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7:35:15
scymtym
Shinmera: i think i am at a point at which looking at the specializer profiles and call histories that come up in kandria would make sense. you mentioned i could run the game to obtain those. how would i do that?
9:04:09
Shinmera
getting you hooked up is a bit involved since there's a bunch of projects not in QL
9:09:53
scymtym
sounds good. i will probably not have to track your changes too closely for the performance experiments
9:13:12
Shinmera
scymtym: okey, here's the archive with all the projects that are needed. Some might be ok from quicklisp too, but this should be safe. https://mega.nz/file/RtZRFCTJ#mi7DR-LPdkoJ_MjCgN016OL-kjOcCE-q-XUD1vFK5dw
9:20:42
Shinmera
Should probably also add a repl to the standard gameso one could just use the release builds
9:23:26
scymtym
sounds like a good idea, though i will have to build from source at some point for what i want to do
9:34:57
scymtym
that's my initial thought as well, but they are very smart people, i doubt that's the best solution for interactive development they could think of
9:40:36
scymtym
i think casey muratori and jonathan blow both still apply this pattern and very deliberately (i.e. didn't seem like cargo culting). but i would have to rewatch the episodes to remember the rationales
9:41:49
scymtym
yes. i guess in combination with building some sort of command or scripting system to make it work
9:42:13
Shinmera
Actually just yesterday I was getting really depressed since progress has been slow, and a lot of it is because I need to spend a lot of time fixing and improving my tools. I suppose at least I'm not at Jonathan Blow levels yet where I also wrote my own language and compiler.
9:44:12
Shinmera
I think the reason behind the console is the same as to why a lot of people still heavily rely on CLI. It's a very simple thing to grasp and very easy to implement and extend.
12:14:34
scymtym
Shinmera: the game is running but i'm not sure everything is working correctly. i see lots of CFFI-related slow paths
12:18:48
scymtym
i had to tweak a few things because i use safety 3, speed 0 for everything. maybe that is causing problems
12:20:01
scymtym
anyway, in https://techfak.de/~jmoringe/kandria-render-flamegraph.png the red part is CFFI looking up stuff at runtime, the green part is sb-alien calling EVAL and GENSYM at runtime
12:20:53
scymtym
but UPDATE-VERTEX-BUFFERS may be red herring anyway, because i had to change one method
12:21:36
scymtym
with higher safety, SBCL checks CALL-NEXT-METHOD more carefully and that revealed a problem
12:22:12
Shinmera
still weird that it actually does anything in alloy, by default I don't think the game should render any text...
12:22:46
scymtym
possibly. in trial/resource/buffer-object.lisp, there is an UPDATE-BUFFER-DATA method for (eql t) that applies the next method to different arguments
12:23:47
scymtym
i changed (apply #'c-n-m …) to (apply #'update-buffer-data …) to get around that problem
12:24:59
Shinmera
No idea why c-n-m is in there, your fix should be correct and equivalent to what it should be doing anyway.
12:26:50
Shinmera
It does call it a lot at runtime when it renders UI, but if there's no UI shown on screen, it should not.
12:27:55
Shinmera
text rendering in alloy is currently immediate and that's An Issue that I don't know how to solve yet (because of allocation/deallocation issues)
12:30:23
scymtym
i should probably recompile with default optimization settings before looking further
12:30:57
scymtym
but caught a few things already. some slot type issues in addition to the next method call