2016-04-19T00:00:35 *** kurnevsky1 has joined #aichallenge 2016-04-19T00:44:42 *** cyphase has joined #aichallenge 2016-04-19T00:50:28 *** UncleVasya has joined #aichallenge 2016-04-19T01:31:27 *** kurnevsky1 has quit IRC (Quit: Leaving.) 2016-04-19T02:32:29 smiley1993: made player buttons respect color themes. I think it is finished now. 2016-04-19T02:37:47 btw, replay.html?&row=10&col=10&turn=150 works out of the box too. 2016-04-19T02:45:48 Now I'm not sure what to do with vis. Will wait for users feedback :) 2016-04-19T02:53:54 File a pull request on github. 2016-04-19T02:54:00 *Filed 2016-04-19T04:40:57 *** cyphase has quit IRC (Ping timeout: 250 seconds) 2016-04-19T04:56:04 *** cyphase has joined #aichallenge 2016-04-19T06:50:45 UncleVasya: I've now merged the changes, it looks great :) 2016-04-19T06:51:24 Is it easy to make it stop at the end of the game rather than looping? 2016-04-19T06:52:29 smiley1993: are you ok with player names sorted by rank? Or you wanna White player always listed first? 2016-04-19T06:54:08 smiley1993: yep, pretty easy. But it's not available as parameter. 2016-04-19T06:54:46 I think the order of players isn't too important, though there could be an argument for having a fixed order (not sorted by rank) 2016-04-19T06:55:10 That's okay, though I can imagine cases where someone might want to set up a looping game - but there 2016-04-19T06:55:15 's other software which can do that 2016-04-19T06:56:01 Also I just tried it in Chromium, it runs really smoothly there, even up to high speeds. In Firefox it really struggles with the tweening (frames between turns) 2016-04-19T06:56:31 That was true of Ants as well :) 2016-04-19T06:58:51 Colors sorted by rank now give an immediate way to see who won the game. But yep, I see it can be confusing with Go game why the hell black listed first :D 2016-04-19T06:59:18 I didn't get about software to loop replays O_o 2016-04-19T06:59:45 Oh, I mean it's okay if it's not a parameter: if someone wants to setup up a looping game for public display, they can use other software 2016-04-19T07:01:09 Or another idea: maybe it could loop after a 30 second delay? 2016-04-19T07:02:53 One of the disadvantages of looping, though, is that when I'm testing a bot I end up with dozens of tabs containing games I don't look at because they're on another desktop, so if they keep looping they'll eat up all the processor power :) 2016-04-19T07:05:47 I was wrong, there is a 'loop' option. Damn, mleise's visualizer is so great I feel like it has everything we can dream for <3 2016-04-19T07:06:57 :) We were lucky to have such a great visualizer for Ants, which really needed it. 2016-04-19T07:09:41 I just tried the &row=10&col=10&turn=150 option - also very impressive :) 2016-04-19T07:10:43 I just found a minor defect: to step through the game, it takes two 'forward' clicks to advance one turn (Ants had attack/move phases, so two clicks were necessary). 2016-04-19T07:16:31 *** MuTaLiSk has quit IRC (Ping timeout: 244 seconds) 2016-04-19T07:16:40 Turned looping off: https://github.com/smiley1983/go_engine_standalone/pull/2 2016-04-19T07:18:27 smiley1993: hmm... I removed 2-phaze movement when was porting Ants to Life. Should be another problem. 2016-04-19T07:18:46 Any chance you stepping forward through 'pass' move? 2016-04-19T07:19:11 or I did messed up with animation timings... 2016-04-19T07:20:24 smiley1993: can you send me troubled html? 2016-04-19T07:22:12 Pass turn does not require two presses, only one 2016-04-19T07:22:21 Just a moment while I work out how to send a file... 2016-04-19T07:23:57 I was wrong! 2016-04-19T07:24:25 I thought it was taking two presses... but actually there is a delay after the stone has appeared, so it was not recognising my second click 2016-04-19T07:25:36 You are right, it only requires one click, but the stones are quite slow to appear (even when the speed modifier is set high) and it makes it very slow to click through the moves 2016-04-19T07:26:22 Another annoying request: is it possible to add buttons to skip forward or back 10 moves? This was one of the more useful features of my visiualizer :) 2016-04-19T07:26:34 smiley1993: steps take always 1 sec, no matter speed setting. 2016-04-19T07:27:30 smiley1993: no problema, will add those buttons ;) I ignored them cause thought graph clicking was enough 2016-04-19T07:27:41 Ah! 2016-04-19T07:27:50 Of course, you are right, the graph does the same job 2016-04-19T07:27:54 Ignore annoying request :) 2016-04-19T07:28:04 I was forgetting about this great feature 2016-04-19T07:30:24 Actually the graph is better of course, though it would still be nice to be able to click single turns ahead and back more rapidly than one per second. 2016-04-19T07:31:45 smiley1993: btw, do you have animation turned on? 2016-04-19T07:32:20 *** UncleVasya has quit IRC (Read error: Connection reset by peer) 2016-04-19T07:33:59 *** UncleVasya has joined #aichallenge 2016-04-19T07:34:10 * UncleVasya is back. 2016-04-19T07:34:37 Apparently my client crashes on file transfering 2016-04-19T07:35:25 I switched animation off, but it still takes a whole second for each move 2016-04-19T07:36:19 Sorry about crashing your client :/ 2016-04-19T07:39:27 *** smiley1993 has quit IRC (Remote host closed the connection) 2016-04-19T07:40:34 *** smiley1983 has joined #aichallenge 2016-04-19T07:42:26 smiley1983: I made step-speed twice as fast. With anim off it still feels weird so I'll make instant step in this case. 2016-04-19T07:43:35 Yes, I think this will solve the issue completely if the change isn't too complex. 2016-04-19T07:58:28 *** foRei has joined #aichallenge 2016-04-19T08:00:37 smiley1983: done. 2016-04-19T08:04:01 smiley1983: pushed. you can see it in 2nd PR. 2016-04-19T08:04:41 smiley1983: thanks for feedback. It wasn't annoying, I'm glad somebody cares about it :) 2016-04-19T08:29:44 smiley1983: regarding drawing lag: 2016-04-19T08:31:21 Let's say we're animating change from turn 184 to 185. 2016-04-19T08:34:07 animation of stone spawning starts at 184.20 and ends at 185.00, when stone is fully grown. So it goes with animation of stone dying: from 184.20 to 185.00 when cell is fully gone. 2016-04-19T08:34:30 In this example stones are spawning and dying simultaniously. 2016-04-19T08:35:46 But by Go game logic stone dying (capturing or whatever) is a result of stone placing. 2016-04-19T08:36:35 So i felt like it makes sense to adjust animation timings to show this relationship. 2016-04-19T08:37:36 I've made stone spawning to take time from 184.20 to 184.60. And stone dying from 184.60 to 185.00. 2016-04-19T08:38:16 You can see this by watching turn when some stones die. 2016-04-19T08:40:19 And as a result of this, on turns when we have no dying stones to animate, tnothing happens on time from 184.60 to 185.00. 2016-04-19T08:40:29 And it may feel a lagging. 2016-04-19T08:41:48 Actually, on time from 184.60 to 185.20 nothing happens. 2016-04-19T08:42:58 *** bart__ has joined #aichallenge 2016-04-19T08:48:41 actually nvm, I changed it back and it still lags in FF. Will need to profile it. 2016-04-19T09:05:19 UncleVasya: Just merged, running a game to test now :) 2016-04-19T09:07:47 Yes, that's all great. :) Animations look good, clicking through the game is fast enough, even with animations 2016-04-19T09:08:03 And I like the instant response when animations are off 2016-04-19T09:11:10 Another thing to fix are hotkeys. In Ants we could use Arrow, Space, etc to control playback. 2016-04-19T09:12:10 In this case you don't even need to click graph if you wanna go several turns ahead. Holding '->' will be more comfortable. 2016-04-19T09:13:36 smiley1983: will you put new vis on tcp servers? 2016-04-19T09:13:50 Ah, yes, I remember that feature. That would be great :) 2016-04-19T09:13:55 Yes, I plan to add it to TCP 2016-04-19T09:14:10 ... however it might be worth considering making it a separate submodule first 2016-04-19T09:14:43 though I'm not sure how well that will integrate with the current TCP system. It will take a bit of investigation and thought 2016-04-19T09:17:13 First though I'd like to change the black colour in that colourscheme to (30,30,30) (or maybe change the background colour) because currently the black stones and the background are the same, and it looks odd at the edges 2016-04-19T09:20:27 smiley1983: I'm curious how we'll make users know that they can use querytring, use hotkeys, click on graph and so on :D 2016-04-19T09:21:34 Yes, that's a good point. Maybe I'll add something to the 'howto' section and post about it in the forum... 2016-04-19T11:47:38 smiley1983: found a simple animation sample: http://jsfiddle.net/XQpzU/4358/?utm_source=website&utm_medium=embed&utm_campaign=XQpzU Tried to launch it in Chrome and FF. FF has more breaks in chain :) 2016-04-19T11:54:17 smiley1983: But I also read on internet that there is a new method for handling animation loop that wasn't available 6 years ago. Our vis uses setTimeout() but nowadays people do it with requestAnimationFrame() that does pretty much the same, but synchronizes it with browser drawing ticks and this leads to smoother animation. 2016-04-19T11:54:25 Maybe will try it someday. 2016-04-19T11:56:34 But maybe it's not about synchronising drawing but rather the fact that we draw/calculate too much... 2016-04-19T11:59:09 I found one place where I messed up with canvas validation and was redrawing it far too often. Profiler told me that stats canvas bars were eating 14% of time that is way too much :D Fixed it and profiler is now happy about this particular function but still have lags in FF. 2016-04-19T11:59:52 Another way is to divide map into smaller canvases and redraw only those regions were stones were spawning or dying. 2016-04-19T12:00:10 But this is too much work, not not going to bother 2016-04-19T12:06:31 Yes, the efficiency is good enough I think, no need for super-optimizing :) 2016-04-19T14:09:41 *** Scooper has joined #aichallenge 2016-04-19T15:37:53 smiley1983: found another unecessery re-draw: main canvas background (white or black) was re-filling on every frame. Fixed it. 2016-04-19T15:38:54 Together with previous fix of stat bars re-drawing I hope this will make a noticable difference :) 2016-04-19T15:39:06 made another PR :D 2016-04-19T16:42:59 *** UncleVasya has quit IRC (Quit: Miranda IM! 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