02:31 <+bridge> [ddnet] add the arrows in record demo please:banhammer: 02:31 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/862128670322458634/arrows.png 02:35 <+bridge> [ddnet] cl_video_showdirection 1 02:46 <+bridge> [ddnet] it's work nice 03:39 <+bridge> [ddnet] Did you know that data races are UB in >C11 and >C++11? Very interesting 03:55 <+bridge> [ddnet] Skin 03:56 <+bridge> [ddnet] minute 03:56 <+bridge> [ddnet] https://imgur.com/user/hussainx3/favorites/folder/9587467/skins/gB7CGzA 04:06 <+bridge> [ddnet] thanks 05:19 <+bridge> [ddnet] @heinrich5991 thanks for the compose key recommendation, works great 05:19 <+bridge> [ddnet] ññ 05:28 <+bridge> [ddnet] man i can't wrap my head around game engines networking solution 05:28 <+bridge> [ddnet] what engine 05:28 <+bridge> [ddnet] work? 05:29 <+bridge> [ddnet] they keep telling you to stuff both server and client logic in the same script 05:29 <+bridge> [ddnet] :justatest: 05:29 <+bridge> [ddnet] ye. unity 05:29 <+bridge> [ddnet] i see 05:29 <+bridge> [ddnet] sounds like a small project lol 05:31 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/862174033133699072/Screenshot_20210707-113115__01.jpg 05:33 <+bridge> [ddnet] wait. wrong post 05:33 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/862174419241402418/Screenshot_20210707-113224__01.jpg 10:19 <+bridge> [ddnet] ? 10:19 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/862246519863509012/unknown.png 12:27 <+bridge> [ddnet] yo guys, short question, jsut to understand it. Does ddnet have a ddos protection? and if not, whats the reason for? is it possble to help? with money coding/implementing or idk? 12:37 <+bridge> [ddnet] 2-3k $ per month might help xd 12:37 <+bridge> [ddnet] ur server? 12:37 <+bridge> [ddnet] looks like java xd 12:38 <+bridge> [ddnet] no 12:38 <+bridge> [ddnet] im playing on german- you just say that as a guess or you know it? 12:38 <+bridge> [ddnet] i meant tsfreddie 😄 12:38 <+bridge> [ddnet] but the 2-3k $ were for ur question xd 12:39 <+bridge> [ddnet] yeah, i know- so you guessing it or you know it? 12:39 <+bridge> [ddnet] ddos protection is just insanly expensive 12:39 <+bridge> [ddnet] nothing u'll be able to affort 12:40 <+bridge> [ddnet] yeah i know it isnt that cheap- but it might have been the problem to implement it- thanks bro 13:00 <+bridge> [ddnet] so many- dashes in the - sentence \:D 13:09 <+bridge> [ddnet] chillerdragon ever checked if the fps are actually lower? with a external tool 13:09 <+bridge> [ddnet] dunno how to tag u 13:09 <+bridge> [ddnet] u did good 13:09 <+bridge> [ddnet] i also responded 13:09 <+bridge> [ddnet] oh 13:10 <+bridge> [ddnet] element has a ping based on name like irc and tw chat 13:10 <+bridge> [ddnet] ok, if u on linux and use mesa drivers u can just use GALLIUM_HUD=fps ./DDNet 13:11 <+bridge> [ddnet] xd 13:11 <+bridge> [ddnet] @Jupstar ✪\: dont u belive me seeing that it performs bad with my eyes? 13:12 <+bridge> [ddnet] seems like i do not use mesa drivers 13:14 <+bridge> [ddnet] is the client open source? 13:14 <+bridge> [ddnet] https://github.com/chillerbot/chillerbot-ux 13:14 <+bridge> [ddnet] pls no ban .-. 13:15 <+bridge> [ddnet] :troll: 13:15 <+bridge> [ddnet] do you see emojis tho 13:15 <+bridge> [ddnet] yes 13:15 <+bridge> [ddnet] :nouis3: 13:15 <+bridge> [ddnet] 🚎 13:15 <+bridge> [ddnet] nice 13:15 <+bridge> [ddnet] image.png 13:15 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/862290785114128394/image.png 13:16 <+bridge> [ddnet] this bridge is really good 13:16 <+bridge> [ddnet] but no troll 13:16 <+bridge> [ddnet] u 13:16 <+bridge> [ddnet] reply sucks tho 13:16 <+bridge> [ddnet] :Pepega: 13:16 <+bridge> [ddnet] i mean i think u can see mine but i can not see the replys from discord 13:16 <+bridge> [ddnet] (@gerdoe) 13:16 <+bridge> [ddnet] U 13:17 <+bridge> [ddnet] lol that reply xd 13:17 <+bridge> [ddnet] "Based on DDNet which is based on DDrace which is based on Teeworlds." :kek: 13:17 <+bridge> [ddnet] chillerdragon: seems to be same fps for me 13:18 <+bridge> [ddnet] which is based on teewars which is based on teepop 13:18 <+bridge> [ddnet] @Jupstar ✪\: wat? did you run the client and test with dummy or what? 13:18 <+bridge> [ddnet] which is based 13:18 <+bridge> [ddnet] yes 13:18 <+bridge> [ddnet] @Jupstar ✪\: it sometimes happens after a few hours of runtime 13:18 <+bridge> [ddnet] i toiggled between them 13:18 <+bridge> [ddnet] u wont catch that in 5mins 13:18 <+bridge> [ddnet] ah thought its always xd 13:18 <+bridge> [ddnet] nah 13:19 <+bridge> [ddnet] also u on windows right? 13:19 <+bridge> [ddnet] no 13:19 <+bridge> [ddnet] no? 13:19 <+bridge> [ddnet] since when 13:19 <+bridge> [ddnet] since i replaced my nvidia card 13:19 <+bridge> [ddnet] which always crashed my linux system back then 13:19 <+bridge> [ddnet] dafok is teepop @gerdoe 13:19 <+bridge> [ddnet] so dunno 3-4 years maybe 13:19 <+bridge> [ddnet] 4 years!? 13:19 <+bridge> [ddnet] why was i so sure u use windows then? 13:19 <+bridge> [ddnet] cool game by matricks 13:20 <+bridge> [ddnet] i have windows installed, if a game doesnt run, but lately i can run all games on linux, thanks to more improvements in wine and dxvk 😄 13:20 <+bridge> [ddnet] @Jupstar ✪\: yea anyways i think my client is full of bugs the windows users report crashes .\_. i run some valgrind but didnt find shit 13:20 <+bridge> [ddnet] then i'd say windows is full of bugs 13:21 <+bridge> [ddnet] i also run my teeworlds in wine because the best bot clients are only compiled for windows 13:21 <+bridge> [ddnet] :kek: 13:21 <+bridge> [ddnet] ah yes its probably windows not my client sure \:D 13:21 <+bridge> [ddnet] yes, just blame the others 13:21 <+bridge> [ddnet] ofc 13:21 <+bridge> [ddnet] always blame microfost 13:21 <+bridge> [ddnet] Holy what a :Pepega: 13:21 <+bridge> [ddnet] best tactic... intels fault 13:22 <+bridge> [ddnet] xd dejavu 13:22 <+bridge> [ddnet] @Jupstar ✪\: but i can recommend you switching to chillerbot-ux as main client anyway \:D then u might spot the fps issue at some point 13:22 <+bridge> [ddnet] @Jupstar ✪\: has juicy features such as "goto\_switch" and "goto\_tele" 13:23 <+bridge> [ddnet] i prefer to not use features, that are suspecious 13:23 <+bridge> [ddnet] axaxaxax 13:23 <+bridge> [ddnet] whats suspecious? \:D 13:23 <+bridge> [ddnet] sussy features 13:23 <+bridge> [ddnet] chat bots 13:23 <+bridge> [ddnet] or afk bots 13:24 <+bridge> [ddnet] auto reply when afk such sus 13:24 <+bridge> [ddnet] oh souly is proud user of cbux then 13:25 <+bridge> [ddnet] well im not saying that ddnet doesnt allow it, i dunno what the rules are 13:25 <+bridge> [ddnet] i just don't need such features, not worth it xd 13:25 <+bridge> [ddnet] u said u have 10k fps 13:25 <+bridge> [ddnet] sounds like u need a client that lowers it 13:25 <+bridge> [ddnet] under certain circumstances xd 13:25 <+bridge> [ddnet] isnt ur client ddnet based anyway? 13:26 <+bridge> [ddnet] it also has totally non sus features like cl\_remote\_control 13:26 <+bridge> [ddnet] yea it is 13:26 <+bridge> [ddnet] then i guess it can perform around the same level ^^ 13:26 <+bridge> [ddnet] cl_activate_mining 13:26 <+bridge> [ddnet] axaxax 13:27 <+bridge> [ddnet] mining comes soon(tm) 13:27 <+bridge> [ddnet] *quickly uninstalls* 13:27 <+bridge> [ddnet] this is the new prevalent way to do it, both in unity and unreal 13:28 <+bridge> [ddnet] i mean i get it 13:28 <+bridge> [ddnet] but it is still pretty annoying 13:28 <+bridge> [ddnet] i dont like it 13:28 <+bridge> [ddnet] nobody likes it 13:28 <+bridge> [ddnet] but unreal still has c binds doesnt it? 13:28 <+bridge> [ddnet] nothing better than not using any editor based game dev and take 1000 hours to do anything :greenthing: 13:29 <+bridge> [ddnet] well i can probably still just code the network transport myself 13:29 <+bridge> [ddnet] but i don't think they would let me 👀 13:29 <+bridge> [ddnet] Hm, I doubt that. I'm sure most developers enjoy having networking out of the box without having to think much about it 13:29 <+bridge> [ddnet] >bevy 13:30 <+bridge> [ddnet] actually i love ecs based game engines 13:30 <+bridge> [ddnet] its the future, ez paralelism 13:30 <+bridge> [ddnet] if you want to do p2p or host/clients yes 13:30 <+bridge> [ddnet] dedicated server stuff is a bit weird 13:30 <+bridge> [ddnet] i heard unreal and unity kinda do it internally now too 13:30 <+bridge> [ddnet] https://docs.unity3d.com/Packages/com.unity.entities@0.17/manual/index.html 13:30 <+bridge> [ddnet] @Ts懒散 unreal atleast has a way to build a dedicated server 13:30 <+bridge> [ddnet] they are planning it 13:30 <+bridge> [ddnet] mostl a headless client 13:30 <+bridge> [ddnet] unity has it too 13:31 <+bridge> [ddnet] its the future 13:31 <+bridge> [ddnet] still want to try it, but nothing comes up for game idea xd 13:31 <+bridge> [ddnet] @gerdoe i wanted to do a zach-like game with teeworlds theme 13:31 <+bridge> [ddnet] i just have to start it 13:31 <+bridge> [ddnet] inb4 nobody knows zachtronics games :feelsbadman: 13:31 <+bridge> [ddnet] just the "network layer" we were supposed to use doesn't like separating server/client code very much 13:31 <+bridge> [ddnet] https://www.zachtronics.com/exapunks/ 13:32 <+bridge> [ddnet] tis but tees 13:32 <+bridge> [ddnet] but i don't really want to ship server code in client as well. 13:32 <+bridge> [ddnet] if i don't care, putting both in the same script works just fine. 13:32 <+bridge> [ddnet] waiting for godot to release 4.0 with vulkan and new cool stuff 13:32 <+bridge> [ddnet] maybe not caring is the best solution some time. 13:32 <+bridge> [ddnet] godot is goodot 13:33 <+bridge> [ddnet] i miss it 13:33 <+bridge> [ddnet] u can actually use rust with godot 13:33 <+bridge> [ddnet] xd 13:33 <+bridge> [ddnet] ~~or typescript~~ 13:34 <+bridge> [ddnet] @Ts懒散 I have a solution for you, a genius one, so smart your mind will be blown 13:34 <+bridge> [ddnet] put ifdefs around the server code :thinkaboutit: 13:35 <+bridge> [ddnet] 👀 13:35 <+bridge> [ddnet] smart 13:35 <+bridge> [ddnet] does c# hav ifdef 13:35 <+bridge> [ddnet] unity has it 13:38 <+bridge> [ddnet] a headless client is way too much overhead btw imo 13:38 <+bridge> [ddnet] ikr 13:38 <+bridge> [ddnet] these solutions were mostly born out of convenience rather than performance 13:39 <+bridge> [ddnet] ye 13:39 <+bridge> [ddnet] besides, hosting is mostly offloaded to game service providers 13:39 <+bridge> [ddnet] so in china it is pretty common to do the most convenient solution and let the provider deal with scaling 13:39 <+bridge> [ddnet] unless you're tencent 13:40 <+bridge> [ddnet] everyone is tencent 13:40 <+bridge> [ddnet] 👀 i mean tencent itself 13:41 <+bridge> [ddnet] not the ones taking/giving money from/to them 13:41 <+bridge> [ddnet] @Ts懒散 u doing that ddnet clone in unity? 13:41 <+bridge> [ddnet] 👀 13:41 <+bridge> [ddnet] maybe 13:41 <+bridge> [ddnet] atleast in unreal you can hook fairly low to implement your own networking 13:42 <+bridge> [ddnet] i don't know why i said maybe, they didn't make me sign any NDA or anything 13:42 <+bridge> [ddnet] but boss is looking at me chatting with you guys sooooooo 13:42 <+bridge> [ddnet] does it take lot of time to learn unreal? without the blueprint stuff 13:42 <+bridge> [ddnet] or do u have to actually use that 13:42 <+bridge> [ddnet] and does it feel good to create the maps in their editor, or is a custom one like teeworld's one better to use? 13:42 <+bridge> [ddnet] :troll: 13:42 <+bridge> [ddnet] he's literally on the left of me 13:42 <+bridge> [ddnet] yes, it's a huge project 13:42 <+bridge> [ddnet] yo boss of tsfreddie 13:42 <+bridge> [ddnet] I wouldn't avoid the blueprints, they make it much more fun 13:43 <+bridge> [ddnet] The idea is to make blueprint components out of C++ 13:43 <+bridge> [ddnet] :o 13:43 <+bridge> [ddnet] small editor better but less functionality i suppose 13:43 <+bridge> [ddnet] i only tested the godot web editor, but felt like a pain 13:44 <+bridge> [ddnet] but yeah its highly customizable ofc 13:44 <+bridge> [ddnet] so not comparable to blocky teeworlds 13:52 <+bridge> [ddnet] yo @Jupstar ✪ is int64\_t on mac something else than on linux? 13:52 <+bridge> [ddnet] i get this on mac ` error: format specifies type 'long' but the argument has type 'long long' [-Werror,-Wformat]` but the other way around on linux 13:53 <+bridge> [ddnet] in what file 13:53 <+bridge> [ddnet] but its possible its different yes 13:53 <+bridge> [ddnet] in my haxclient 13:53 <+bridge> [ddnet] https://github.com/chillerbot/chillerbot-ux/runs/3008494607#step:6:443 13:53 <+bridge> [ddnet] just replace all int64 with int64_t 13:53 <+bridge> [ddnet] i did 13:53 <+bridge> [ddnet] that caused the issue 13:53 <+bridge> [ddnet] maybe i gotta cast it to long then 13:53 <+bridge> [ddnet] ah in printf 13:53 <+bridge> [ddnet] ye 13:54 <+bridge> [ddnet] yeah thats a pain, but there are also std replacements for that 13:54 <+bridge> [ddnet] str_timeformat or smth has it 13:54 <+bridge> [ddnet] for what ? 13:54 <+bridge> [ddnet] for %ld 13:54 <+bridge> [ddnet] ah 13:54 <+bridge> [ddnet] but if one is long and the other long long didnt we add possible bugs to the codebase? 13:54 <+bridge> [ddnet] PRId64 13:54 <+bridge> [ddnet] seems like previously int64 was long long on every system 13:54 <+bridge> [ddnet] #include 13:54 <+bridge> [ddnet] yes 13:55 <+bridge> [ddnet] no it shouldnt bug, just always use standard 13:55 <+bridge> [ddnet] whats "PRId64" 13:55 <+bridge> [ddnet] int64_t 13:56 <+bridge> [ddnet] the text replacement for printf 13:56 <+bridge> [ddnet] so instead of %ld use %" PRId64 " rest of string" 13:57 <+bridge> [ddnet] that looks even more messy than my long cast ;D 13:57 <+bridge> [ddnet] but you say thats the good style way? 13:58 <+bridge> [ddnet] its the standard way, i wouldn't say its good xd 13:58 <+bridge> [ddnet] guess there is a reason c++ added streams, indepentent of, if they good either xD 13:59 <+bridge> [ddnet] i bet boost has some nice better solutions^^ 13:59 <+bridge> [ddnet] ur a boost maximalist? 13:59 <+bridge> [ddnet] want it in ddnet? \:D 14:00 <+bridge> [ddnet] imo its just a better standard 14:00 <+bridge> [ddnet] but i rarely use it, used it in the past 14:00 <+bridge> [ddnet] yo btw how far is your svg render engine for tw? \:p 14:01 <+bridge> [ddnet] haha, i doubt we'll do it with pure SVGs, but as soon as we have game.svg i'll add support client side to load higher res pngs 14:01 <+bridge> [ddnet] UHD option basically 14:01 <+bridge> [ddnet] lame 14:01 <+bridge> [ddnet] but still cool 14:02 <+bridge> [ddnet] @Jupstar ✪ what about https://abseil.io/ 14:02 <+bridge> [ddnet] i did some progress with jungle\_doodads latley https://github.com/TeeworldsDB/images/tree/master/realistic/transparent/doodads/jungle_doodads 14:02 <+bridge> [ddnet] never heard of it 😄 14:02 <+bridge> [ddnet] its google own impl of c++ std 14:02 <+bridge> [ddnet] chillerdragon, 0.7 again? 14:02 <+bridge> [ddnet] still nice 14:02 <+bridge> [ddnet] its probs way more perfomant too 14:02 <+bridge> [ddnet] i'd really like to have all mapres too 😄 14:03 <+bridge> [ddnet] @Jupstar ✪\: i think jungle\_doodads did not diff in 0.7 14:03 <+bridge> [ddnet] ah yeah, i think i heard that exists, sounds good 14:03 <+bridge> [ddnet] performance best 14:03 <+bridge> [ddnet] since in std u cant implement new found optimizations cuz MUH ABI STABLE!!! 14:03 <+bridge> [ddnet] chillerdragon nice 😄 14:03 <+bridge> [ddnet] https://cor3ntin.github.io/posts/abi/ 14:03 <+bridge> [ddnet] good read 14:04 <+bridge> [ddnet] > Making std::regex faster (it is currently faster to launch PHP to execute a regex than it is to use std::regex 14:04 <+bridge> [ddnet] :monkalaugh: 14:04 <+bridge> [ddnet] is the standard limiting the performance? 14:04 <+bridge> [ddnet] or is gcc/clangs impl just so bad xD 14:04 <+bridge> [ddnet] its maintaining ABI stability what limits perfomance 14:04 <+bridge> [ddnet] ah i see 14:04 <+bridge> [ddnet] they cant implement new optimizations 14:05 <+bridge> [ddnet] the post i sent is gud 14:05 <+bridge> [ddnet] yeah will read 14:05 <+bridge> [ddnet] as long its based on facts 14:05 <+bridge> [ddnet] and not biased 14:05 <+bridge> [ddnet] faxx 14:05 <+bridge> [ddnet] it shows the pros and cons 14:05 <+bridge> [ddnet] of both sides 14:06 <+bridge> [ddnet] there is a reason why google made abseil 14:06 <+bridge> [ddnet] yeah but google also has weird code style rules 14:06 <+bridge> [ddnet] xd 14:06 <+bridge> [ddnet] i mean i can imagine there is alot of shit in std, question is how good are compilers to remove that 14:07 <+bridge> [ddnet] u cant remove the shit 14:07 <+bridge> [ddnet] since some ppl rely on the quirks 14:07 <+bridge> [ddnet] it has 14:09 <+bridge> [ddnet] yeah, but i mean like if gcc has a gcc c++ mode default 14:09 <+bridge> [ddnet] smth like that 14:23 <+bridge> [ddnet] > For example, std::string has a string_view conversion operator that I want to kill with fire, and that might be an ABI break which is not a source break - or an almost silent one-. 14:23 <+bridge> [ddnet] what? this operator is so useful 😄 14:24 <+bridge> [ddnet] if they want to remove something, they should get rid of that stream garbage finally 14:24 <+bridge> [ddnet] iostream and stuff 14:24 <+bridge> [ddnet] the stream is the cout and cin stuff right 14:24 <+bridge> [ddnet] yes 14:24 <+bridge> [ddnet] the worst part of C++ standard library 14:25 <+bridge> [ddnet] and also quite big one i think 14:25 <+bridge> [ddnet] overloading the << and >> operator makes u able to do weird stuff 14:25 <+bridge> [ddnet] xd 14:25 <+bridge> [ddnet] exactly 😄 14:26 <+bridge> [ddnet] making standard library smaller is good for static linking 14:26 <+bridge> [ddnet] just use lto 14:26 <+bridge> [ddnet] then all trash is gone xd 14:26 <+bridge> [ddnet] hopefully 14:26 <+bridge> [ddnet] i use rust and then all c++ is gone xd 14:26 <+bridge> [ddnet] :monkalaugh: 14:27 <+bridge> [ddnet] ez af 14:27 <+bridge> [ddnet] ez af 14:27 <+bridge> [ddnet] best solution 🙂 14:27 <+bridge> [ddnet] but C++ is still nice 14:27 <+bridge> [ddnet] idk 14:27 <+bridge> [ddnet] i honestly dont want to do much with it rn 14:28 <+bridge> [ddnet] and im gonna try embedded rust when my STM32F3DISCOVERY arrives 14:28 <+bridge> [ddnet] :poggers: 14:29 <+bridge> [ddnet] i heard even their C indian libs (no offense) are full of bugs 14:29 <+bridge> [ddnet] whats that 14:29 <+bridge> [ddnet] let's hope putting Rust on top of it won't make it even worse 14:30 <+bridge> [ddnet] development of base libs for modern microcontrollers is outsourced to India to keep the price low 14:30 <+bridge> [ddnet] i dont need any C when using rust 14:30 <+bridge> [ddnet] so you know 14:31 <+bridge> [ddnet] but Rust uses some C libs from ST, doesn't it? 14:31 <+bridge> [ddnet] no 14:31 <+bridge> [ddnet] oh 14:31 <+bridge> [ddnet] that's nice 14:31 <+bridge> [ddnet] i heard even their indian C libs (no offense) are full of bugs 14:32 <+bridge> [ddnet] what would be the point of using rust on top of c 14:32 <+bridge> [ddnet] the good thing is using rust directly 14:32 <+bridge> [ddnet] it would be the fact that you can code your stuff in Rust instead of C, right? 😄 14:32 <+bridge> [ddnet] https://github.com/japaric/f3 14:32 <+bridge> [ddnet] this is a lib someone made 14:34 <+bridge> [ddnet] ok this one is more up to date 14:37 <+bridge> [ddnet] looks like even its dependencies are 100% Rust 14:37 <+bridge> [ddnet] nice job 14:37 <+bridge> [ddnet] :greenthing: 14:37 <+bridge> [ddnet] this is a nice tool to create these libs https://github.com/rust-embedded/svd2rust 14:38 <+bridge> [ddnet] so Rust features inline assembly probably 14:38 <+bridge> [ddnet] there is an asm! macro 14:38 <+bridge> [ddnet] https://doc.rust-lang.org/beta/unstable-book/library-features/asm.html 14:39 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/862311738161496084/unknown.png 14:39 <+bridge> [ddnet] :poggers: 14:39 <+bridge> [ddnet] security vs performance gonna be insteresting in future, especially bcs CPUs probably get closer to single threaded performance 14:40 <+bridge> [ddnet] guess a pure rust kernel vs linux would be really nice 14:40 <+bridge> [ddnet] @Jupstar ✪ i think we should create the oficial ddnet binaries with some modern CPU features enabled 14:40 <+bridge> [ddnet] like stockfish does 14:40 <+bridge> [ddnet] i think we should use lto and ofast 14:40 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/862312184129519646/unknown.png 14:40 <+bridge> [ddnet] hopefully software will finally get less crappy than hardware 😄 14:40 <+bridge> [ddnet] this is how they present it 14:40 <+bridge> [ddnet] top to bottom for most perfomant 14:41 <+bridge> [ddnet] yeah they can defs speedup alot of operations, especially string operations 14:41 <+bridge> [ddnet] but u know 14:41 <+bridge> [ddnet] we'll stuck with gl 1.x forever xd 14:41 <+bridge> [ddnet] xd 14:42 <+bridge> [ddnet] guess for the new instructions a new processor architecture would solve it 14:42 <+bridge> [ddnet] then we'd have something like a "new" standard 14:42 <+bridge> [ddnet] :monkaS: 14:42 <+bridge> [ddnet] i mean c'mon i just want to see if a better CISC processor could give more performance 14:43 <+bridge> [ddnet] x86 can't be it, and ARM is not really CISC(but also not really RISC either anymore :D) 14:45 <+bridge> [ddnet] i guess ARM's single thread performance comes mostly from the fact amd and intel designs x86 with hyperthreading /SMT in mind 14:45 <+bridge> [ddnet] maybe games should find a way to not depend so much on single thread perf 14:45 <+bridge> [ddnet] ECS may do this 14:45 <+bridge> [ddnet] sure, but sync is always overhead 14:45 <+bridge> [ddnet] physically 14:45 <+bridge> [ddnet] y 14:46 <+bridge> [ddnet] but maybe its worth it 14:46 <+bridge> [ddnet] i mean 4-5 threads are common for games 14:46 <+bridge> [ddnet] i bet even ddnet uses more, just bcs the drivers use them internally 14:46 <+bridge> [ddnet] but cpus nowadays have 12 14:46 <+bridge> [ddnet] or more 14:46 <+bridge> [ddnet] i wonder if they use all 14:46 <+bridge> [ddnet] i want to own a threadripper 14:46 <+bridge> [ddnet] even the name is cool 14:46 <+bridge> [ddnet] 64 cores ez 14:46 <+bridge> [ddnet] xD 14:47 <+bridge> [ddnet] AMD Ryzen™ Threadripper™ 3990X Processor 14:47 <+bridge> [ddnet] Graphics Model 14:47 <+bridge> [ddnet] Discrete Graphics Card Required 14:47 <+bridge> [ddnet] # of CPU Cores 14:47 <+bridge> [ddnet] 64 14:47 <+bridge> [ddnet] # of Threads 14:47 <+bridge> [ddnet] 128 14:47 <+bridge> [ddnet] 128 threads poggers 14:47 <+bridge> [ddnet] yeah insane 14:47 <+bridge> [ddnet] getting closer to GPU core counts from 15 years ago xD 14:47 <+bridge> [ddnet] Up to 4.3GHz 14:47 <+bridge> [ddnet] with boost 14:47 <+bridge> [ddnet] xd 14:47 <+bridge> [ddnet] yeah but probs only on 2 cores xD 14:47 <+bridge> [ddnet] how many cores does a modern gpu have 14:47 <+bridge> [ddnet] i mean they dont really have cores in that sense 14:48 <+bridge> [ddnet] more like shading units 14:48 <+bridge> [ddnet] but dunno 4-5k 14:48 <+bridge> [ddnet] do modern games do physics simulation inside the gpu? 14:48 <+bridge> [ddnet] dunno 14:48 <+bridge> [ddnet] https://vkguide.dev/docs/gpudriven/compute_shaders/ 14:48 <+bridge> [ddnet] i think u can do it 14:48 <+bridge> [ddnet] with this 14:48 <+bridge> [ddnet] probs not bcs latency 14:48 <+bridge> [ddnet] but we all know nvidia game physics dont we xd 14:49 <+bridge> [ddnet] u can actually implement a physics engine usinhg compute shaders 14:49 <+bridge> [ddnet] rtx 3090 has 10496 cuda units 14:49 <+bridge> [ddnet] this is probs done in aaa games 14:49 <+bridge> [ddnet] https://forum.unity.com/threads/finished-my-compute-shader-based-game.508623/ 14:50 <+bridge> [ddnet] > So, I finally released a game that works completely on GPU 14:50 <+bridge> [ddnet] xdd 14:50 <+bridge> [ddnet] i mean its really cool 14:50 <+bridge> [ddnet] GPUs master race xd 14:50 <+bridge> [ddnet] xd 17:54 <+bridge> [ddnet] Looking at $ddos in #bot-cmds looks like most attacks today had very high outgoing packets per second. Is DDNet used in an amplification attack? 18:32 <+bridge> [ddnet] maybe look here 18:32 <+bridge> [ddnet] https://ddnet.tw/stats/server/ 18:32 <+bridge> [ddnet] 18:32 <+bridge> [ddnet] probs better for a specific time range 18:43 <+bridge> [ddnet] hmm just 10 Mbps peak isn't really anything usable for an amplification attack 18:43 <+bridge> [ddnet] so the attackers arent even doing that 18:43 <+bridge> [ddnet] wtf is wrong with them 18:46 <+bridge> [ddnet] on the other hand GER2 had 100Mbps peak 18:46 <+bridge> [ddnet] on the other hand GER2 had 100MBps peak 18:46 <+bridge> [ddnet] hmm just 10 MBps peak isn't really anything usable for an amplification attack 18:49 <+bridge> [ddnet] nvm those are also incoming traffic 18:49 <+bridge> [ddnet] why does the discord bot show outgoing? 18:49 <+bridge> [ddnet] https://scrumplex.rocks/img/1625676566.png 18:50 <+bridge> [ddnet] https://scrumplex.rocks/img/1625676606.png 19:38 <+bridge> [ddnet] mhh yeah strange xd 20:39 <+bridge> [ddnet] @Jupstar ✪\: its not only client runtime. Reconnecting to the server fixed the fps too \:) 20:41 <+bridge> [ddnet] maybe its a bug in ur system xd 20:41 <+bridge> [ddnet] must be a linux kernel bug 20:42 <+bridge> [ddnet] yeah lets blame linux 20:42 <+bridge> [ddnet] and intel 21:32 <+bridge> [ddnet] 😚 21:32 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/862415907368468540/mapinfo.png 21:36 <+bridge> [ddnet] ? 21:38 <+bridge> [ddnet] both 3 lines 21:38 <+bridge> [ddnet] you won't convince him to rename without the capital P 21:39 <+bridge> [ddnet] :what: 21:43 <+bridge> [ddnet] p(P)ulsar 21:43 <+bridge> [ddnet] the big p mapper huh 21:43 <+bridge> [ddnet] the capital p mapper huh 21:43 <+bridge> [ddnet] 🅱️ulsar 22:02 <+bridge> [ddnet] :cammo: 22:04 <+bridge> [ddnet] i generally like to have it a bit different, but probs would move Insane to the stars, minor stuff 😄 22:05 <+bridge> [ddnet] it's simple thing and ,so much better 😦 22:05 <+bridge> [ddnet] but ok 22:05 <+bridge> [ddnet] idk you agree with me or not :ww: 22:06 <+bridge> [ddnet] i think a better order of the components moving them into new lines would be better 22:06 <+bridge> [ddnet] so yes i generally agree 😄 22:06 <+bridge> [ddnet] ok cool 23:01 <+bridge> [ddnet] @TsFreddie did you tried this one? 23:01 <+bridge> [ddnet] for your srv? 23:08 <+bridge> [ddnet] i got this errors with this way 23:08 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/862440014813069352/unknown.png 23:09 <+bridge> [ddnet] nya 23:12 <+bridge> [ddnet] what nya 23:13 <+bridge> [ddnet] what wrong 😄 23:14 <+bridge> [ddnet] nya for fun' 23:15 <+bridge> [ddnet] that doesn't help me 🙂 23:15 <+bridge> [ddnet] but nya if you want 😄 23:20 <+bridge> [ddnet] nya