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chaosprime's profile
Chaos
Chaos
Chaos
@chaosprime

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Chaos

@chaosprime

heartened by everybody's eagerness to participate in cryptographic wizard crimes

Joined July 2012

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    1. Austin Hicks‏ @camlorn38 19 Nov 2014
      Replying to @chaosprime

      @chaosprime But I came to the conclusion that, if you're going to use it as a functional language, god save your soul.

      1 reply 0 retweets 0 likes
    2. Chaos‏ @chaosprime 19 Nov 2014
      Replying to @camlorn38

      @camlorn38 yeah, apparently you can't *really* use it without leaning on Java imports half the time, so that's gonna be pretty halfassed

      4 replies 0 retweets 0 likes
    3. Austin Hicks‏ @camlorn38 19 Nov 2014
      Replying to @chaosprime

      @chaosprime But twisted is an even better fit, and I'm thinking it will be fast enough, so we'll see. Still, job in haskell=cool.

      1 reply 0 retweets 0 likes
    4. Chaos‏ @chaosprime 19 Nov 2014
      Replying to @camlorn38

      @camlorn38 so i'm sure this is a dumb question, but if you're considering Twisted, what's wrong with using Node and calling reduce() a lot?

      3 replies 0 retweets 0 likes
    5. Austin Hicks‏ @camlorn38 19 Nov 2014
      Replying to @chaosprime

      @chaosprime I don't like javascript much, either, and this first prototype is a single-player game and local.

      1 reply 0 retweets 0 likes
    6. Chaos‏ @chaosprime 19 Nov 2014
      Replying to @camlorn38

      @camlorn38 oh, if you don't like JS then that'd obviously be bad yeah

      1 reply 0 retweets 0 likes
    7. Austin Hicks‏ @camlorn38 19 Nov 2014
      Replying to @chaosprime

      @chaosprime Use that to see how fast and good the very non-OO architecture I'm thinking up is, then expand to online and probably charge.

      1 reply 0 retweets 0 likes
    8. Chaos‏ @chaosprime 19 Nov 2014
      Replying to @camlorn38

      @camlorn38 sounds like a plan!

      2 replies 0 retweets 0 likes
    9. Austin Hicks‏ @camlorn38 19 Nov 2014
      Replying to @chaosprime

      @chaosprime And C++11 would need me to write the framework because no one has yet for some reason.

      1 reply 0 retweets 0 likes
    10. Chaos‏ @chaosprime 19 Nov 2014
      Replying to @camlorn38

      @camlorn38 i think you'll be fine, tbh, consistent async practice should cancel most trouble you could possibly get out of the GIL

      2 replies 0 retweets 0 likes
      Chaos‏ @chaosprime 19 Nov 2014

      @camlorn38 just don't get lazy and make sync calls

      11:39 AM - 19 Nov 2014
      4 replies 0 retweets 0 likes
        1. Austin Hicks‏ @camlorn38 19 Nov 2014
          Replying to @chaosprime

          @chaosprime I've done this wrong 2 or 3 times now, and consider myself fortunate to have realized that before going far.

          0 replies 0 retweets 0 likes
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        1. New conversation
        2. Austin Hicks‏ @camlorn38 19 Nov 2014
          Replying to @chaosprime

          @chaosprime I needed that to "get" what Twisted is doing for me, though. Gevent and other green threads are so evil it's ridiculous.

          1 reply 0 retweets 0 likes
        3. Chaos‏ @chaosprime 19 Nov 2014
          Replying to @camlorn38

          @camlorn38 i believe it. i'm ready to forget threading ever existed if i have proper async support, myself.

          1 reply 0 retweets 0 likes
        4. Austin Hicks‏ @camlorn38 19 Nov 2014
          Replying to @chaosprime

          @chaosprime I'd be running physics simulations and collision, and I think I need not say more.

          1 reply 0 retweets 0 likes
        5. Chaos‏ @chaosprime 19 Nov 2014
          Replying to @camlorn38

          @camlorn38 mmm yeah. have fun :)

          2 replies 0 retweets 0 likes
        6. Austin Hicks‏ @camlorn38 19 Nov 2014
          Replying to @chaosprime

          @chaosprime I'm going to just try to run the single-player prototype with no sleeping-if that works, done, move along.

          0 replies 0 retweets 0 likes
        7. End of conversation
        1. Austin Hicks‏ @camlorn38 19 Nov 2014
          Replying to @chaosprime

          @chaosprime The real problem here is that, for a game, everything needs to be serial to some extent for reasoning. This is my real concern.

          0 replies 0 retweets 0 likes
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        1. Austin Hicks‏ @camlorn38 19 Nov 2014
          Replying to @chaosprime

          @chaosprime I'm thinking maybe ultimately per-area threading, but this must await me prototyping things.

          0 replies 0 retweets 0 likes
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