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01:40:12  <defunctzombie>anyone get a good string stream module they like?
01:41:32  <mbalho>string stream?
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01:46:47  <defunctzombie>something that exposes a writeable stream interface
01:46:58  <defunctzombie>but that you can get a string from
01:47:10  <defunctzombie>buffer will do what I want I think actually
01:48:49  <defunctzombie>hm.. no it won't haha
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01:56:58  <defunctzombie>https://github.com/pcarrier/uuidaas/blob/master/src/main/java/UuidAsAService.java
01:57:00  <substack>defunctzombie: concat-stream?
01:57:12  <defunctzombie>this is a disastrous amount of code
01:57:15  <defunctzombie>for this simple crap
01:57:48  <defunctzombie>yea.. concat stream seems nice
01:57:59  <defunctzombie>I don't need the callback aspect, just a toString() works
01:58:37  <defunctzombie>but yea.. that is basically what I want
01:58:38  <defunctzombie>thx
02:08:33  <mbalho>you are welcome
02:16:33  <defunctzombie>is that your module?
02:19:40  <mbalho>yep
02:19:53  <mbalho>i didnt recommend it earlier because your question was vague :)
02:27:11  <defunctzombie>max... I did not know this was your handle on irc :)
02:31:22  <mbalho>i have a different name so i can troll people without compromising my reputation in the community
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02:32:07  <defunctzombie>mbalho: nice :)
02:32:09  <defunctzombie>I like it
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02:58:40  <st_luke>BUT WHO TROLLS THE TROLLS?
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03:22:13  <mbalho>substack: made some progress on blocking today but if you are feeling creative a module that takes a lat/long bounding box and returns voxel data would be awesome
03:22:41  <mbalho>substack: (for terrain data)
03:31:10  <substack>could be fun
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04:00:14  <st_luke>minecraft is kind of fun
04:01:14  <substack>minecraft + wizard game mechanics === most fun possible thing
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04:02:08  <substack>search prototype preview: http://browserling.com:9009/search
04:06:17  <st_luke>pretty fast
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04:07:00  <substack>it's an illusion partly
04:07:34  <substack>there's only one round trip for the /search.json route and you start seeing the results immediately since it gets parsed by JSONStream
04:09:02  <st_luke>I want to return to some old projects I never finished and see how they come out with stream2
04:10:01  <st_luke>going to use 0.9.4
04:13:34  <defunctzombie>Uncaught RangeError: Size is too large (or is negative).
04:18:01  <substack>defunctzombie: search for things with fewer results
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04:18:06  <defunctzombie>hahaha
04:18:09  <substack>I haven't implemented lazy scrolling yet
04:18:30  <substack>and browsers suck at loading big resultsets
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05:05:51  <defunctzombie>isaacs: would be nice if npm said what it thought was "invalid" when it marks items as such during 'npm ls'
06:15:39  <isaacs>defunctzombie: doesn't it?
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06:42:27  <guybrush>mbalho: since i saw you doing voxel-stuff checkout 0fps blog, its full with all sort of usefull informations regarding voxel-rendering http://0fps.wordpress.com/
06:43:42  <guybrush>im also trying to make a voxel-engine thing/game, nothing usefull yet :D
06:44:15  <mbalho>guybrush: i just found that!
06:44:24  <mbalho>guybrush: this is super cool http://mikolalysenko.github.com/MinecraftMeshes2/
06:44:34  <guybrush>theres also a nice talk i saw recently, have to look it up
06:44:47  <mbalho>guybrush: if it was the one at ongamestart i just watched it
06:44:55  <guybrush>right it must be it
06:45:02  <mbalho>http://29a.ch/sandbox/2012/voxelworld/
06:45:09  <guybrush>right thats it!
06:46:46  <guybrush>basically i got a 1024� world with 64� chunks running right now and working on physics, not sure about opensourcing it though since im not the only author and we dont know yet where to go with it :/
06:47:00  <mbalho>in webgl?
06:47:16  <guybrush>yes
06:47:54  <guybrush>meshing and physic in workers, its really doable with current browsers
06:48:11  <mbalho>yea agreed
06:51:19  <mbalho>guybrush:
06:51:21  <mbalho>oops
06:51:47  <mbalho>guybrush: check this one out http://noxa.org/blk/client/game.html?host=local://blk-server-0
06:51:52  <guybrush>the coolest thing would be to make a distributed game with webrtc :D not sure how anticheat would work
06:52:09  <mbalho>me and substack were talking about that
06:52:47  <mbalho>modules that should exist: stream in topographic data, stream out voxel bitmap
06:52:55  <mbalho>stream in voxel bitmap to webgl
06:53:18  <mbalho>stream game state into scuttlebutt
06:53:43  <guybrush>we currently just use typed arrays (1d) for voxel-data
06:54:13  <guybrush>premeshed on the server and fetch it binary via ajax in the worker
06:54:35  <guybrush>without it would take way to long to mesh initial
06:54:58  <guybrush>(we want to be able to look 512 radius)
06:55:18  <mbalho>so your worlds are pre-rendered?
06:55:28  <guybrush>yes
06:55:39  <guybrush>but its editable by players
06:55:49  <guybrush>so you can shoot at the world
06:56:31  <guybrush>oh boy i really would like to opensource it, but as said im not the only author also we are very poor and think we could maybe make a little money out of it :>
06:57:50  <mbalho>have a site where you can play it online multiplayer for a monthly fee
06:58:02  <guybrush>while opensourcing it?
06:58:16  <mbalho>open source the parts that make sense to open source
06:58:30  <guybrush>i would love to make players write their own stuff to make the game better
06:58:31  <mbalho>things like rendering components that you want graphics nerds to pull request fixes
06:59:12  <guybrush>or maybe try something like kickstarter and just opensource it on success
06:59:44  <guybrush>there will be tons of games like that on the web very soon anyway
07:00:00  <guybrush>and lots of opensource ones too for sure
07:00:34  <mbalho>i mean yea thats what im trying to do
07:00:35  <guybrush>libs like threejs socketio and nodejs make building such things pretty easy nowadays haha :D
07:01:03  <mbalho>yea threejs is fun, ive never done game programming before
07:01:28  <guybrush>me too haha, even first time im playing with 3d and physics stuff
07:01:59  <guybrush>have you seen the cannon.js fps-example? pretty awesome stuff
07:02:01  <mbalho>nice lol. what physics do you have in your game beyond collisions and playe rmovement
07:02:24  <mbalho>this one? http://granular.cs.umu.se/cannon.js/examples/threejs_fps.html
07:02:26  <guybrush>nothing yet :p only terrain collision with aabb-bodies and points/particles
07:02:51  <guybrush>right thats the one i meant
07:03:19  <mbalho>mouselock is nice but honestly there isnt a good three.js control library for it yet, PointerLockControls.js is kinda crappy
07:03:31  <mbalho>i was working on that today a bit
07:03:39  <guybrush>for the game i have in mind i dont need it anyway
07:03:42  <guybrush>i dont like it too
07:04:27  <guybrush>basically we started to play with all the things on nko3
07:04:32  <mbalho>ah nice
07:05:09  <guybrush>now we are sitting 24/7 having fun with this one thing and leaving everything else haha
07:05:49  <mbalho>haha yea i think i did the same thing liek 2 days ago
07:05:50  <guybrush>its way too much fun hacking on a game
07:06:13  <mbalho>this was my first few hours of hacking http://maxogden.github.com/blocking/
07:06:21  <mbalho>(you have to click a bit)
07:06:44  <mbalho>using just cubes. then i learned about meshes, now im working on a nice meshing module
07:06:49  <mbalho>its cool that lots of the hard parts have been written already though
07:06:55  <mbalho>just lots of plumbing and design left to do
07:07:03  <guybrush>saw it already :p
07:08:14  <mbalho>guybrush: im goin to bed but if you wanna join forces on any open source modules let me know :)
07:08:48  <guybrush>i will try to look at our stuff and think about opensourcing bits or contribute to your thing
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07:47:38  <Raynos>https://gist.github.com/4405251
07:47:46  <Raynos>^ what do people think of that serial function?
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11:24:43  <guybrush>hey guys you might be interested in http://events.ccc.de/congress/2012/Fahrplan/events/5374.en.html -- some info on the web crypto api, i liked it a lot -- you can download it already here: http://mirror.fem-net.de/CCC/29C3/mp4-h264-HQ/ (its id 5374)
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11:39:50  <dominictarr>Raynos: just realized something: GPS is a time synchronization system
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11:40:07  <dominictarr>so, devices that have GPS can easily have correct clocks
11:41:15  <dominictarr>because they are actually set to atomic clocks running on satellites
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16:56:04  <ralphtheninja>Raynos: executes commands in series I guess?
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20:09:49  <mbalho>this is the coolest thing http://mikolalysenko.github.com/MinecraftMeshes2/
20:10:20  <mbalho>especially https://github.com/mikolalysenko/mikolalysenko.github.com/blob/master/MinecraftMeshes2/js/testdata.js
20:10:31  <isaacs>substack: let me know when you're around. i have keys for you.
20:11:17  <mbalho>isaacs: i am turning into a game developer accidentally
20:11:23  <isaacs>mbalho: lol
20:11:31  <mbalho>webgl is effing rad
20:11:38  <mbalho>way more fun than the DOM
20:11:46  <isaacs>mbalho: you should make a node-powered console system
20:11:56  <mbalho>oh shiiiiitttt
20:11:59  <isaacs>yeah
20:12:00  <mbalho>on the raspi
20:12:02  <isaacs>yeah
20:12:14  <mbalho>well the raspi cant really run webgl cause it cant really run a real browser
20:12:25  <isaacs>sure
20:12:39  <isaacs>but it doesn't have to be a borwser, per se
20:12:46  <isaacs>and you can put extra hardware in the cartridge
20:12:59  <mbalho>that last link i linked is so cool... js functions for voxel geometries. each one blows my mind
20:13:02  <isaacs>let's reinvent the nintendo
20:13:08  <mbalho>nodetendo
20:13:28  <isaacs>super faminode
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20:14:21  <mbalho>haha
20:14:46  <mbalho>think of how much bigger you will be in japan after doing this
20:19:57  <st_luke>think of all the pachinko commercials you'll star in
20:21:19  * isaacsdreams every day of starring in a pachinko commercial
20:27:20  <chrisdickinson>mbalho: ! i'll be watching with interest. i'm debating releasing a couple of browserify modules containing simple primitives for testing
20:27:46  <chrisdickinson>(cube, triangle, rectangle, etc.)
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20:45:31  <defunctzombie>isaacs: nope, it doesn't, just says invalid next to the package
20:45:48  <isaacs>defunctzombie: please gist the output
20:45:56  <isaacs>defunctzombie: there should be a warning log message as well
20:46:02  <isaacs>defunctzombie: is our loglevel set to something silly?
20:46:19  <defunctzombie>nope, not set to anything other than what the default is
20:46:27  <defunctzombie>I had npm linked to a package locally
20:49:19  <chrisdickinson>dumb npm question: does npm ignore `node_modules/` by default?
20:50:14  <substack>yes
20:50:30  <isaacs>chrisdickinson: when creating a package tarball? yes. unless you list the contents as "bundledDependencies":["array","of","stuff"]
20:50:32  <substack>you've got to set bundleDependencies in the package.json to include things from node_modules
20:50:40  <substack>*bundledDependencies
20:50:45  <isaacs>substack: the first d is optional ;)
20:51:14  <isaacs>defunctzombie: you should definitely abstract out the binary bits of your packages that use them optionally
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20:51:37  <defunctzombie>isaacs: while I can understand the argument in theory, in practice it is not so clear that is a good thing
20:51:43  <isaacs>defunctzombie: at least on azure, joyent, nodejitsu, and probably several other systems, the benefits will be high very soon.
20:51:53  <chrisdickinson>cool. i had the sneaking suspicion that having an .npmignore consisting of "node_modules/" was superfluous but wanted to make sure
20:51:56  <isaacs>defunctzombie: as in, "No need to build at install time, because we'll pre-build it for you"
20:52:08  <isaacs>chrisdickinson: yep. super superfluous
20:52:08  <substack>isaacs: http://browserling.com:9009/search
20:52:13  <defunctzombie>isaacs: the gain from that is not as clear to me
20:52:17  <chrisdickinson>the best kind of superfluous!
20:52:17  <substack>search prototype!
20:52:39  <defunctzombie>you are just re-inventing the wheel there since many OS systems already have ways of shipping prebuilt things
20:52:42  <defunctzombie>but that isn't the point
20:52:52  <defunctzombie>if they want to prebuild it
20:52:53  <substack>3 tiers of results: modules featured in articles, modules with testling-ci badges, and everything else on npm
20:53:01  <isaacs>neat!
20:53:03  <defunctzombie>that is fine, but why should I as a module author do more useless work
20:53:32  <defunctzombie>substack: I still can't search for just "num" :p
20:53:33  <isaacs>defunctzombie: is it realy more useless work to abstract out "the bits thatneed compilation" from "the bits that only sometimes need to use the bits that need compilation"?
20:53:38  <isaacs>defunctzombie: those are two separate things
20:53:43  <defunctzombie>isaacs: yes
20:53:44  <isaacs>defunctzombie: they should have separate tests, etc.
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20:53:51  <defunctzombie>because tests and other parts are all reusable
20:53:54  <defunctzombie>why?
20:54:05  <isaacs>defunctzombie: because the package isn't a binary package. it uses binary bits only sometimes
20:54:25  <isaacs>defunctzombie: in 2014, i'm going to make npm stop running install/preinstall/postinstall scripts
20:54:31  <isaacs>defunctzombie: possibly sooner than that
20:54:40  <isaacs>defunctzombie: before that, we're going to start doing prebuilds for everything that has a gyp file
20:54:46  <defunctzombie>I just don't understand why
20:54:56  <defunctzombie>if I wanted prebuilds I would use deb packages
20:54:58  <isaacs>defunctzombie: because it's a constant source of needless stupid bugs.
20:55:10  <defunctzombie>I agree it is abused
20:55:13  <isaacs>defunctzombie: people have the wrong versions of python places, or gcc can't be found, etc.
20:55:21  <defunctzombie>that is why I wanted to just point out the case of optional binary
20:55:33  <isaacs>not to mention, it leads people to do insane shit like "postinstall":"cake build src/*.coffee lib/"
20:55:43  <defunctzombie>heh
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20:55:53  <isaacs>the optional binary is, in fact, an optional dependency that you're choosing to bundle.
20:56:00  <isaacs>and you're going against the grain of how npm does things
20:56:23  <isaacs>i'm guessing that you don't always update the binary bit *exactly* at the same time as the non-binary bit.
20:56:27  <substack>will npm ever support pre-built binaries?
20:56:34  <isaacs>substack: yes, work is underway on this.
20:56:40  <substack>oh super sweet
20:56:49  <isaacs>substack: at least, for windows and smartos. linux probably sometime later, and it's much harder.
20:57:00  <isaacs>os x probably not ever, because it's not really a priority. os x is a dev env, not a production env.
20:57:04  <substack>how about multi-platform tests?
20:57:19  * substacknearly has everything in place to start doing those
20:57:47  <isaacs>also, os x is harder because you need apple hardware to do it
20:57:56  <isaacs>legal impediments to virtualization
20:58:17  <isaacs>substack: multi-platform testing is planned, but you might get to it sooner
20:58:32  <isaacs>substack: for automated testing, actually, i'm much more concerned about getting that for node itself than for npm packages.
20:58:55  <substack>yes
20:59:01  <isaacs>substack: but microsoft is very interested in making the azure deploy-time installs faster, and less error-prone, and memory-intensive
20:59:32  <substack>I should talk to some of these companies with lots of money
21:00:18  <substack>this stuff needs to exist but I'm not in a very good position to be paying for hosting it
21:00:56  <isaacs>defunctzombie: for node-postgres, actually, it won't *break*, it'll just fail if the gyp fails.
21:00:57  <defunctzombie>who is wanting to deploy on azure... and why? seems needlessly complex *shrug*
21:01:15  <defunctzombie>isaacs: fail in what sense?
21:01:28  <isaacs>defunctzombie: so, there's a gypfile
21:01:43  <defunctzombie>isaacs: I can see your point about the optional deps
21:01:44  <isaacs>defunctzombie: if `node-gyp rebuild` fails, then that meanst it'll return with a non-0 status code, and the install will fail.
21:02:05  <defunctzombie>isaacs: right.. that is why the || is there to prevent it from causing install to fail
21:02:26  <isaacs>yeah
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21:02:35  <defunctzombie>seems like it is just an education problem I guess with knowing how to properly use optionalDeps
21:02:42  <isaacs>so, eventually, that won't be repsected any more, and the existence of an explicit install script will raise a warning
21:03:33  <defunctzombie>I finally was able to summarize my module pinning argument to some short words.. seems like that will continue to hold true for optional deps
21:04:01  <isaacs>defunctzombie: the advantage of having them separate is that you can update just one or the other.
21:04:10  <defunctzombie>sure
21:04:12  <isaacs>defunctzombie: ie, you can push a smaller change to fix smaller bugs.
21:04:16  <defunctzombie>just like with anything
21:04:22  <defunctzombie>that is separate heh
21:04:33  <isaacs>also, others can iterate on the JS bits, and use the binary bits, do other things with them, etc.
21:04:36  <substack>isaacs: know anybody at joyent/microsoft who will write me a check for building a ci server to run builds and tests on windows+smartOS? :D
21:04:41  <isaacs>like how bower uses npm's read-package-json logic
21:05:16  <isaacs>substack: joyent = not super likely. we just hired someone and i'm gonna be putting him to work on this stuff.
21:05:18  <substack>at first to run node itself but then later to run all npm modules
21:05:21  <substack>ah
21:05:48  <substack>seems like microsoft should really want something like this
21:05:50  * isaacsaway to get things and fetch substack and his bicycle
21:05:58  <substack>right-o
21:06:47  <mbalho>WOOT https://npmjs.org/package/voxel
21:08:21  <mbalho>substack: now the terrain generation is easier cause of require('voxel') e.g. https://github.com/maxogden/voxel/blob/master/index.js#L167
21:11:55  <substack>very sweet
21:12:33  <mbalho>now im gonna hack that module into my game
21:13:12  <defunctzombie>substack: https://github.com/joyent/node/issues/4487
21:13:21  <defunctzombie>I think bundlers could benefit from this
21:13:58  <defunctzombie>over the long term
21:14:06  <defunctzombie>since 0.6 won't support it obviously
21:14:10  <defunctzombie>nor 0.8
21:16:00  <substack>I agree.
21:25:54  <mbalho>substack: if i have a module called foo with source code: "module.exports.foo = require('./bar')" and i do browserify -r foo the relative requires dont work in a browser but if i make a script: "foo = require('foo')" then browserify script works
21:26:12  <mbalho>substack: is the new browserify gonna support the former use case? or will it limit you to compiling apps like the latter use case
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21:37:29  <mbalho>whoa i can totally use this module https://github.com/qiao/fractal-terrain-generator
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21:46:27  <guybrush>mbalho: http://blog.tojicode.com/2012/06/building-game-part-6-isosurface.html also http://libnoise.sourceforge.net/noisegen/index.html
21:47:17  <guybrush>i think there is a libnoise port to js which is not so cool, but libnoise is cool to understand how it works
21:49:08  <mbalho>im gonna generate based on real world topo data i think
21:49:19  <guybrush>crazy idea haha
21:49:44  <mbalho>augmented minecraft reality!
21:50:37  <mbalho>im workin on a generic front end renderer for that voxel lib now
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23:05:16  <chrisdickinson>github does some weird caching with readme images sometimes :|
23:15:59  <mbalho>wewt http://maxogden.github.com/blocking/
23:16:04  <mbalho>now with moar voxel meshing
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23:29:35  <chrisdickinson>nice!
23:29:42  <chrisdickinson>are you using three.js?
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23:33:00  <defunctzombie>substack: https://github.com/substack/github-from-package did you read my mind?
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23:33:39  <defunctzombie>mbalho: what does it do? other than disable my mouse cursor
23:39:57  <mbalho>defunctzombie: i have only tested in chrome but it should be a 3d game
23:40:10  <defunctzombie>mbalho: I too use chrome
23:40:17  <defunctzombie>(who wouldn't)
23:40:28  <mbalho>weirdos
23:40:45  <mbalho>chrisdickinson: yep its three.js. also my first time doing game programming
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23:48:40  <defunctzombie>isaacs: I think I am coming around to the optional Dep idea
23:48:54  <isaacs>defunctzombie: neat :)
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