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2024-01-08.log
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<wmedrano>drat, I went through the same thing with Haunt a few weeks ago. Wish I saved the instructions <rekado>gnucode: I always do “autoreconf -vif” <wmedrano>I think I had to set the GUILE_LOAD_PATH, touch some file, and run "autoreconf -vif" <gnucode>configure: error: cannot find required auxiliary files: config.rpath <rekado>is the .ac newer than the configure? (i.e. is the script actually regenerated?) <gnucode>I could delete the configure script. <gnucode>autoreconf: error: automake failed with exit status: 1 <graywolf>Hello, is it still true that suspendable ports are much slower? <graywolf>And, is there a way to check what ports do I have? I do not see suspendable-ports? procedure in the manual... <civodul>graywolf: hi! if you don’t use Fibers and didn’t call ‘install-suspendable-ports!’, then you’re using the “regular” ports <civodul>“much slower” is probably an overstatement though <graywolf>Documentation states about 3x to 4x times if I read it right... <janneke>civodul: re shepherd patch set, that was a LGTM; but you might be waiting for some feedback from others <rekado>I’m trying to write a little platformer game with Chickadee, with jumping, gravity, and collision detection, etc. I don’t want to overcomplicate things and reinvent implementations, though, so I wonder if someone has already written something like that with Chickadee. <dthompson>rekado: I don't know of anything, but basic rectangle intersection in (chickadee math rect) should get you a long way <dthompson>the (chickadee data quadtree) module could be helpful if you have a lot of collidable things to test against <dthompson>(though the interface is kind of bad right now... :/) <dthompson>rekado: I will say that doing things in a "bespoke" way that fit your game rather than trying to wrap a C physics library will yield a better feeling game. <rekado>I’ve been using rect-clip / rect-intersect with the player’s hitbox and obstacles (including the ground), but I think I’ll have to use one rectangle per direction to determine whether to invert velocity in that direction. <dthompson>rekado: yeah that makes sense. I should really implement an example basic platformer so I have some things to recommend for such a common use-case <dthompson>I just always end up doing something else... <rekado>I’ll fiddle with my rectangles and see if it’s good enough <dthompson>I am most familiar with top-down games that don't use platformer "physics" <dthompson>I know I've seen some good info out there about how to do platformer physics in a nice way <dthompson>to handle jumping up and through a platform but landing on it when going back down, etc. <dthompson>ACTION has been working on the graphics layer lately <dthompson>getting ready for a world where chickadee can run on the web via webgl/webgpu