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- [2012-04-10 19:01:33] <Cervator> yeah, yeah, JS as an option is growing on me :-)
- [2012-04-10 19:19:16] <harrison> i'd have a doctor look at that if i were you
- [2012-04-10 19:41:56] <RoyAwesome> ironchefpython javascript is the worst langauge for anything
- [2012-04-10 19:42:46] <RoyAwesome> and I was referring to HTML/css/javascript/php/mess as the duct tape of programming
- [2012-04-10 19:43:00] <RoyAwesome> web programming is 'lets duct-tape another technology onto this gigant heap'
- [2012-04-10 19:43:10] <RoyAwesome> and everyone else going 'mmhmm, yeaah, here is a billion dollars to do it'
- [2012-04-10 19:46:31] <ironchefpython> I used to hate javascript
- [2012-04-10 19:46:37] <ironchefpython> It kinda gew on me.
- [2012-04-10 19:47:01] <ironchefpython> what I realized I hated was the shitty api that browsers offered.
- [2012-04-10 19:48:43] <ironchefpython> Still... what language would you suggest?
- [2012-04-10 19:49:47] <RoyAwesome> as I said much earlier, C++ for the 'engine', embed either mono or lua for game code
- [2012-04-10 19:50:05] <RoyAwesome> mono is really starting to grow on me
- [2012-04-10 19:50:18] <RoyAwesome> especially with mono 2.8 and the concurrency stuff they have done
- [2012-04-10 19:50:28] <ironchefpython> I do all my .Net stuff on the mono runtime... but bear with me a moment.
- [2012-04-10 19:50:46] <RoyAwesome> there is a really good talk with miguel de icaza
- [2012-04-10 19:50:47] <ironchefpython> Let's say for the sake of argument, that we use Java to write the engine
- [2012-04-10 19:51:02] <RoyAwesome> then the use of mono is irrelevent
- [2012-04-10 19:51:02] <ironchefpython> would you still want to use a scripting language for modding?
- [2012-04-10 19:51:17] <RoyAwesome> using java...use java or a language that runs on the jvm
- [2012-04-10 19:51:41] <ironchefpython> but not a dynamic language?
- [2012-04-10 19:51:42] <RoyAwesome> the only reason to use mono is to gain the advantages of using 'easy' code
- [2012-04-10 19:52:02] <RoyAwesome> you gain too much from it to not atleast consider it
- [2012-04-10 19:52:05] <RoyAwesome> write a prototype or two
- [2012-04-10 19:52:16] <RoyAwesome> all game engines do this
- [2012-04-10 19:52:24] <RoyAwesome> but, that is only if you are using C++ in the back end
- [2012-04-10 19:52:44] <RoyAwesome> https://www.youtube.com/watch?v=qOnUog6WeUU
- [2012-04-10 19:52:46] <ironchefpython> So if you'd use a dynamic language to script a C++ engine, why not a dynamic language to script a java egine?
- [2012-04-10 19:52:55] <RoyAwesome> the first hour of this presentation is miguel's talk on mono for game developers
- [2012-04-10 19:53:00] <RoyAwesome> ignore the second half, it's about monotouch
- [2012-04-10 19:53:03] <ironchefpython> Do mod developers give a shit what langauge the engine is written in?
- [2012-04-10 19:53:20] <RoyAwesome> because you lose in the long run with performance
- [2012-04-10 19:53:24] <RoyAwesome> vm on a vm
- [2012-04-10 19:53:34] <ironchefpython> no, you don't
- [2012-04-10 19:53:44] <ironchefpython> go look at the numbers for jruby and rhino
- [2012-04-10 19:53:55] <ironchefpython> jruby runs faster on the jvm than on C
- [2012-04-10 19:54:10] <RoyAwesome> I would say that is because the C library is bad
- [2012-04-10 19:54:14] <RoyAwesome> rather than that it actually runs faster
- [2012-04-10 19:54:20] <ironchefpython> rhino runs faster on the jvm than the old-style pre-V8 javascript engines
- [2012-04-10 19:54:28] <Cervator> oh, hey Roy
- [2012-04-10 19:54:31] <RoyAwesome> hi
- [2012-04-10 19:54:43] <RoyAwesome> you also have to keep in mind
- [2012-04-10 19:54:56] <RoyAwesome> that web technologies are vastly different in performance considerations than game engines
- [2012-04-10 19:55:03] <RoyAwesome> web...you have to build strings
- [2012-04-10 19:55:06] <RoyAwesome> in the fundamental level
- [2012-04-10 19:55:13] <ironchefpython> And with JSR 292 support, dynamic languages are going to be significantly faster.
- [2012-04-10 19:55:21] <RoyAwesome> games have shift numbers around and compute 3d math
- [2012-04-10 19:55:30] <RoyAwesome> and you don't get better than C++
- [2012-04-10 19:55:36] <t3hk0d3> node.js
- [2012-04-10 19:55:40] <ironchefpython> no, I'd *never* do that in javascript.
- [2012-04-10 19:56:01] <Cervator> and hey t3 :-)
- [2012-04-10 19:56:05] <RoyAwesome> but you still have to
- [2012-04-10 19:56:07] <ironchefpython> the only thing javascript mods will do is handle events and make function calls.
- [2012-04-10 19:56:09] <RoyAwesome> even in game code
- [2012-04-10 19:56:13] <RoyAwesome> how do you move an object 'forward'
- [2012-04-10 19:56:23] <RoyAwesome> that is a very game level calculation
- [2012-04-10 19:56:31] <RoyAwesome> and it requires a transformation of a 3d vector by a 3x3 matrix
- [2012-04-10 19:56:34] <ironchefpython> player.move(float velocity)
- [2012-04-10 19:56:39] <t3hk0d3> Cervator: hi
- [2012-04-10 19:56:58] <t3hk0d3> RoyAwesome: speaking about web languages
- [2012-04-10 19:57:00] <RoyAwesome> ironchefpython where would you implement move()?
- [2012-04-10 19:57:01] <ironchefpython> Seriously, it would be *insane* to do any vector calcuation in javascript.
- [2012-04-10 19:57:09] <ironchefpython> In the engine.
- [2012-04-10 19:57:11] <RoyAwesome> what if you want move() to behave differently
- [2012-04-10 19:57:12] <t3hk0d3> but Java is not game engine language too :D
- [2012-04-10 19:57:16] <RoyAwesome> depending on the mod
- [2012-04-10 19:57:21] <RoyAwesome> how would i make move() take a vector3?
- [2012-04-10 19:57:30] <ironchefpython> add it to the api.
- [2012-04-10 19:57:39] <RoyAwesome> then you start adding too much to the engine
- [2012-04-10 19:57:44] <RoyAwesome> and you become the Source engine
- [2012-04-10 19:57:48] <ironchefpython> maybe
- [2012-04-10 19:57:54] <t3hk0d3> redundant api = evil
- [2012-04-10 19:58:02] <RoyAwesome> these are fairly critical design decisions
- [2012-04-10 19:58:16] <RoyAwesome> game code is not just 'player.move(velocity)'
- [2012-04-10 19:58:21] <ironchefpython> Anything that happens "per frame" should be handled in the engine, and not go through a mod event handler.
- [2012-04-10 19:58:23] <t3hk0d3> more features => less ability to change things, because of backward compatibility
- [2012-04-10 19:58:32] <RoyAwesome> then you gimp your modding api
- [2012-04-10 19:58:39] <RoyAwesome> what if I want to implement airships
- [2012-04-10 19:58:40] <RoyAwesome> as a mod
- [2012-04-10 19:58:49] <RoyAwesome> I need to be able to caclulate airship physics
- [2012-04-10 19:58:57] <RoyAwesome> I am not going to put that in the game engine
- [2012-04-10 19:59:02] <RoyAwesome> because it's irrelevent to the engine
- [2012-04-10 19:59:08] <t3hk0d3> actually it is
- [2012-04-10 19:59:13] <ironchefpython> you need to calcualte that once a second, and not 60 times a second.
- [2012-04-10 19:59:14] <RoyAwesome> parts of it
- [2012-04-10 19:59:25] <RoyAwesome> depending on your archetecture
- [2012-04-10 19:59:31] <t3hk0d3> game engine shouldn't simulate airship physics
- [2012-04-10 19:59:38] <RoyAwesome> we have a game loop at 20tps
- [2012-04-10 19:59:42] <t3hk0d3> but newtonian physics as well
- [2012-04-10 19:59:43] <RoyAwesome> and a rendering loop at 60fps
- [2012-04-10 19:59:54] <RoyAwesome> gives the game more processing time
- [2012-04-10 19:59:58] <RoyAwesome> without sacraficing rendering time
- [2012-04-10 20:00:21] <RoyAwesome> but, C# on mono and lua embedded in C++ is fast enough for some of that
- [2012-04-10 20:00:23] <ironchefpython> and mods should be able to start a thread that "events" about once a second.
- [2012-04-10 20:00:29] <RoyAwesome> I know because I have tested it
- [2012-04-10 20:00:45] <RoyAwesome> you can do airship physics in Unity3d
- [2012-04-10 20:00:49] <RoyAwesome> and that is C++ with mono
- [2012-04-10 20:00:52] <ironchefpython> I'm sure you can.
- [2012-04-10 20:01:02] <RoyAwesome> but, a dynamic langauge ontop of a vm'd langauge
- [2012-04-10 20:01:06] <RoyAwesome> you are going to have some issues there
- [2012-04-10 20:01:16] <RoyAwesome> with doing anything more than simple 'move forward' commands
- [2012-04-10 20:01:23] <ironchefpython> you don't understand how fast the jvm is.
- [2012-04-10 20:01:37] <RoyAwesome> 70-90% of C++
- [2012-04-10 20:01:45] <t3hk0d3> its wrong aproach to simulate physics inside interpretable part of code
- [2012-04-10 20:01:49] <ironchefpython> It's only 10-20 times slower than C++
- [2012-04-10 20:01:56] <t3hk0d3> but you can provide constants for physics engine
- [2012-04-10 20:02:02] <RoyAwesome> ironchefpython that 10-20 times actually matters
- [2012-04-10 20:02:05] <ironchefpython> for interpreted dynamic languages, not 1,000 times slower
- [2012-04-10 20:02:13] <t3hk0d3> well
- [2012-04-10 20:02:16] <t3hk0d3> JIT make sense
- [2012-04-10 20:02:45] <ironchefpython> No, that 10-20 times is irrelevant, if you have an API that allows you to do math-heavy stuff outside of your mods.
- [2012-04-10 20:02:47] <RoyAwesome> if you use lua, use luajit
- [2012-04-10 20:02:59] <RoyAwesome> but you can't predict everything possible
- [2012-04-10 20:03:02] <RoyAwesome> for a game to want
- [2012-04-10 20:03:11] <RoyAwesome> so you have to give some ground for them to do math heavy code in your API
- [2012-04-10 20:03:24] <RoyAwesome> and that is why you back it with C++
- [2012-04-10 20:03:26] <harrison> what about D instead of C++ ? I have only read about D, not used it, but it seems less bad than C++ and as fast.
- [2012-04-10 20:03:33] <RoyAwesome> that, and rendering is a gajillion times easier in C++
- [2012-04-10 20:03:52] <t3hk0d3> but C++ itself is quite awful
- [2012-04-10 20:04:00] <RoyAwesome> I do not trust any language that lets you write a complete program without a single operation
- [2012-04-10 20:04:03] <RoyAwesome> due to compiletime macros
- [2012-04-10 20:04:04] <harrison> RoyAwesome, if you answered my question earlier, i did not see
- [2012-04-10 20:04:08] <ironchefpython> Look, you're right, Java is a shitty choice for a 3d voxel game, and that's why minecraft was a complete failure, and nobody wrote mods for it.
- [2012-04-10 20:04:16] <RoyAwesome> no
- [2012-04-10 20:04:23] <RoyAwesome> noone wrote mods because decompiling code is a gigant pita
- [2012-04-10 20:04:32] <ironchefpython> indeed
- [2012-04-10 20:04:35] <harrison> do you have films of any of your renderers on youtube?
- [2012-04-10 20:04:38] <RoyAwesome> I'm not saying java is a shitty choice
- [2012-04-10 20:04:46] <Cervator> there's the community factor
- [2012-04-10 20:05:05] <RoyAwesome> harrison no. most of my stuff is engine level
- [2012-04-10 20:05:16] <RoyAwesome> I have screenshots
- [2012-04-10 20:05:17] <Cervator> efficient code that never gets a following < easy and collaborative if less efficient code :-)
- [2012-04-10 20:05:25] <RoyAwesome> https://imgur.com/a/d3BM1#0
- [2012-04-10 20:05:28] <t3hk0d3> btw
- [2012-04-10 20:05:33] <RoyAwesome> stuff I have done in assorted engines and technologies
- [2012-04-10 20:05:41] <t3hk0d3> you can write renderer using JNI
- [2012-04-10 20:05:51] <ironchefpython> Look, I'm being snarky, but you're saying that Java+Dynamic language is terrible because it's slow, and I'm saying Java+dynamic language is great because people will find it fun to develop mods with.
- [2012-04-10 20:05:53] <t3hk0d3> and game logic using Java
- [2012-04-10 20:05:55] <harrison> Any raytracing?
- [2012-04-10 20:06:12] <RoyAwesome> I hate ray tracing
- [2012-04-10 20:06:14] <t3hk0d3> ironchefpython: both of you right
- [2012-04-10 20:06:24] <ironchefpython> If, you're willing to stipulate that decent speed is possible, would you then agree that writing mods in a dynamic langague is a good idea?
- [2012-04-10 20:06:27] <RoyAwesome> I'm saying if you are going to do dynamic langauge for modding
- [2012-04-10 20:06:27] <Cervator> nice screenie
- [2012-04-10 20:06:30] <harrison> You are an enemy.
- [2012-04-10 20:06:37] <RoyAwesome> you might as well use a really fast langauge for the back end
- [2012-04-10 20:06:40] <RoyAwesome> and not java
- [2012-04-10 20:06:55] <ironchefpython> Sorry, what do they say about premature optimization?
- [2012-04-10 20:06:59] <harrison> Resolved: C++ is horrible. Discuss.
- [2012-04-10 20:07:10] <RoyAwesome> ironchefpython language choice is not premature optimization
- [2012-04-10 20:07:28] <RoyAwesome> because you can't just say 'oh, i optimized my game engine by rewriting the entire thing in C++'
- [2012-04-10 20:07:52] <harrison> A young man goes to his doctor. Embarrassed, stammering, he admits to a problem with premature optimization
- [2012-04-10 20:08:12] <ironchefpython> Acutally, when it comes to developing a modding API, the language choice of the engine is kinda irrelevant. Because if enough people start getting interested in an API, someone will port the engine to a new platform.
- [2012-04-10 20:08:23] <t3hk0d3> Cervator: do you know what they are speaking about? i can't understand these dudes :D
- [2012-04-10 20:08:24] <RoyAwesome> while yes, you still have to deal with inertia
- [2012-04-10 20:08:36] <t3hk0d3> weird discussion
- [2012-04-10 20:08:37] <Cervator> engine port? sounds sort of dramatic :-)
- [2012-04-10 20:08:42] <RoyAwesome> we are building Spout as a game engine that use java and java plugins
- [2012-04-10 20:08:43] <ironchefpython> It's happened in the past.
- [2012-04-10 20:08:47] <RoyAwesome> it has
- [2012-04-10 20:08:48] <harrison> any port in a storm...
- [2012-04-10 20:08:48] <Cervator> yeah, i'm following along okay, we were talking earlier too
- [2012-04-10 20:08:51] <RoyAwesome> and it's not pretty
- [2012-04-10 20:09:12] <ironchefpython> I think a game engine that used a scripting language for plug ins would be prettier.
- [2012-04-10 20:09:13] <Cervator> Roy is building the client renderer IIRC
- [2012-04-10 20:09:14] <t3hk0d3> Cervator: btw i got some ideas about magic system
- [2012-04-10 20:09:18] <t3hk0d3> if it would have place
- [2012-04-10 20:09:20] <RoyAwesome> the reasons we use java + java model is because we are familiar with the plugin loading system
- [2012-04-10 20:09:36] <RoyAwesome> and we gain a bit with reflection and class metadata
- [2012-04-10 20:09:40] <RoyAwesome> a fair bit
- [2012-04-10 20:09:52] <RoyAwesome> however, using a scripting language on top of java is not ideal
- [2012-04-10 20:10:01] <RoyAwesome> especially when having to deal with the ammount of work a plugin might have to be doing
- [2012-04-10 20:10:06] <ironchefpython> pretend the engine was a black box
- [2012-04-10 20:10:07] <Cervator> t3hk0d3 - magic is cool, for down the road, yeah :-)
- [2012-04-10 20:10:14] <ironchefpython> would a scripting langauge be ideal?
- [2012-04-10 20:10:20] <t3hk0d3> Cervator: each item / spell would have modifier matix
- [2012-04-10 20:10:24] <harrison> and yet you can't do reflection in the renderer! a bitter conundrum, is it not?
- [2012-04-10 20:10:34] <t3hk0d3> for each element / god (or whatever)
- [2012-04-10 20:10:47] <RoyAwesome> you can't black-box an engine completly
- [2012-04-10 20:10:55] <t3hk0d3> and it would be kinda transformation matrix for item attrs
- [2012-04-10 20:11:05] <t3hk0d3> and spells
- [2012-04-10 20:11:17] <RoyAwesome> because, as I said, if given a high level language for the engine (C#, java), I'd do the API in that language
- [2012-04-10 20:11:22] <ironchefpython> really? so they had to patch Wae3 to write dota? they decompiled source to write gary's mod?
- [2012-04-10 20:11:23] <RoyAwesome> if given C++, I'd use lua or mono
- [2012-04-10 20:11:31] <t3hk0d3> also enchanting and spells would be kinda diffucult
- [2012-04-10 20:11:40] <t3hk0d3> for example position of moon and time of day
- [2012-04-10 20:11:43] <RoyAwesome> ironchefpython you have clearly never written a source mod
- [2012-04-10 20:11:45] <Cervator> t3hk0d3: all sounds fine, we just need to get closer to implement :-)
- [2012-04-10 20:11:52] <t3hk0d3> would affect power of enchanting / spell
- [2012-04-10 20:11:52] <RoyAwesome> and, garry did rewrite parts of the engine for gmod
- [2012-04-10 20:12:03] <ironchefpython> true, I looked at the source engine, and ran screaming :-)
- [2012-04-10 20:12:04] <harrison> ironchefpython refuses to follow his own argument to its logical conclusion: that the best number of languages is ONE
- [2012-04-10 20:12:06] <t3hk0d3> Cervator: its not quite near feature
- [2012-04-10 20:12:10] <harrison> (in a project)
- [2012-04-10 20:12:14] <RoyAwesome> ironchefpython I was team lead for Empires for 4 years
- [2012-04-10 20:12:15] <t3hk0d3> im just curious about your opinion
- [2012-04-10 20:12:24] <t3hk0d3> or maybe vision about this
- [2012-04-10 20:12:32] <RoyAwesome> http://store.steampowered.com/app/17740/ <- that mod
- [2012-04-10 20:12:45] <Cervator> yeah, i've thought of similar things - celestial alignments, i do like it :-)
- [2012-04-10 20:12:49] <RoyAwesome> and dota had to decompile alot of the scripting stuff in order to get to what it needed
- [2012-04-10 20:13:00] <RoyAwesome> you can't open dota allstars in the blizz editor
- [2012-04-10 20:13:06] <RoyAwesome> you have to download the jass editor
- [2012-04-10 20:13:08] <ironchefpython> good point
- [2012-04-10 20:13:18] <RoyAwesome> the truth is...you cannot black-box the engine
- [2012-04-10 20:13:20] <RoyAwesome> you can try
- [2012-04-10 20:13:21] <Cervator> shiny, Roy
- [2012-04-10 20:13:30] <RoyAwesome> but odds are you doo to much in engine for an api to be relevent
- [2012-04-10 20:13:35] <ironchefpython> And the thing is, I think Mono would be a great platform for the engine, but that ship has sailed.
- [2012-04-10 20:13:38] <RoyAwesome> (I had this discussion with Grum of Mojang)
- [2012-04-10 20:13:57] <t3hk0d3> right
- [2012-04-10 20:14:07] <t3hk0d3> this is why Dinnerbone's API sucks
- [2012-04-10 20:14:11] <ironchefpython> But I wouldn't rule out using a dynamic language to script mods until you try it.
- [2012-04-10 20:14:12] <RoyAwesome> because they want to turn movement into a series of variables you send to the client
- [2012-04-10 20:14:15] <RoyAwesome> and they do all the simulation
- [2012-04-10 20:14:24] <RoyAwesome> rather than have the mod figure out what it really wants to do
- [2012-04-10 20:14:25] <t3hk0d3> he made blackbox out of engine
- [2012-04-10 20:14:42] <RoyAwesome> ironchefpython I love lua, so this isn't me bashing it
- [2012-04-10 20:14:48] <RoyAwesome> I would only really use lua in a C++ engine
- [2012-04-10 20:14:57] <RoyAwesome> I use it in Watertight mearly to test it's performance
- [2012-04-10 20:14:59] <ironchefpython> Or a C engine.
- [2012-04-10 20:15:00] <RoyAwesome> and frakly, it sucks
- [2012-04-10 20:15:01] <harrison> btw that film i have been promising is being rendered out from cinelerra now
- [2012-04-10 20:15:09] <Cervator> cool, harrison :-)
- [2012-04-10 20:15:10] <RoyAwesome> don't write game code in C you will go crazy
- [2012-04-10 20:15:12] <harrison> i shall put it up tonight
- [2012-04-10 20:15:16] <RoyAwesome> er
- [2012-04-10 20:15:18] <RoyAwesome> game engine code
- [2012-04-10 20:15:24] <ironchefpython> But Lua is not well supported on the JVM
- [2012-04-10 20:15:26] <harrison> but it is only the first segment
- [2012-04-10 20:15:30] <RoyAwesome> you need templating
- [2012-04-10 20:15:41] <RoyAwesome> no
- [2012-04-10 20:15:50] <harrison> the next one will be better
- [2012-04-10 20:15:50] <RoyAwesome> if you are using a high level, vm'd language
- [2012-04-10 20:15:55] <RoyAwesome> write the game code in the langauge
- [2012-04-10 20:16:01] <RoyAwesome> java loading java plugins
- [2012-04-10 20:16:08] <RoyAwesome> (or scala, groovy, or any language on the jvm)
- [2012-04-10 20:16:16] <RoyAwesome> if you are writing a .net engine
- [2012-04-10 20:16:19] <RoyAwesome> load C# stuff
- [2012-04-10 20:16:33] <RoyAwesome> I'm planning on using MEF for WTE in the near future to play around with it
- [2012-04-10 20:16:33] <Cervator> oh, you're not counting Groovy/Scala as a dynamic language? i thought you were disqualifying those
- [2012-04-10 20:16:35] <t3hk0d3> RoyAwesome: whoh dude, cool down
- [2012-04-10 20:16:51] <RoyAwesome> Cervator they compile to java byte code right?
- [2012-04-10 20:16:55] <Cervator> yup
- [2012-04-10 20:16:58] <RoyAwesome> if so: they are java ;)
- [2012-04-10 20:17:05] <Cervator> it is probably just a terminology question on my behalf :-)
- [2012-04-10 20:17:07] <ironchefpython> you're throwing away the advantages of dynamisim, REPL, in-game mod editing... becuase you're not willing to accept that dynamic langage performance on the jvm is good enough.
- [2012-04-10 20:17:11] <harrison> because C is so horrible a belief has sprung up that statically compiled systems level languages are necessarily difficult to code in
- [2012-04-10 20:17:16] <Cervator> as i think of those as dynamic scripting languages, probably falsely
- [2012-04-10 20:17:26] <ironchefpython> Scala is not a scripting language.
- [2012-04-10 20:17:39] <RoyAwesome> ironchefpython you can hot swap .class files on the jvm
- [2012-04-10 20:17:40] <RoyAwesome> at runtime
- [2012-04-10 20:17:47] <ironchefpython> Groovy can be compiled or interpreted.
- [2012-04-10 20:17:48] <RoyAwesome> as long as you don't change function signatures
- [2012-04-10 20:17:55] <RoyAwesome> just JIT your classes
- [2012-04-10 20:17:57] <RoyAwesome> and patch them in
- [2012-04-10 20:18:05] <ironchefpython> that's not enough.
- [2012-04-10 20:18:06] <RoyAwesome> it's a pain in the butt to not memory leak
- [2012-04-10 20:18:10] <harrison> ... and for some reason ironchefpython thinks that static compilation and ingame mod coding are incompatible
- [2012-04-10 20:18:11] <RoyAwesome> but, it's kinda cute
- [2012-04-10 20:18:26] <harrison> but they aren't
- [2012-04-10 20:18:28] <Cervator> ah, right, i lost track of the main difference between Groovy and Scala, my mistake :-)
- [2012-04-10 20:18:31] <RoyAwesome> and, t3hk0d3, one thing you will find...I type ALOT
- [2012-04-10 20:18:41] <harrison> GETPROCEDURE()
- [2012-04-10 20:18:41] <ironchefpython> because static compilation and in-game mod coding are incompatible, unless you make a JDK a requirment.
- [2012-04-10 20:18:46] <RoyAwesome> needless to say, I do not tweet :P
- [2012-04-10 20:18:52] <ironchefpython> and who the hell wants to download a jdk to run an applet?
- [2012-04-10 20:18:52] <RoyAwesome> 140 chars not enough ;)
- [2012-04-10 20:19:01] <t3hk0d3> RoyAwesome: ;) np
- [2012-04-10 20:19:12] <Cervator> hehe, text ftw
- [2012-04-10 20:19:13] <t3hk0d3> i just thought you got this conversation too serious
- [2012-04-10 20:19:17] <RoyAwesome> nah
- [2012-04-10 20:19:30] <RoyAwesome> I type alot
- [2012-04-10 20:19:33] <RoyAwesome> it annoys some people
- [2012-04-10 20:19:35] <RoyAwesome> but i dont care
- [2012-04-10 20:19:36] <ironchefpython> There's a difference between having strong opinions, and being serious about them.
- [2012-04-10 20:19:52] <t3hk0d3> RoyAwesome: it love
- [2012-04-10 20:19:55] <t3hk0d3> typing
- [2012-04-10 20:19:57] <t3hk0d3> enter
- [2012-04-10 20:19:59] <t3hk0d3> button
- [2012-04-10 20:20:00] <t3hk0d3> too
- [2012-04-10 20:20:03] <RoyAwesome> :P
- [2012-04-10 20:20:05] <t3hk0d3> :3
- [2012-04-10 20:20:06] <ironchefpython> I
- [2012-04-10 20:20:07] <ironchefpython> see
- [2012-04-10 20:20:08] <ironchefpython> what
- [2012-04-10 20:20:09] <ironchefpython> you
- [2012-04-10 20:20:10] <RoyAwesome> hey, I atleast have 3 words per line
- [2012-04-10 20:20:10] <ironchefpython> did
- [2012-04-10 20:20:11] <ironchefpython> there
- [2012-04-10 20:20:18] <Cervator> :D
- [2012-04-10 20:20:56] <ironchefpython> Anyway, I'm still convinced of the benefit of a dynamic language for mod development, and I still think javascript is the best choice.
- [2012-04-10 20:21:13] <RoyAwesome> don't take what I have said to mean dynamic languages suck
- [2012-04-10 20:21:17] <t3hk0d3> well there is two points
- [2012-04-10 20:21:19] <RoyAwesome> I would take lua any day to write games
- [2012-04-10 20:21:20] <ironchefpython> If it's too slow to write 95% of mods, I'll eat my hat.
- [2012-04-10 20:21:24] <RoyAwesome> but, not on a vm'd language
- [2012-04-10 20:21:27] <t3hk0d3> 1) dynamic language is good
- [2012-04-10 20:21:29] <RoyAwesome> C++ engine, lua scripting
- [2012-04-10 20:21:33] <t3hk0d3> but have own cons
- [2012-04-10 20:21:34] <RoyAwesome> java engine, java plugins
- [2012-04-10 20:21:41] <RoyAwesome> play to your strengths
- [2012-04-10 20:21:42] <t3hk0d3> like security issues
- [2012-04-10 20:21:48] <t3hk0d3> for example
- [2012-04-10 20:21:51] <t3hk0d3> code injection
- [2012-04-10 20:21:54] <RoyAwesome> all modding apis have security issues
- [2012-04-10 20:21:57] <RoyAwesome> learn to sandbox
- [2012-04-10 20:21:57] <t3hk0d3> right
- [2012-04-10 20:21:59] <ironchefpython> It's not that simple. Hotspot is faster than you think.
- [2012-04-10 20:22:12] <ironchefpython> Rhino is faster than you think
- [2012-04-10 20:22:28] <t3hk0d3> if Rhino would have JIT
- [2012-04-10 20:22:30] <t3hk0d3> it would FTW
- [2012-04-10 20:22:36] <ironchefpython> Rhino does have jit.
- [2012-04-10 20:22:41] <t3hk0d3> than it FTW :D
- [2012-04-10 20:22:43] <RoyAwesome> I would say the compound issues of running a VM on a VM are more than you think
- [2012-04-10 20:22:44] <ironchefpython> because it runs on the jvm, silly.
- [2012-04-10 20:22:50] <RoyAwesome> java is 10x slower than C++ at best
- [2012-04-10 20:22:55] <t3hk0d3> RoyAwesome: nope
- [2012-04-10 20:22:58] <RoyAwesome> lua is 100x slower than C++ at bext
- [2012-04-10 20:23:06] <RoyAwesome> lua on java is 10 * 100 slower
- [2012-04-10 20:23:09] <ironchefpython> You're not running a VM on the VM.
- [2012-04-10 20:23:21] <t3hk0d3> in pure math java is only a bit slower than native code
- [2012-04-10 20:23:26] <t3hk0d3> because of JIT
- [2012-04-10 20:23:30] <t3hk0d3> but
- [2012-04-10 20:23:35] <t3hk0d3> Java memory consumption
- [2012-04-10 20:23:36] <t3hk0d3> ...
- [2012-04-10 20:23:39] <RoyAwesome> then you have to deal with managed => unmanged =>managed memory transitions for every operation in and out of the api
- [2012-04-10 20:23:47] <t3hk0d3> RoyAwesome: nope
- [2012-04-10 20:23:48] <RoyAwesome> that's 3 memcpys per call
- [2012-04-10 20:23:50] <ironchefpython> you're turning javascript into bytecodes.
- [2012-04-10 20:24:00] <RoyAwesome> if you JIT it, then you run it on the jvm
- [2012-04-10 20:24:09] <RoyAwesome> and that is no different than writing java code and hot-patching it
- [2012-04-10 20:24:19] <t3hk0d3> RoyAwesome: jvm itself JIT bytecode
- [2012-04-10 20:24:32] <t3hk0d3> bytecode => machine code
- [2012-04-10 20:24:38] <ironchefpython> except you can't write java code and hot patch it with a java toolchain
- [2012-04-10 20:24:48] <RoyAwesome> yeah you can
- [2012-04-10 20:25:01] <RoyAwesome> eclipse does it with debugging options
- [2012-04-10 20:25:03] <RoyAwesome> it's really easy
- [2012-04-10 20:25:03] <harrison> http://pastebin.com/ERy4ZaL7 This is a code fragment. How would you change it to load the file "goatse.png" as a texture?
- [2012-04-10 20:25:05] <ironchefpython> I've got a JRE.
- [2012-04-10 20:25:07] <ironchefpython> No JDK
- [2012-04-10 20:25:11] <ironchefpython> how do I do it?
- [2012-04-10 20:25:23] <harrison> Simple, is it not?
- [2012-04-10 20:25:26] <RoyAwesome> ok, yeah, you need the jdk
- [2012-04-10 20:25:30] <RoyAwesome> but you would to JIT anyway
- [2012-04-10 20:25:34] <ironchefpython> so I can't do it in an applet?
- [2012-04-10 20:25:35] <RoyAwesome> unless you run another process to do it
- [2012-04-10 20:25:46] <RoyAwesome> you would need it for JIT*
- [2012-04-10 20:25:47] <ironchefpython> No, hotspot is the standard vm now.
- [2012-04-10 20:25:58] <ironchefpython> Look at 6.... 21?
- [2012-04-10 20:26:07] <ironchefpython> I'd have to look it up
- [2012-04-10 20:26:13] <RoyAwesome> er, and you can't get that to compile java code like you compile any other jvm JIT language?
- [2012-04-10 20:26:19] <harrison> Now, if you could edit that fragment INWORLD and compile it and run it and get a new block type
- [2012-04-10 20:26:19] <ironchefpython> nope
- [2012-04-10 20:26:24] <RoyAwesome> I highly doubt that
- [2012-04-10 20:26:32] <ironchefpython> not without a specialized library.
- [2012-04-10 20:26:34] <harrison> that would be dynamic
- [2012-04-10 20:26:39] <harrison> right?
- [2012-04-10 20:27:03] <Cervator> so stepping into a gunfight with a knife - that's what you could do with Groovy?
- [2012-04-10 20:27:05] <ironchefpython> there's an apache library that is bascially a assembly-like DSL to bytecode compiler.
- [2012-04-10 20:27:15] <harrison> knife - gun -- apache
- [2012-04-10 20:27:22] <harrison> i see what yyou did there
- [2012-04-10 20:28:04] <RoyAwesome> ironchefpython i task you with this
- [2012-04-10 20:28:05] <ironchefpython> But rhino (and jruby) use a special "inokedynamic" api that's not available to "normal" java classes.
- [2012-04-10 20:28:07] <RoyAwesome> write a renderer in java
- [2012-04-10 20:28:10] <ironchefpython> no
- [2012-04-10 20:28:11] <RoyAwesome> and then port it to C++
- [2012-04-10 20:28:13] <ironchefpython> no
- [2012-04-10 20:28:23] <harrison> the ..horror...
- [2012-04-10 20:28:34] <ironchefpython> I have zero interest in renderers.
- [2012-04-10 20:28:35] <t3hk0d3> btw
- [2012-04-10 20:28:36] <RoyAwesome> and you will see why I say that engine code is better in C++
- [2012-04-10 20:28:49] <t3hk0d3> what do you think about Python as scripting language?
- [2012-04-10 20:28:54] <t3hk0d3> :3
- [2012-04-10 20:28:56] <RoyAwesome> it's fine
- [2012-04-10 20:28:58] <harrison> here we go again
- [2012-04-10 20:29:02] <RoyAwesome> it's a scripting language
- [2012-04-10 20:29:02] <ironchefpython> I *agree* with you that the engine could be (and proably would be) better in C++
- [2012-04-10 20:29:04] <t3hk0d3> for game engine
- [2012-04-10 20:29:05] <t3hk0d3> i mean
- [2012-04-10 20:29:09] <Cervator> i don't doubt that C++ would do the engine better, tho the community social angle might differ :-)
- [2012-04-10 20:29:13] <harrison> How about D?
- [2012-04-10 20:29:19] <t3hk0d3> :D
- [2012-04-10 20:29:22] <RoyAwesome> C++ for renderer/gameloop
- [2012-04-10 20:29:25] <RoyAwesome> and fileystem access
- [2012-04-10 20:29:32] <RoyAwesome> and hosting the scripting langauge
- [2012-04-10 20:29:33] <ironchefpython> and network code
- [2012-04-10 20:29:36] <RoyAwesome> yeah
- [2012-04-10 20:29:44] <ironchefpython> Look, I don't disagree about that.
- [2012-04-10 20:29:55] <RoyAwesome> after that, Lua, python, embed mono if you can take that
- [2012-04-10 20:30:05] <harrison> Me! Me! Call on me rs. Smithers! I disagree!
- [2012-04-10 20:30:06] <RoyAwesome> that, imo, is the best process
- [2012-04-10 20:30:14] <RoyAwesome> because you play to strengths
- [2012-04-10 20:30:18] <RoyAwesome> C++ strength is speed
- [2012-04-10 20:30:22] <ironchefpython> But regardless of the engine technology, a scripting language is the best thing to give to modders.
- [2012-04-10 20:30:31] <RoyAwesome> the dynamic scripting langauge doesn't care about rendering, doesn't care about that
- [2012-04-10 20:30:41] <ironchefpython> Because 99% modders don't care what the engine is written in
- [2012-04-10 20:30:53] <RoyAwesome> 99% of modders deal with C++ engines
- [2012-04-10 20:30:54] <RoyAwesome> that is why
- [2012-04-10 20:31:02] <harrison> snap
- [2012-04-10 20:31:02] <RoyAwesome> find me a game engine in use that isn't C++
- [2012-04-10 20:31:12] <RoyAwesome> that isn't jmonkey
- [2012-04-10 20:31:21] <RoyAwesome> because that is the only counter example i can find
- [2012-04-10 20:31:24] <harrison> emacs
- [2012-04-10 20:31:25] <harrison> \\\ ( \
- [2012-04-10 20:31:25] <harrison> \ \ ^.^.___X__
- [2012-04-10 20:31:25] <harrison> \\______/__M-x irc )
- [2012-04-10 20:31:25] <harrison> / / \ \
- [2012-04-10 20:31:25] <harrison> \_\_ \ \
- [2012-04-10 20:31:27] <ironchefpython> 99% of modders make dragon's age mods where you walk around naked with a giant dong.
- [2012-04-10 20:31:35] <RoyAwesome> nah
- [2012-04-10 20:31:53] <RoyAwesome> they are on skyrim now
- [2012-04-10 20:31:55] <RoyAwesome> :)
- [2012-04-10 20:31:59] <ironchefpython> indeed
- [2012-04-10 20:32:04] <RoyAwesome> which is still C++
- [2012-04-10 20:32:08] <RoyAwesome> with 'lightscript'
- [2012-04-10 20:32:12] <RoyAwesome> or whatever they call it
- [2012-04-10 20:32:14] <RoyAwesome> radiantscript
- [2012-04-10 20:32:16] <RoyAwesome> something like that
- [2012-04-10 20:32:21] <ironchefpython> and the modders still don't care if it's c+= or java under the covers.
- [2012-04-10 20:32:30] <RoyAwesome> yeah, but engine developers do
- [2012-04-10 20:32:48] <RoyAwesome> again, play to your strengths
- [2012-04-10 20:32:57] <ironchefpython> and... that ship has sailed for minecraft and terasology.
- [2012-04-10 20:33:01] <RoyAwesome> yeah
- [2012-04-10 20:33:04] <RoyAwesome> so play to the strengths
- [2012-04-10 20:33:07] <RoyAwesome> if you are doing java
- [2012-04-10 20:33:11] <ironchefpython> no
- [2012-04-10 20:33:12] <RoyAwesome> write game code in java or a jvm langauge
- [2012-04-10 20:33:32] <ironchefpython> You realize that javascript is a jvm language. jruby is a jvm language.
- [2012-04-10 20:33:53] <ironchefpython> it's as much a jvm language as it is a c language.
- [2012-04-10 20:34:12] <harrison> not
- [2012-04-10 20:34:12] <harrison> \\\ ( \
- [2012-04-10 20:34:12] <harrison> \ \ ^.^.___X__
- [2012-04-10 20:34:12] <harrison> \\______/__ a brox )
- [2012-04-10 20:34:12] <harrison> / / \ \
- [2012-04-10 20:34:13] <harrison> \_\_ \ \
- [2012-04-10 20:34:18] <RoyAwesome> how do you interact with an already running jar with jruby?
- [2012-04-10 20:34:19] <RoyAwesome> can you?
- [2012-04-10 20:34:30] <ironchefpython> you can.
- [2012-04-10 20:34:41] <ironchefpython> I can tell you how to do it with Rhino
- [2012-04-10 20:34:49] <RoyAwesome> better question
- [2012-04-10 20:34:51] <ironchefpython> As I've used that and jython more recently.
- [2012-04-10 20:34:55] <RoyAwesome> how do you make your java engine run the jruby code
- [2012-04-10 20:35:04] <RoyAwesome> because the engine is actually the controller
- [2012-04-10 20:35:08] <RoyAwesome> not the other way around
- [2012-04-10 20:35:22] <ironchefpython> JSR 223
- [2012-04-10 20:35:40] <ironchefpython> there's a standard api to create a dynamic javascript scope object.
- [2012-04-10 20:35:48] <ironchefpython> or jruby or whatever
- [2012-04-10 20:35:59] <RoyAwesome> interesting
- [2012-04-10 20:36:14] <ironchefpython> here, look at this gist
- [2012-04-10 20:36:21] <ironchefpython> https://gist.github.com/2292944
- [2012-04-10 20:36:34] <ironchefpython> cx = Context.enter(); scope = cx.initStandardObjects();
- [2012-04-10 20:36:37] <harrison> in the late middle ages the ptolemaic system was choking on its own epicycles
- [2012-04-10 20:36:52] <RoyAwesome> ok
- [2012-04-10 20:36:53] <RoyAwesome> so
- [2012-04-10 20:36:54] <ironchefpython> you now have a javascript engine ready to run javascript commands.
- [2012-04-10 20:36:57] <RoyAwesome> you have to run a vm on the jvm
- [2012-04-10 20:37:00] <RoyAwesome> for jruby
- [2012-04-10 20:37:04] <Cervator> i remember that snippet, essentially the same concept as dynamically executing Groovy within Java
- [2012-04-10 20:37:05] <ironchefpython> no
- [2012-04-10 20:37:14] <ironchefpython> the jvm is the vm for jruby
- [2012-04-10 20:37:29] <RoyAwesome> or is it a context switch
- [2012-04-10 20:37:48] <RoyAwesome> okay, yah, with jrhino it's a context switch
- [2012-04-10 20:38:05] <RoyAwesome> jruby is an vm on top of the jvm
- [2012-04-10 20:38:07] <ironchefpython> it's also a context switch. JSR223 makes dynamic langauges sandboxed in their own context
- [2012-04-10 20:38:10] <ironchefpython> no
- [2012-04-10 20:38:19] * Cervator is still here, enjoying popcorn, mostly understanding
- [2012-04-10 20:38:25] <ironchefpython> in theory, you could do the same with java
- [2012-04-10 20:38:26] <RoyAwesome> I'm reading jruby's docs
- [2012-04-10 20:38:30] <ironchefpython> create a new context for it.
- [2012-04-10 20:38:39] <ironchefpython> execute it in a seperate context
- [2012-04-10 20:38:42] <RoyAwesome> https://github.com/jruby/jruby/wiki/RedBridge#wiki-Getting_Started
- [2012-04-10 20:38:47] <RoyAwesome> that is not a context switch
- [2012-04-10 20:39:05] |<-- zproc has left freenode (Quit: zproc)
- [2012-04-10 20:39:09] <RoyAwesome> but you can use JSR223
- [2012-04-10 20:39:12] <RoyAwesome> if you want
- [2012-04-10 20:39:19] <RoyAwesome> imma have to look into this more
- [2012-04-10 20:39:24] <RoyAwesome> this might be what we are looking for
- [2012-04-10 20:39:36] <harrison>
- [2012-04-10 20:39:36] <harrison> internet _ insect
- [2012-04-10 20:39:36] <harrison> _ __ ___ _ __ ___| |_ ___ _ __ _ __ ___ _ _ TM
- [2012-04-10 20:39:36] <harrison> | ' \/ -_) ' \/ -_) ' \/ _ \ '_ \ '_ \/ -_) '_|
- [2012-04-10 20:39:36] <harrison> |_|_|_\___|_|_|_\___|_||_\___/ .__/ .__/\___|_|
- [2012-04-10 20:39:38] <harrison> |_| |_|
- [2012-04-10 20:39:40] <Cervator> what's with the evil hex in those examples
- [2012-04-10 20:39:47] <RoyAwesome> i have no idea
- [2012-04-10 20:40:34] <ironchefpython> JRuby compiles Ruby code to Java bytecode. Once complete, there's no interpretation done, except for eval calls. Evaluated code never gets compiled; however, if the eval defines a method that's called enough, it will also eventually get JIT compiled to bytecode. JRuby is a mixed-mode engine.
- [2012-04-10 20:40:52] <RoyAwesome> ok
- [2012-04-10 20:40:58] <RoyAwesome> Im going to look into this more
- [2012-04-10 20:41:00] <ironchefpython> 9read down to compiler design)
- [2012-04-10 20:41:13] <ironchefpython> https://github.com/jruby/jruby/wiki/JRubyCompiler
- [2012-04-10 20:41:30] <ironchefpython> I'm telling you, Jruby is faster than Ruby
- [2012-04-10 20:41:36] <RoyAwesome> I don't doubt that
- [2012-04-10 20:41:38] <RoyAwesome> Ruby is slow
- [2012-04-10 20:41:50] <RoyAwesome> I'm mostly wondering how they make it run on the jvm
- [2012-04-10 20:41:52] <ironchefpython> the standard ruby never got into jit
- [2012-04-10 20:42:04] <ironchefpython> not like pypy
- [2012-04-10 20:42:18] <harrison> is there an intercal for the jvm?
- [2012-04-10 20:42:26] <RoyAwesome> i gotta run again
- [2012-04-10 20:42:28] <ironchefpython> harrison, I believe so.
- [2012-04-10 20:42:31] <RoyAwesome> some errands to run
- [2012-04-10 20:42:37] <Cervator> thanks for all the discussion :-)
- [2012-04-10 20:42:48] <RoyAwesome> good discussion, yeah
- [2012-04-10 20:43:17] <ironchefpython> guess I'm wrong, there's no jvm version of intercal... a shame. Maybe there's a compiler that will emit LLVM code for intercal.
- [2012-04-10 20:44:15] <ironchefpython> http://cadie.googlecode.com/svn/trunk/INTERCAL-style-guide.html
- [2012-04-10 20:45:09] <Cervator> aaiieee, what is that unholy assembly of symbols
- [2012-04-10 20:46:17] <ironchefpython> I love the three line formatting examples.
- [2012-04-10 20:46:38] <ironchefpython> although it is kind of obvious.
- [2012-04-10 20:46:50] <ironchefpython> I mean whot the fuck line-breaks on rabbit ears?
- [2012-04-10 20:46:59] <ironchefpython> that's just stupid.
- [2012-04-10 20:47:53] <Cervator> hah, i see now
- [2012-04-10 20:48:52] <ironchefpython> So all we need to do is show decent performance for an event handler loop that invokes javascript, and Roy will be onboard... with the one objection in that he hates javascript.
- [2012-04-10 20:49:00] <ironchefpython> score.
- [2012-04-10 20:53:00] <harrison> onboard? are you sure that he's above board? Let's not go overboard here.
- [2012-04-10 20:53:39] <ironchefpython> You just bored me. Wholly
- [2012-04-10 20:54:59] <harrison> step 2 me then punk
- [2012-04-10 20:55:20] <harrison> if u think u can outirc the master
- [2012-04-10 20:55:42] <harrison> yeah, i said it
- [2012-04-10 20:57:55] * Cervator chuckles
- [2012-04-10 20:58:16] <Cervator> i wasn't quite sure how that whole exchange ended :-)
- [2012-04-10 20:58:48] <Cervator> ultimately it was about whether the dynamic languages would be able to take advantage of direct JVM techs like JIT and what not instead of being stuck having to get interpreted on the fly every time?
- [2012-04-10 20:59:17] <Cervator> and whether or not you'd be able to stay truly dynamic within a running app?
- [2012-04-10 20:59:46] <ironchefpython> I think he's an idiot for rejecting the idea that rhino on the jvm would perform well enough for modding, and he thinks I'm an idiot for considering the idea that rhino on the jvm would perform well enough for modding
- [2012-04-10 21:00:06] <ironchefpython> so... pretty much the same way all internet discussions end. :-)
- [2012-04-10 21:00:22] <Cervator> hehe
- [2012-04-10 21:01:28] <ironchefpython> But if he thinks JSR 223 is interesting, he's gonna get blown away by JSR 292!!!!!
- [2012-04-10 21:01:29] <ironchefpython> !!!
- [2012-04-10 21:01:30] <ironchefpython> !
- [2012-04-10 21:01:32] <Cervator> where'd JRuby come from, anyay?
- [2012-04-10 21:01:40] <ironchefpython> From ruby?
- [2012-04-10 21:01:42] <Cervator> well, yeah, that's a higher number!
- [2012-04-10 21:01:49] <Cervator> rinse repeat with Ruby then
- [2012-04-10 21:02:01] <Cervator> but i guess languages were flying all over the place :-)
- [2012-04-10 21:02:06] <ironchefpython> some dude in japan
- [2012-04-10 21:02:49] <harrison> i am going to have to leave my box running all night
- [2012-04-10 21:02:56] <ironchefpython> http://en.wikipedia.org/wiki/Da_Vinci_Machine
- [2012-04-10 21:02:57] <harrison> i started uploading to youtube
- [2012-04-10 21:03:05] <harrison> 1.6 gb film
- [2012-04-10 21:03:10] <Cervator> yikes
- [2012-04-10 21:03:14] <harrison> and i have the slowest dsl
- [2012-04-10 21:03:47] <harrison> but it will be worth it
- [2012-04-10 21:03:50] <Cervator> kudos for the code name on that JSR
- [2012-04-10 21:03:55] <harrison> i do it for you guys
- [2012-04-10 21:03:57] <ironchefpython> Cerv, the new javascript jit for the jvm (nashorn) will be built on the MLVM
- [2012-04-10 21:03:58] <Cervator> :D
- [2012-04-10 21:04:01] <harrison> the fan community
- [2012-04-10 21:04:13] <harrison> one's public is so demanding
- [2012-04-10 21:04:18] <Cervator> how mature is nashorn?
- [2012-04-10 21:04:22] <Cervator> if at all?
- [2012-04-10 21:04:23] <ironchefpython> vapor
- [2012-04-10 21:04:27] <Cervator> aw
- [2012-04-10 21:04:32] <ironchefpython> pure utter vapor
- [2012-04-10 21:04:48] <Cervator> on the plus side then i'm sure it favors ray tracing.... :-)
- [2012-04-10 21:04:54] <Cervator> (i kid!)
- [2012-04-10 21:04:58] <ironchefpython> NO RASTERBATING!
- [2012-04-10 21:05:48] <harrison> late 2012 availability?
- [2012-04-10 21:05:59] <harrison> isn't that coutting it a lttle close?
- [2012-04-10 21:06:08] <ironchefpython> close to what?
- [2012-04-10 21:06:12] <harrison> given the mayans and all?
- [2012-04-10 21:06:17] <Cervator> end of dah world!
- [2012-04-10 21:06:29] <ironchefpython> it's a preview release for a feature that will ship with java 8....
- [2012-04-10 21:06:31] <ironchefpython> oh
- [2012-04-10 21:06:33] <Cervator> by which we can deduce that nashorn will be what brings about skynet
- [2012-04-10 21:06:34] <ironchefpython> I see what you did there.
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