:05  <Raynos>I have widgets that are tr's or li's
03:06:18  <Raynos>select the top element directly
03:06:30  <Raynos>FUCKING STATE MACHINES >:(
03:06:30  <LOUDBOT>THE SUN IS A MASS OF INCANDESCENT GAS A GIGANTIC NUCLEAR FURNACE WHERE HYDROGEN IS BUILT INTO HELIUM AT A TEMPERATURE OF MILLIONS OF DEGREES
03:06:33  <defunctzombie>select directly in what sense?
03:07:30  <defunctzombie>well, my personal issue is actually solved by doing less classes
03:07:39  <defunctzombie>if I know the top element should be .module
03:07:48  <defunctzombie>well shit
03:07:53  <defunctzombie>how to style the top element?
03:08:08  <defunctzombie>maybe if class is specifically .module we leave it alone?
03:08:42  <defunctzombie>I am trying to style what I would think would be simple, a widget that creates an ul on the page
03:08:46  <defunctzombie>and adds li to the page
03:08:46  <defunctzombie>haha
03:11:05  <defunctzombie>dammit why won't this do what I want?!
03:14:44  <fotoverite>css how does it work?
03:18:41  <Raynos>"D
03:20:56  <defunctzombie>Raynos: any new brilliant ideas?
03:21:06  <Raynos>:D
03:21:12  <Raynos>Figure out how to solve it
03:21:17  <Raynos>I think the best you can do
03:21:25  <Raynos>is not prefix any rule for .module-name
03:21:41  <Raynos>alternatively
03:21:44  <Raynos>just do both
03:21:52  <dominictarr>CryptoQuick: have you read NKS by stephen wolfram?
03:21:57  <Raynos>ul { ... } -> .module ul, ul.module { ... }
03:22:13  <Raynos>.foo ul { ... } -> .module .foo ul, .foo.module ul { ... }
03:22:21  <Raynos>one approach produces more CSS
03:22:24  <Raynos>the other approach is more limited
03:23:43  <defunctzombie>not prefix any rule for .module name would have to also check for .module ul and ul.module I think
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03:54:07  <CryptoQuick>dominictarr: I haven't, but I can see how it might be applicable. what are your thoughts?
03:54:40  <dominictarr>CryptoQuick: it has a lot of content that is in line with the sort of things you are talking about
03:55:03  <dominictarr>simple physics simulators, based on cellular automations
03:55:11  <CryptoQuick>ahh
03:55:15  <dominictarr>I'm also very interested in this idea!
03:55:19  <CryptoQuick>very glad to hear others have thought this through
03:55:37  <CryptoQuick>especially if those 'others' include Stephen Wolfram :)
03:55:58  <dominictarr>it's a massive book, but well worth the read!
03:56:06  <dominictarr>like, 2-3 kg
03:56:34  <CryptoQuick>haha, I always measure my reading by the kilo
04:00:28  <ralphtheninja>dominictarr: I dropped it on my foot one time, do not recommend it
04:00:50  <substack>I just read short blog posts and wikipedia articles instead of books
04:01:05  <substack>piecemeal knowledge yay
04:01:17  <CryptoQuick>substack: there you go, that's how doers do it
04:01:47  <CryptoQuick>I'd much rather be writing than reading
04:03:17  <CryptoQuick>that said… a voxel environment lends itself well to the study and simulation of cellular automata
04:11:03  <defunctzombie>Raynos: I think I have figured it out
04:11:26  <defunctzombie>to where it doesn't suck
04:15:33  <defunctzombie>Raynos: a few basic rules...
04:15:45  <Raynos>defunctzombie: make an issue on github
04:15:54  <defunctzombie>and describe it there?
04:15:56  <defunctzombie>kk :)
04:16:09  <mbalho>WOOT just stored and loaded my first voxel.js world with indexeddb
04:17:11  <defunctzombie>\o/
04:18:52  <dominictarr>CryptoQuick: yeah, I read it while at university… (if you don't educate yourself nobody will)
04:19:53  <dominictarr>but I recommend it to you because it sounds like it's very close to your thinking
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04:22:35  <CryptoQuick>I've read about cellular automata before, and was particularly intrigued by the intelligent memoization of parts of the system. That sounds a lot like what I proposed earlier. You're definitely right in bringing this up, the more I read about this, the more pertinent it becomes!
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04:26:15  <defunctzombie>Raynos: https://github.com/Raynos/npm-css/issues/1
04:32:04  <Raynos>thanks
04:32:20  <Raynos>mbalho: using levelidb or idb directly?
04:32:28  <mbalho>idb directly
04:32:39  <mbalho>Raynos: cause thats what rolnaaba used
04:32:47  <Raynos>I see
04:32:52  <Raynos>wasn't it a disaster?
04:33:05  <Raynos>imho IDB is the worst API ever made
04:34:00  <mbalho>nah it works
04:34:19  <mbalho>also thats not a very humble opinion :)
04:34:20  <Raynos>that's cool :)
04:34:34  <Raynos>i thought it was in my honest opinion
04:35:02  <mbalho>oh i always thought humble
04:35:05  <mbalho>Raynos: rolnaaba used https://npmjs.org/package/idb-wrapper
04:35:16  <Raynos>oh I used that too
04:35:21  <Raynos>idb-wrapper makes shit A LOT easier
04:35:40  <Raynos>https://github.com/Raynos/levelidb/blob/master/index.js#L1
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05:05:11  <Raynos>substack: If I want to add `"console"` as a build in for browserify should that go into browserify or into npm as a console-browserify?
05:09:52  <dominictarr>Raynos: should go in npm
05:10:08  <defunctzombie>isn't that the default answer to everything? haha
05:10:11  <Raynos>:D
05:10:45  <substack>Raynos: what does it do?
05:12:55  <Raynos>substack: https://github.com/joyent/node/blob/master/lib/console.js
05:13:00  <Raynos>so that you can `require("console").log`
05:13:13  <Raynos>my use-case is to have the log function be a no-op in IE8 / IE9 if console doesn't exist
05:14:15  <Raynos>that way I can just ship my logs in production :P
05:15:52  <dominictarr>https://mega.co.nz/#!OZVH2ZDB!SZxgiRR_8vXpE55_IhF9zUIEtn5N6MhlkTw7Sl2yLX8
05:16:43  <defunctzombie>we don't want your warez here :p
05:17:36  <dominictarr>this one is poetically appropiate
05:18:01  <defunctzombie>how is the new mega?
05:18:11  <defunctzombie>seems to be swamped with users right now
05:18:21  <defunctzombie>I can't even upload a test text file
05:18:26  <rvagg>don't trust it, it ends in .co.nz
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05:23:23  <CryptoQuick>new zealanders are not to be trusted, they're foreigners who don't understand the meaning of freedom
05:23:49  <jjjjohnnny>uuhhm mega conz???
05:24:24  <dominictarr>FREEDOM IS SLAVERY
05:24:24  <LOUDBOT>OH HEY MY CEVICHE PHONE IS RINGING
05:25:08  <dominictarr>jjjjohnnny: mega.co.nz==megaupload2
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05:34:22  <jjjjohnnny>i know :p
05:34:27  <jjjjohnnny>also that link was unavailabe for me
05:35:56  <jjjjohnnny>the assange one
05:36:16  <jjjjohnnny>dominictarr: this dubs 4 U https://soundcloud.com/prollabilly/vapor-radio
05:38:16  <dominictarr>jjjjohnnny: listening
05:39:06  <jjjjohnnny>i shoulda cut the beginning
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05:41:53  <CryptoQuick>sweet, my the Brony Doc is officially out
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06:29:21  <jjjjohnnny>dominictarr: the vaporwaviness was actually a side effect of accidental downsampling
06:29:30  <dominictarr>haha
06:29:39  <jjjjohnnny>dominictarr: this is actually what i was doing with the live stream https://soundcloud.com/prollabilly/repidity
06:30:38  <jjjjohnnny>i made a pretty creepy vaporwave of alliyah "tell me yr that somebody
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06:37:17  <jesusabdullah>"console" ?
06:42:55  <dominictarr>time to go to airport
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07:15:16  <gozala>Is there a way to run testling.ci against pull request ?
07:15:59  <gozala>substack: ?? ^
07:18:00  <substack>gozala: nothing for that yet
07:18:39  <gozala>substack: tnx
07:21:50  <substack>shama: that is a rad portal gun
07:23:08  <shama>substack: thanks! I made it from a rad portal
07:24:48  <gozala>substack: is there any way of knowing what's going on here
07:24:48  <gozala>http://ci.testling.com/Gozala/reducers
07:25:17  <substack>gozala: looking
07:25:54  <substack>gozala: it failed before any of the browsers ran
07:26:19  <substack>could be the dependencies didn't install all the way
07:27:00  <gozala>strange it seems to work with travis.ci so I don't think it's deps
07:27:17  <substack>it could still be deps
07:27:24  <substack>travis is configured to run a lot of server things
07:27:30  <substack>it probably has phantom and such
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07:28:07  <gozala>substack: can I somehow specify devDeps that testing can ignore ?
07:28:41  <gozala>I'm using phantom only for travis.ci
07:29:20  <substack>not yet, putting that in my todo
07:30:00  <gozala>ok let me try removing phantom and see if does it
07:30:12  <defunctzombie>Raynos: pushed the css prefix changes
07:30:15  <defunctzombie>it is awesome now
07:30:34  <defunctzombie>and totally worked for my sample use case
07:30:45  <gozala>substack: BTW could it by a version ranges https://github.com/Gozala/reducers/blob/master/package.json#L47-L75 ?
07:31:30  <substack>?
07:32:21  <gozala>substack: I was wondering if I put browser version that are not available
07:32:28  <gozala>if that may have caused that
07:34:03  <jjjjohnnny>awesome
07:35:57  <substack>I haven't tested what that would do
07:36:03  <substack>possible
07:37:23  <jjjjohnnny>voxel hall of mirrors
07:37:31  <jjjjohnnny>voxel sideshows
07:37:41  <jjjjohnnny>voxel creature petting zoo
07:41:15  <jjjjohnnny>voxel voxel rock band
07:42:38  <jjjjohnnny>voxel escalator
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08:09:55  <CryptoQuick>http://apolyton.net/content.php/1055-God-old-games-rereleased-Smac-Smax
08:09:56  <CryptoQuick>best thing ever
08:09:56  <CryptoQuick>that game is a damn masterpiece
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08:22:49  <jesusabdullah>always wanted to play that
08:22:57  <jesusabdullah>though I am terrible at strategy games
08:23:51  <CryptoQuick>I'm terrible at most of them also, but this one has a speed for everybody :)
08:24:19  <CryptoQuick>but, heh, it's also really old and clunky, I will admit
08:24:20  <CryptoQuick>it helps if you see others play it first
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09:18:55  <fotoverite>Voxel is going to take the world by storm
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10:26:20  <guybrush_>waah i just cant remember the guy, he did show js-audio stuff at a conference i dont remember
10:26:27  <guybrush_>you guys know who i mean? :D
10:26:39  <fotoverite>yes at jdsconfeu
10:26:53  <guybrush_>thx a lot fotoverite!
10:27:05  <guybrush_>stuart memo is the guy
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12:03:30  <jesusabdullah>i see
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13:18:21  <slaskis>how often does the browsers (specifically canary/nightly) update on browserling/testling?
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14:09:58  <niftylettuce>http://www.youtube.com/watch?v=GpVgEmMmFVY
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17:11:18  <pkrumins>slaskis: daily
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17:11:28  <slaskis>pkrumins: oh sweet
17:11:32  <slaskis>thanks
17:12:16  <jan____>this is relevant to your interests: https://github.com/snakajima/neunode
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17:32:18  <niftylettuce>http://www.startupsupper.com lulz
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18:02:19  * defunctzombie_zzchanged nick to defunctzombie
18:04:31  <defunctzombie>we are going to need a script to update everyone's travis config files
18:04:50  <pkrumins>why is that?
18:05:38  * ins0mniaquit (Ping timeout: 256 seconds)
18:07:30  <defunctzombie>pkrumins: when node 0.10 comes out
18:07:38  <defunctzombie>need to add new versions
18:07:43  <defunctzombie>they don't have ranges ;)
18:08:16  <defunctzombie>the more I think about services like travis, the more I think they need to blacklist versions vs whitelist
18:08:41  <defunctzombie>and when they add a new version, just re-run my stuff for me
18:09:36  <pkrumins>ah
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18:38:38  <defunctzombie>Raynos: need a way to run widget examples, thing browserify server could be updated to handle the css? or should I just create a separate thing?
18:38:59  <defunctzombie>basically want something that will serve up require'd js (ala browserify)
18:39:04  <defunctzombie>and css processed via npm-css
18:39:15  <defunctzombie>so you can manually test widgets and such
18:39:19  <defunctzombie>for styling, etc
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19:40:30  <defunctzombie>Raynos: https://github.com/Raynos/npm-css/commit/dded352bd12125d8f7f1437735adf0c4c6ba81e1
19:40:37  <defunctzombie>^ that is how you can do local widgets
19:40:45  <defunctzombie>if you require a dir and a package.json exists
19:40:50  <defunctzombie>the name will be used as a prefix
19:41:11  <defunctzombie>if you require a dir and no package.json, index.css is tried and will NOT be prefixed if found
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19:55:26  <chrisdickinson>mbalho: so, i think i figured out the problem with my physics!
19:55:26  <chrisdickinson>(spoiler: it seems that the only real problem is chunk->chunk transitions; i.e., crossing a seam)
19:55:36  <chrisdickinson>and i know how to solve it (luckily collide-3d-tilemap takes a function(x, y, z) for the tile lookup, so i can just pass it a callback that always "localizes" the tile lookup, even across chunks)
19:55:51  <substack>hooray!
19:56:10  <chrisdickinson>still leaves player-physics and the getCollisions a little messy though
19:56:25  <chrisdickinson>but the general "don't let people slide into voxels" thing will be solved-ish
19:56:35  <chrisdickinson>also jumping physics.
19:58:42  <substack>chrisdickinson: there's another complication I'd like to support with your collision code too where chunks can have translation+rotation matricies
19:58:50  * chrisdickinsonnods
19:59:06  <substack>here's the prototype I built yesterday: http://substack.net/projects/voxel-servo/
19:59:30  <substack>when you create a block on top of the servo it creates a new chunk
19:59:51  <substack>still needs custom intersection handling and then it'll need collisions
20:00:17  <chrisdickinson>hmm
20:00:22  <substack>detached chunks will let us build spaceships! :D
20:00:27  <substack>and boats and machines
20:01:04  <chrisdickinson>so, you'd need to change your desired movement vector to match that of the chunk
20:01:24  <substack>and if you're on a chunk that moves you'll need to move with the chunk
20:02:54  <substack>and we can use voxel-camera and onboard computers to pilot the ships from inside!
20:05:50  <substack>and we can have cellular automata atmosphere inside the ships to you can attack a ship by breaching its hull
20:07:41  <substack>weapons can just smash blocks
20:08:57  <substack>anyhow fixing some of those pesky testling bugs
20:09:35  <brianloveswords>substack, mbalho: my obligation in Palo Alto is complete and I will be heading northwards in the next few hours!
20:11:59  <substack>oh sweet
20:12:17  <substack>I'm going to be biking around at cafes today
20:12:32  <substack>once the espresso on the stove is exausted
20:12:55  <substack>brianloveswords: you should definitely check out sudoroom if you're coming to oakland
20:13:05  * mikealquit (Quit: Leaving.)
20:13:14  <substack>it's right near 19th street bart station
20:13:34  <brianloveswords>substack: I'm gonna try to hang out with alunny in SF for a bit, but my plan is to head over to Oakland.
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20:18:02  <mbalho>brianloveswords: WOOT
20:18:32  <mbalho>substack: i am planning on hacking from cafes also
20:24:03  <substack>mbalho: with detached voxel geometries we can have spaceships, machines, boats, submarines, and land vehicles!
20:24:22  <substack>ships you can build with blocks :D
20:24:38  <mbalho>and editable NPCs
20:24:43  <mbalho>like giant voxel cats
20:24:48  <brianloveswords>YES
20:24:56  <mbalho>if you destroy half of their bodies they die
20:24:56  <substack>yep
20:24:57  <brianloveswords>The world needs giant voxel cats.
20:25:25  <substack>voxel cat could just be a few servo bricks and a few computer bricks
20:25:58  <substack>kids will grow up learning distributed computing
20:26:06  <substack>and they'll wonder why people ever thought it was hard
20:26:21  <fotoverite>because it is.
20:26:46  <fotoverite>Even non distributed computing is hard. Our tools just make it understandable.
20:27:26  <mbalho>damnit bergman! we were having a moment here
20:27:37  <brianloveswords>I'm heading out! I'll twitter at you guys when I'm about to head into Oakland.
20:28:03  <mbalho>brianloveswords: sweeet
20:28:06  <substack>I'll make the computer bricks natively support scuttlebutt
20:28:06  <brianloveswords>LOVESWORDS OUT
20:28:07  <LOUDBOT>IF YOU WOULD PLEASE
20:28:24  <fotoverite>mbalho: Sorry to be the voice of reason.
20:28:26  <fotoverite>But hopefully all students will know scuttlebutt
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20:31:33  <mbalho>hahaha http://shama.github.com/voxel-portal-gun/
20:31:50  <mbalho>needs some work but it will get there :D
20:33:03  <fotoverite>That' s a really creepy effect
20:34:24  <substack>http://www.scuttlebuttbrewing.com/Scuttlebutt_Brewing_Co./home.html
20:34:35  <mbalho>woot https://github.com/austinhallock/html5-virtual-game-controller
20:35:15  <defunctzombie>mbalho: I still have a logitech gamepad sitting around
20:35:22  <defunctzombie>we used to use it to drive robots around
20:35:26  <defunctzombie>wonder if it will work haha
20:35:30  <defunctzombie>it is just a USB HID device
20:35:55  <defunctzombie>http://www.logitech.com/en-us/product/wireless-gamepad-f710 that except all black
20:37:28  <mbalho>defunctzombie: there is a gamepad api, you would just have to hook it up to emit commands https://github.com/maxogden/player-physics/blob/master/index.js#L58
20:37:55  <defunctzombie>haha
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20:54:19  <niftylettuce>mbalho: pretty cool portal
20:57:28  <substack>mbalho: voxel-engine nearly has everything necessary to build in-game telepresence robots
20:58:01  <substack>you can build games inside games!
20:58:54  <guybrush>http://www.youtube.com/watch?v=LGkkyKZVzug
20:59:12  <guybrush>16bit alu in minecraft
21:01:24  <guybrush>build a computer in a game to build a another game inside it!
21:05:36  <ehd>substack: i played around with voxel-portal. seems like the only way to make the camera real awesome portal-like would be rendering twice with a stencil buffer but i do not know how that works or whether it's possible with webgl
21:09:02  <gozala>substack: it looks like my test are not always run to completion http://ci.testling.com/Gozala/reducers
21:09:21  <gozala>and for some reason not all browsers specified are tested either
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21:10:06  <gozala>substack: Is there anything I can do to figure out what the problem is ?
21:10:27  <substack>it's a bug in our launcher
21:10:38  <gozala>oh I see
21:10:44  <substack>nothing you can do
21:10:55  <substack>trying to fix this today
21:10:58  <gozala>I guess I'll just wait in that case ;)
21:11:02  <gozala>Thanks a lot
21:11:02  <substack>yep!
21:11:10  <substack>thanks for helping us stress-test!
21:11:15  <gozala>substack: could you please ping or cc me in the issues once it's fixed
21:11:21  <substack>sure
21:11:23  <gozala>:D
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21:53:42  <Raynos>:o
21:54:40  <jez0990>Raynos: ?
21:55:28  <jez0990>good :o or bad :o?
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21:58:11  <mbalho>muahaha https://github.com/austinhallock/html5-virtual-game-controller/pulls
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22:02:48  <mbalho>jan____: whoaaa with the combination of neunode and https://github.com/phoboslab/Ejecta i will soon be able to run p2p minecraft mesh networks with 100% javascript
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22:15:26  <rclosner>mbalho: voxels index can't be negative, right? in that case we can't scale to an arbitrary starting point because some will have negative coordinate values. we'll always have to scale it to [0, width]. not really a problem, but if multiple people connect to a game (from different locations) we'll have no way to determine the relationship b/w the two voxel world areas..
22:15:39  <mbalho>rclosner: right
22:16:20  <mbalho>rclosner: cant we do that thing where we scale all lat/lng from -180,180 to 0,360?
22:17:16  <rclosner>mbalho: before we were doing [0,width], but we could scale it to 360. that would fix the problem.
22:19:26  <rclosner>mbalho: sanity check- if we did that, we'd have to scale voxel coordinates to [0,360] as well, right? (i mean when we look up if a node exists in voxel#generate)
22:19:28  <mbalho>rclosner: well we should scale all lat/lng values from -180,180 to 0,360 and all voxel coordinates from -worldWidth/2,worldWidth/2 to 0,worldWidth
22:19:36  <mbalho>rclosner: then everything is positive
22:19:46  <substack>:/
22:20:10  <substack>there shouldn't BE a worldWidth
22:20:24  <substack>wouldn't that make infinite terrain generation really really hard?
22:20:58  <mbalho>substack: worldWidth = currently viewable world
22:21:10  <mbalho>substack: e.g. chunkSize * chunkDistance * 2
22:21:13  <substack>oh nevermind
22:21:31  <substack>I think visibilityRadius might be a better way to think about the problem though
22:21:38  <mbalho>we just need to add an event when you move into a new chunk that triggers chunk unloading/loading
22:21:39  <substack>and you can scale it automatically based on frame rate
22:21:45  <mbalho>substack: oooh yea
22:21:48  <mbalho>substack: i need that for mobile
22:21:55  <mbalho>substack: im writing android controls right now
22:22:24  <Raynos>jez0990: I can remebmer
22:22:26  <substack>also don't bake in the assumption that voxel chunks are necessarily all in a grid
22:22:38  <mbalho>yea we should allow the world to be non cube shaped
22:22:53  <mbalho>also
22:23:12  <substack>still cubes but I've got a patch in the works for matrix transforms for chunks
22:23:32  <substack>for programmable spaceships, robots, and boats
22:23:36  <mbalho>cause right now the generateMissingChunks function gets stuff in a cube shape and not some arbitrary dimensions
22:23:39  <mbalho>haha
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22:24:50  <substack>we'll need overlapping chunk regions I mean
22:25:01  <substack>for this awesomeness
22:25:03  <mbalho>word
22:25:13  <rclosner>mbalho: not [0,360]. [0,360 * lat/lng to meters constant]. right?
22:26:27  <mbalho>rclosner: oh right yea
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22:52:12  <substack>gozala, Raynos: I just found the bug, fix rolling out probably later tonight
22:52:20  <Raynos>Nice, thanks!
22:53:28  <substack>well, depends on how tricky it will be to roll out the new launcher format
22:54:09  <substack>instead of getting the pid back from the launcher which is stateful and the line numbers need to sync up or else it stops working
22:55:42  <substack>but if we send a sequence number instead then we can make the kill messages stateless
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23:33:46  <gozala>substack: awesome thanks
23:33:46  <mbalho>https://twitter.com/voxeljs/status/293139177049059328
23:35:36  <mbalho>shama: so awesome haha
23:35:46  <fotoverite>dear jesus so awesome
23:36:17  <eckoit>hey all, started work on some positional audio
23:36:17  <eckoit>https://github.com/ryanramage/voxel-audio
23:36:43  <shama>mbalho: they're fun to create :)
23:37:08  <mbalho>eckoit: wooooot!!!
23:37:29  <mbalho>eckoit: LOL 71822__benboncan__mandrill-striking-rock.mp3
23:37:39  <eckoit>mbalho: thx. I have a local demo just got to get it in a state to publish
23:37:56  <eckoit>yeah, some sounds from freesound :)
23:38:04  <shama>eckoit: woohoo sound!
23:38:12  <mbalho>i think we need a voxeljs irc room
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23:38:25  <eckoit>ok, I asked substack and he told me to pop in here
23:38:40  <mbalho>this is currently the voxeljs irc room :)
23:39:25  <mbalho>but we could be more 'official' with voxel.js since stackvm is hard to explain to newcomers
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23:45:00  <niftylettuce>front page #4 on hacker news, BOOM SHAKA LAKA!
23:45:09  <niftylettuce>WOOOOO
23:45:12  <eckoit>nice
23:45:50  <niftylettuce>for startupsupper
23:47:46  <gozala>Raynos: please take a look at https://github.com/Gozala/reducers/wiki/Making-values-reducible
23:48:11  <gozala>Raynos: and this https://github.com/Gozala/reducers/issues/32
23:58:20  <rclosner>mbalho: money. osm is working like a champ. need to update the demo, and we're golden.