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ZZZzzz…). 04:14:25 -!- tromp has joined. 04:18:57 -!- tromp has quit (Ping timeout: 245 seconds). 04:51:00 -!- xkapastel has quit (Quit: Connection closed for inactivity). 05:08:28 -!- tromp has joined. 05:13:15 -!- tromp has quit (Ping timeout: 260 seconds). 05:55:16 . o O ( is lady Ariadne in any relation to Boris? ) 05:56:10 I don't know. 05:59:46 -!- tromp has joined. 06:04:34 -!- tromp has quit (Ping timeout: 264 seconds). 06:31:14 -!- Sgeo__ has joined. 06:33:57 -!- Sgeo_ has quit (Ping timeout: 264 seconds). 06:43:01 -!- tromp has joined. 06:48:09 -!- Naergon has joined. 06:49:28 -!- arseniiv has joined. 07:09:37 -!- arseniiv_ has joined. 07:12:50 -!- arseniiv has quit (Ping timeout: 260 seconds). 07:15:54 -!- oerjan has quit (Quit: Nite). 08:04:57 [[Special:Log/newusers]] create * CharCoding * New user account 08:10:44 -!- tromp has quit (Remote host closed the connection). 08:11:29 -!- CharCoding has joined. 08:12:16 I registered an account on the wiki but I don't understand the introduction page. How do I sign my username? 08:13:58 0_o nevermind, figured it out using preview 08:14:04 -!- CharCoding has quit (Client Quit). 08:14:31 [[Esolang:Introduce yourself]] https://esolangs.org/w/index.php?diff=55415&oldid=55404 * CharCoding * (+173) 08:15:24 -!- tromp has joined. 08:46:33 [[Esolang:Introduce yourself]] https://esolangs.org/w/index.php?diff=55416&oldid=55415 * Fizzie * (+133) Clarify instructions 09:38:22 -!- sprocklem has quit (Ping timeout: 265 seconds). 09:38:58 -!- sprocklem has joined. 09:46:18 -!- atslash has quit (Ping timeout: 260 seconds). 09:46:40 -!- atslash has joined. 09:51:18 -!- atslash has quit (Ping timeout: 252 seconds). 09:53:24 -!- atslash has joined. 09:56:28 -!- heroux_ has joined. 09:56:33 -!- izabera1 has joined. 09:59:55 -!- olsner_ has joined. 10:00:17 -!- Effilry has joined. 10:01:16 -!- olsner has quit (*.net *.split). 10:01:18 -!- FireFly has quit (*.net *.split). 10:01:18 -!- heroux has quit (*.net *.split). 10:01:18 -!- izabera has quit (*.net *.split). 10:01:21 -!- heroux_ has changed nick to heroux. 10:19:31 -!- LKoen has joined. 10:29:00 -!- Effilry has changed nick to FireFly. 10:39:45 :) 10:48:49 `? gdpr 10:48:50 gdpr? ¯\(°​_o)/¯ 10:49:01 `? password 10:49:02 The password of the month is . 11:31:24 -!- xkapastel has joined. 11:42:10 -!- LKoen has quit (Remote host closed the connection). 12:03:32 -!- SopaXorzTaker has joined. 12:15:16 -!- LKoen has joined. 12:31:43 -!- user24 has joined. 13:20:52 -!- SopaXorzTaker has quit (Quit: Leaving). 13:22:43 -!- SopaXorzTaker has joined. 13:48:52 -!- contrapumpkin has joined. 14:27:09 -!- user24 has quit (Remote host closed the connection). 14:44:53 -!- Phantom_Hoover has joined. 14:44:53 -!- Phantom_Hoover has quit (Changing host). 14:44:53 -!- Phantom_Hoover has joined. 14:52:53 -!- contrapumpkin has quit (Quit: My MacBook Pro has gone to sleep. ZZZzzz…). 14:54:06 -!- Naergon has quit (Ping timeout: 268 seconds). 15:06:30 -!- kritixilithos has joined. 15:06:44 -!- user24 has joined. 15:13:57 -!- tswett has quit (Ping timeout: 240 seconds). 15:22:30 -!- contrapumpkin has joined. 15:25:27 -!- moei has quit (Read error: Connection reset by peer). 15:26:02 -!- moei has joined. 15:41:15 -!- user24 has quit (Remote host closed the connection). 15:59:09 -!- arseniiv_ has changed nick to arseniiv. 16:21:30 -!- kritixilithos has quit (Quit: leaving). 16:27:46 -!- izabera1 has changed nick to izabera. 16:27:54 -!- izabera has quit (Changing host). 16:27:54 -!- izabera has joined. 16:34:25 -!- Naergon has joined. 17:10:01 -!- olsner_ has changed nick to olsner. 17:10:38 hi olsner 17:11:14 arseniiv: ping I have a new esolang idea (not a full language yet) 17:11:35 bit pattern overlapped automatons 17:13:33 every cell is an n-bit integer (32 maybe?) and then every bit (or group of bits) runs separately on it's own rule set. For example, bit 0 could be Game of Life, bit 1-2 some 4-state automaton and so on (note, not going to actually use GoL, since it is TC). The rulesets runs mostly separately, but will under certain circumstances interact with each other 17:14:02 the goal is for you to have to use these overlap mechanics as well as doing computation locally in each "layer" for the end result to be TC 17:14:33 neat! 17:14:44 I haven't really done much with cell automatons, so I don't think I could actually pull this off though 17:14:56 ah 17:15:21 hm I haven’t too, but maybe I’ll at least have some ideas 17:15:22 but at least now the idea is out there, for anyone to grab and run with 17:17:53 arseniiv: another language idea is a nethack or Dwarf Fortress like "game world" where you make a map and place actors (which distinct but simple and deterministic AI). This is used for computation. 17:19:10 maybe they elephant could always charge in a straight line until it hits a wall or gate (and will continue running again if the gate is opened). While the treasure hunter will always seek out the nearest gold and run from any boulder traps 17:19:32 there should be leavers for actors to pull and ways to link those to gates 17:20:03 again, not yet a fully formed language, but this one I'm more optimistic about 17:20:19 also about ideas: I have imagined if it could be possible in a cell automaton to modify the underlying graph (locally) — e. g. add or remove vertices (and corresponding edges) 17:20:36 no concrete ideas here, though 17:20:51 arseniiv: just non-flatness or stuff like wormholes? 17:21:14 hm, cell automaton on a hyperbolic geometry? 17:22:39 Non-flatness doesn't change the edges of a lattice 17:22:42 where you make a map and place actors (which distinct but simple and deterministic AI) => oh yes, I have thought about that after seeing Perpetuum Mobile. I even have a friend who played nethack many times, I’m going to suggest this to him 17:22:46 only their angle deficit 17:22:51 or distances, equivalently 17:22:51 hm, true 17:23:04 the edges are the simplicial topology 17:23:28 arseniiv: hey don't steal it ;P (I'm probably going to make my own even if you make one) 17:24:15 just non-flatness or stuff like wormholes? => wormholes would be super neat, but again no idea how to pull that off without sacrificing locality 17:24:18 Slereah: you could imagine cutting and gluing a cell automaton to create wormholes though 17:24:26 Sure 17:24:43 arseniiv: it has locality, but the definition of "local" is complicated 17:24:58 the locality must travel through the wormhole 17:25:05 hm, cell automaton on a hyperbolic geometry? => if this wasn’t suggested by anyone yet, yeah, this is yet another deserving idea 17:25:27 arseniiv: as Slereah pointed out, not that interesting with a lattice 17:25:43 Vorpal: I mean, we should be able to create a wormhole locally 17:25:47 Well I mean, it depends how your automaton works 17:25:57 If the distance between vertices is important to the rules 17:26:01 then it will be different 17:26:08 hm true 17:26:09 otherwise, it's the same as a normal grid 17:26:43 I haven't seen an automaton which use distance (as opposed to "neighbor"), but maybe you can make it work 17:27:59 many years ago I implemented GoL in the scripting language of a module-based RPG called "Blades of Avernum". Don't think I have the files around any more. It basically changed the floor tiles to the next generation each time you pulled a lever 17:28:18 hey don't steal it ;P (I'm probably going to make my own even if you make one) => I was actually about “redirect-stealing” it, but that person isn’t much into esolangs. I have a frend into them too, but he does’t play nethack (nor do I), so probably no luck with stealing here :D 17:28:42 it has been years since I played nethack 17:28:54 DF I played more recently 17:29:13 oh yeah! the output of the program should be DF style combat logs 17:29:58 arseniiv: ever played or seen DF? 17:32:07 hm, I want to be able to put multiple things on the same square, so the language definition might be a bit annoying without a specialized editor. 17:32:20 oh I know, why not use an image file, pixels 17:32:41 I seen people use that for storing the levels in some games 17:33:15 Then you have one colour for walls, and the other two colours for defining metadata 17:33:28 If the distance between vertices is important to the rules then it will be different => hm I think despite distances aren’t mentioned in common automatons’ rules, they are in some sense present. Any (undirected; weighted or non-weighted—in the latter cases, it is weighted const 1) graph has a natural metric. It will be different for different regular grids 17:33:40 -!- atslash has quit (Ping timeout: 252 seconds). 17:34:06 arseniiv: ever played or seen DF? => heard about a bit, only 17:34:14 that or using ASCII for the level (program) layout + a separate listing (perhaps in yaml or json) below to place actors, connect levers and so on 17:34:36 arseniiv: amazing game with a utterly steep learning curve 17:36:20 arseniiv: here is an example of a combat log I found: https://i.imgur.com/DdJBN.jpg by googling. As usual very detailed and probably more gruesome than actually showing the combat would have been 17:38:53 oh I know, why not use an image file, pixels => or a specialized IDE level editor :D a program could consist of several levels 17:39:17 yes, it could, but I don't want to develop that 17:39:26 instead of calling procedures, one could enter and exit levels 17:39:39 though I seem to remember an off-the-shelf open source level editor thing for 2D games 17:40:04 isn't that basically what game maker is 17:40:24 amazing game with a utterly steep learning curve => steeper than nethack? because I played the latter two times (and almost instantly died) and wasn’t satisfied 17:40:34 hah, https://www.mapeditor.org/ 17:40:38 is what I was thinking of 17:40:51 arseniiv: probably on par 17:40:51 though I seem to remember an off-the-shelf open source level editor thing for 2D games => indeed 17:41:23 I think it is that one at least 17:41:25 probably on par => oh then thank you I’ll abstain :D 17:41:50 DF has a much steeper learning curve than nethack in the sense that you have to learn most of the game's mechanics and strategies for dealing with them right at the start to make any serious headway 17:42:07 Phantom_Hoover: but loosing is fun 17:42:30 arseniiv: the thing about DF though is when things go sour, they usually do so in a pretty funny way 17:43:03 arseniiv: a DF like game that is more approachable is Rimworld (costs money on steam) 17:43:27 haven't played it, but watched a few streams on twitch and it looks good 17:44:19 -!- atslash has joined. 17:45:50 Vorpal: I don’t think I’m going to play roguelikes in near future, but nonetheless thanks :) 17:47:49 arseniiv: DF is not a rouge lite 17:47:58 or rougelike either 17:48:04 diffrent genre 17:48:51 I guess you could say they are fortress/colony builders/sims 17:53:40 ah 17:57:28 you could probably make a simple enough particle automaton in curved spacetime 17:57:34 By using Regge calculus 17:59:32 not even a clue what that is 18:10:35 i think it involves ganja? 18:24:50 -!- plokmijnuhby has joined. 18:28:27 is this working 18:28:35 oh it is 18:29:07 anyway I just looked up regge calculus 18:29:28 assume space is 2 dimensional 18:29:49 then divide spacetime into tetrahedra 18:30:29 if your tetrahedra meet at weird angles, you've got some gravity going on 18:30:47 if that happens, do some maths 18:31:08 and then poof, you have a vacuum solution 18:31:17 I think 18:34:38 hi 18:35:24 plokmijnuhby: wait a minute, I'm confused about the causality, are you the alias of someone else in here? Or did you read the logs? 18:36:57 plokmijnuhby: also, how do you pronounce that name? 18:39:32 I read the logs and thought I'd add my two cents 18:39:51 plock-midge-noo-bee 18:40:51 okay, I don't quite get the d in midge from that spelling, but the rest seems sensible enough 18:41:21 the problem (not a real one, but considering this context) of General Relativity is that it’s in general hard/impossible to calculate spatial section by spatial section. You can test if the complete space-time solution is correct or not, but as to construct it slice by slice… 18:42:17 `welcome plokmijnuhby 18:42:19 plokmijnuhby: Welcome to the international hub for esoteric programming language design and deployment! For more information, check out our wiki: . (For the other kind of esoterica, try #esoteric on EFnet or DALnet.) 18:43:01 this isn’t relevant if the region in question is “sufficiently newtonian”, as if taking a star system or a galaxy, but if one wants to consider wormholes, it suddenly is much more complicated 18:43:07 okay I am inventing some new mechanics for the RPG language finally 18:43:39 also I invented a separate esolang based solely on water flow I think, could almost be fleshed out into a separate language 18:43:56 plokmijnuhby: please forgive me but what language it is? 18:44:15 do you have a qwerty keyboard? 18:44:22 plokmijnuhby: I'm not 100% convinced by your brainfuck in Perpetuum Mobile by the way, I understand you are talking about compiling BF to PM rather than interpreting BF in PM, right? 18:44:25 Vorpal: wow you are productive :D 18:44:57 arseniiv: well, I needed water for the elephants to walk to and drink from, and then I started adding sluice gates and riverbeds 18:45:09 do you have a qwerty keyboard?> got it 18:45:19 I have a programming language idea which might be eso or might not, I'm not sure yet. 18:45:41 what is it? 18:45:49 It's something between C++ and a macro assembler and a lisp dialect. Or something. 18:45:54 I need to figure out the details still. 18:47:12 arseniiv: you could make a simplified wormhole thingy, like if too many cells of a certain colour accumulates in a compact enough area, you create a square wormhole connected to some other part of the world with some other colour white hole 18:47:15 or something like that 18:47:37 doesn't have to behave like real general relativity to make an interesting language concept 18:47:49 shachaf: sounds interesting 18:47:51 oh, hi Vorpal 18:48:07 olsner: https://esolangs.org/wiki/Perpetuum_Mobile made this esolang 18:49:52 oh also is there an eso solely about sets? Some time ago I had one more or less completely described, it operated on hereditary finite sets and had a C-like syntax; its main feature, I think, was `select` statement; `select x in s` took an element of s and assigned it to x, then x was removed from s; it was an error if s = ∅ before all that. Now I see this construct should have been a form of pattern matching: `switch s case 0 blah blah case {x} ∪ s 18:49:52 ' bluh bluh` 18:50:22 well, I needed water for the elephants to walk to and drink from, and then I started adding sluice gates and riverbeds => (rofl) :D 18:55:12 arseniiv: sneak preview: https://gist.github.com/VorpalBlade/131d4062c60952eecfb5368b10a4169a 18:55:20 that is the sort of thing I'm going for 18:55:26 not sure what else to put in it yet 18:55:32 some things I know though 18:56:57 something to attack the elephant (a lion?) 18:57:37 plokmijnuhby: yes, good idea, and there should be treasure hunters as well as rolling boulder traps 18:57:46 will probably have goblins and such too 18:59:06 something needs to generate treasure somehow 18:59:47 ah, lepruchan with leaking gold bag 19:00:05 leprechaun is apparently how that is spelled 19:00:26 could also have static gold, which should actually be what ¤ is used for (since that is the generic currency symbol) 19:00:35 sluice gate will have to be something else 19:04:32 -!- Cale has quit (Remote host closed the connection). 19:06:53 -!- Cale has joined. 19:11:20 Vorpal: thank you! Will look in detail tomorrow, now I’m off to sleep 19:11:26 boulder traps yes yes yes 19:11:30 \HELP 19:11:36 oops 19:12:06 I'm sure it told me there was a help command 19:12:18 but I can't find it 19:12:23 arseniiv: obviously a reference 19:12:26 hm 19:12:30 ^help 19:12:30 ^ ; ^def ; ^show [command]; lang=bf/ul, code=text/str:N; ^str 0-9 get/set/add [text]; ^style [style]; ^bool 19:12:38 !help 19:12:38 Vorpal: I do !zjoust; see http://zem.fi/bfjoust/ for more information. 19:12:41 err 19:12:44 @help 19:12:44 help . Ask for help for . Try 'list' for all commands 19:12:54 plokmijnuhby: pick your poison 19:12:59 fungot: which one do you prefer? 19:12:59 Vorpal: uh sometimes they can be the more convenient because my kids like i said i 19:13:02 what reference? Is it more specific than boulder traps in games? 19:13:10 arseniiv: Indiana Jones duh 19:15:39 @list 19:15:39 What module? Try @listmodules for some ideas. 19:15:51 @listmodules 19:15:51 activity base bf check compose dice dict djinn dummy elite eval filter free fresh haddock help hoogle instances irc karma localtime metar more oeis offlineRC pl pointful poll pretty quote search 19:15:51 slap source spell system tell ticker todo topic type undo unlambda unmtl version where 19:16:10 plokmijnuhby: before you continue... lambdabot reacts to private messages. 19:16:12 also it have occurred to me just now I have played Wanderer on android (so that port of it was named Wandroid); I was able to finish level 1 but it was tricky, partly because of controls (sweeping was somewhat faulty, the character ofter walked in the wrong direction) 19:17:15 not familiar with that game 19:19:06 there, you’re walking in 2D and there are various things moving deterministically, but you can move out of sync with them (it seems). I didn’t seen the original 19:19:09 -!- SopaXorzTaker has quit (Quit: Leaving). 19:19:28 so I added some more ideas 19:19:30 there was boulders, specifically 19:19:48 in large quantities 19:20:03 and they insta-kill :( 19:20:17 ah 19:20:48 and also there wasn’t save for that second level I opened, so I deleted the app in a virtual rage 19:21:05 -!- xkapastel has quit (Quit: Connection closed for inactivity). 19:22:14 ok now I’m off to sleep 19:31:55 -!- arseniiv has quit (Ping timeout: 260 seconds). 19:33:58 -!- Elronnd has changed nick to Elronnd\srn. 19:55:23 I'm also going to sleep 20:04:36 what time zone are you in 20:04:58 CEST currently 20:05:05 but yeah I need to sleep now 20:05:07 bye 20:05:51 you're on the new york server? 20:10:40 chat.freenode.net rotation, I'd guess 20:10:49 -!- plokmijnuhby has quit (Ping timeout: 260 seconds). 20:20:05 -!- xkapastel has joined. 20:27:27 [[Surtic]] https://esolangs.org/w/index.php?diff=55417&oldid=55384 * Digital Hunter * (+13) 20:29:38 [[User talk:DatCodingGuy]] https://esolangs.org/w/index.php?diff=55418&oldid=49174 * Digital Hunter * (+170) /* Your Github page says you're 19 */ new section 20:37:31 ... why does that edit annoy me. 21:22:28 -!- wob_jonas has joined. 21:23:04 fizzie: thank you for pointing me at scribus (software). it does seem like it will probably be able to do what I need. 21:24:52 -!- wob_jonas has quit (Client Quit). 21:25:10 -!- LKoen has quit (Quit: “It’s only logical. First you learn to talk, then you learn to think. Too bad it’s not the other way round.”). 22:03:57 -!- user24 has joined. 22:06:34 -!- tromp has quit (Remote host closed the connection). 22:14:38 -!- erkin has joined. 22:15:23 -!- atslash has quit (Quit: This computer has gone to sleep). 22:30:09 -!- alexandre has joined. 22:30:43 -!- atslash has joined. 22:40:33 fungot: nostril. 22:40:33 alexandre: ( ( laughter uh-huh)) amazing you know it's just it's it's hard because i mean 22:40:39 -!- alexandre has changed nick to boily. 22:40:57 fungot: renostril. 22:40:57 boily: while they're playing games but i'm sure with these things it's a great feeling to feel like i'm the only nut in the family i don't want 22:41:34 -!- tromp has joined. 22:42:15 -!- boily has quit (Quit: NORSE CHICKEN). 22:45:57 -!- tromp has quit (Ping timeout: 240 seconds). 22:55:12 -!- Phantom_Hoover has quit (Remote host closed the connection). 23:00:37 -!- user24 has quit (Remote host closed the connection). 23:20:25 -!- tromp has joined. 23:24:51 -!- tromp has quit (Ping timeout: 240 seconds). 23:30:11 -!- tromp has joined. 23:34:21 -!- tromp has quit (Ping timeout: 240 seconds).