Write code as if you saw the original Lugaru Constants.h header.
Never again, man.
overv, how's open.gl going?
[QUOTE=efeX;31520956]overv, how's open.gl going?[/QUOTE]
You can click on pages now, apparently he's going to be publishing each tutorial as he finalizes it.
[QUOTE=NorthernGate;31521301]You can click on pages now, apparently he's going to be publishing each tutorial as he finalizes it.[/QUOTE]
nice title
You know you love it baby
Hey Overv, just a suggestion you might like, you should release each chapter a couple of weeks apart. In the meantime, for each chapter, we as a community can all set exercises and challenges for each other to do to practice the material.
You wouldn't need to think of excercises, and we'd get lots of practice. And it'd even likely provide more examples for you to use :).
[QUOTE=vepa;31517533]Keep in mind that ioquake3 is GPL-licensed if you ever plan on distributing any of your projects.[/QUOTE]
I know it is, I do plan on distributing my entire source code when I'm releasing my final project :)
[QUOTE=yumi_cheese;31522279]Hey Overv, just a suggestion you might like, you should release each chapter a couple of weeks apart. In the meantime, for each chapter, we as a community can all set exercises and challenges for each other to do to practice the material.
You wouldn't need to think of excercises, and we'd get lots of practice. And it'd even likely provide more examples for you to use :).[/QUOTE]
Good idea, we can start by playing Scrabble with the words used in the introduction.
If/when open.gl is finished it'll be the single best thing to ever come out of Facepunch.
[QUOTE=Wyzard;31517487]Are you using shell=True or shell=False (the default) when constructing the Popen object? The shell is what takes quotes into consideration when splitting up a command string into a list of argv strings.
Instead of putting quotes around things, you can just use shell=False and pass a list with each argument as a separate string. The strings in your list should directly become the subprocess's argv strings, so there should be no problem if one contains a space.[/QUOTE]
Yes I did. When shell=True, it's basically os.system. However, paths with spaces in them fail in Popen on OS X. They don't on Windows or Linux though, which makes me suspicious that the issue lies within the OS X implementation of execv in the C API. But for whatever reason, the System.Diagnostics.Process.Start function in .NET/Mono works just fine. Hooray API inconsistencies.
Also, I keep writing very bad hacks around several classes and types so that setting properties is easier (and lets me have stuff like x.debug.include = '123', '456', '789'). It seems that I'm starting to fall into the trap of having a hard time debugging what I deemed to be clever hacks.
Were I to switch to Mono/.NET, the layout would stay the same, and even the build files would remain in Python. It's just the backend would be a lot safer type-wise, and I'd be able to cache the entire environment in most cases (I've never actually checked the speed for serializing all data in .NET, in terms of reading from and instantiating said data). While I appreciate the help, I'd rather not have to figure out why some references are being deleted by the python gc and some aren't.
In fact the more I've been looking into it, the more interested I am in rewriting my build system to run on .NET/Mono. Maybe it's because I got a job working in .NET recently, but in terms of frameworks it's damn useful.
Plowed through all my engine's bugs, made my code and documentation clearer and a whole bunch of other stuff, a good chunk of my list of things to do.
Nothing is more satisfying than simple solutions. For as long as I've had my game engine's main layer constructed, guess what it's run() method would return? A bool? Yep. A bool returning false if it the engine was still able to be used. Yeah, I'm a moron, but I was basing it off the POSIX API until I just realised that int return codes are not the same as bool return codes, and if I wanted to have multiple return codes, I'd use an enum.
28 files changed, 3122 insertions(+), 3123 deletions(-)
Does anyone know of any C++ settings file libraries that are zlib license?
Rude is perfect but its GPL
[QUOTE=Overv;31523023]Good idea, we can start by playing Scrabble with the words used in the introduction.[/QUOTE]
I choose the word "scrabble" :P
BTW peeps, the introduction chapter is up!
[QUOTE=Richy19;31524319]Does anyone know of any C++ settings file libraries that are zlib license?
Rude is perfect but its GPL[/QUOTE]
[url=http://www.boost.org/doc/libs/1_47_0/doc/html/program_options.html]boost::program_options[/url]?
Or maybe consider using Lua for a config file.
Don't discount LGPL though!
[QUOTE=r4nk_;31524910][url=http://www.boost.org/doc/libs/1_42_0/doc/html/program_options.html]boost::program_options[/url]?
Or maybe consider using Lua for a config file.[/QUOTE]
Dont really have much experience with boost, so would rather use something else tbh. As for Lua, I was using it in the past but at the moment I would be including all of the lua libs just for config files so I wanted something smaller and more to the purpose.
Found this which looks ok, Il have to give it a go and report back :V:
[url]http://code.jellycan.com/simpleini/[/url]
It doesnt mention it working on Mac OSX but I take it it will
[editline]4th August 2011[/editline]
[QUOTE=Jookia;31524946]Don't discount LGPL though![/QUOTE]
With LGPL you can use it in commercial closed-source prjoects right? you just have to link dynamically
I don't like that one of the requirements of open.gl is C++ knowledge.
You also might want to write one chapter teaching vector and matrix related things you need for 3D but maybe you already had that in plan.
[QUOTE=Darwin226;31525067]I don't like that one of the requirements of open.gl is C++ knowledge.[/QUOTE]
Well, to be honest, I'd assume most of it is stuff we all know already.
[QUOTE=Richy19;31525028]Dont really have much experience with boost, so would rather use something else tbh. As for Lua, I was using it in the past but at the moment I would be including all of the lua libs just for config files so I wanted something smaller and more to the purpose.
Found this which looks ok, Il have to give it a go and report back :V:
[url]http://code.jellycan.com/simpleini/[/url]
It doesnt mention it working on Mac OSX but I take it it will
[editline]4th August 2011[/editline]
With LGPL you can use it in commercial closed-source prjoects right? you just have to link dynamically[/QUOTE]
I've used that, it's pretty simple and easy to use.
[QUOTE=Chandler;31523204]which makes me suspicious that the issue lies within the OS X implementation of execv in the C API.[/QUOTE]
I strongly doubt that. A bug like that would affect so many programs that it would've been found and fixed years ago.
You mentioned that clang was complaining there's no path named "include"", by which I assume you mean "include\"", e.g. clang sees a filename containing a quote character at the end. Assuming you're using shell=True, I don't know why that'd happen since the shell should've stripped the quotes off, but I'd recommend you use shell=False and just not add the quotes in the first place. (You probably know this already, but quoted arguments, like wildcards in filenames, are interpreted by the shell; apps don't understand them because they aren't supposed to see them.)
[QUOTE=Darwin226;31525067]I don't like that one of the requirements of open.gl is C++ knowledge.
You also might want to write one chapter teaching vector and matrix related things you need for 3D but maybe you already had that in plan.[/QUOTE]
As I've said, I don't have enough experience with OpenTK at this point. The whole point of OpenGL though is that the API is the same for all languages and platforms. The memory management will be explained in a way that applies for all languages and platforms as well.
And yes, 3D math will be explained in the [i]Transformations[/i] chapter.
[QUOTE=Richy19;31525028]With LGPL you can use it in commercial closed-source prjoects right? you just have to link dynamically[/QUOTE]
Yes.
No interesting pictures, but I just added beserking and plane-specific collision to my 2D war game thing. Beserking units plough through enemies at high speed and barge past queuing allies.
Don't you just love placeholder sprites?
[img]http://gyazo.com/6320978ec17dc721b9fb7c01720314d0.png[/img]
Anyone knows how to create transparent sprites within the XNA bitmap editor?
[QUOTE=uitham;31526438]Anyone knows how to create transparent sprites within the XNA bitmap editor?[/QUOTE]
the what
You can just load a texture with an alpha from the content pipeline or with Texture2D.FromFile, start with spritebatch with SpriteBlendMode.AlphaBlend, and draw it.
Does anyone know of any good oppensource c++ game engines?
BlendElf was my first choice but people in the steam chat said it wasnt very good (looking at the code that is)
[QUOTE=Wyzard;31525206]I strongly doubt that. A bug like that would affect so many programs that it would've been found and fixed years ago.
You mentioned that clang was complaining there's no path named "include"", by which I assume you mean "include\"", e.g. clang sees a filename containing a quote character at the end. Assuming you're using shell=True, I don't know why that'd happen since the shell should've stripped the quotes off, but I'd recommend you use shell=False and just not add the quotes in the first place. (You probably know this already, but quoted arguments, like wildcards in filenames, are interpreted by the shell; apps don't understand them because they aren't supposed to see them.)[/QUOTE]
Yes, I am aware, but for some reason, clang is unable to read filenames with spaces in them, saying things such as no such file ./src space/test.c
I even got this issue on Windows, but clang takes the quotes there with no problem. (I'm also *not* using shell=True. I've always had this set to shell=False)
[QUOTE=Richy19;31527286]Does anyone know of any good oppensource c++ game engines?
BlendElf was my first choice but people in the steam chat said it wasnt very good (looking at the code that is)[/QUOTE]
There's [url=http://www.crystalspace3d.org/main/Main_Page]Crystal Space[/url]?
bug
[img]http://i.imgur.com/q283B.gif[/img]
Now in yellow and with even more wires! I'm using an all different method of controlling the display now, that's what the two chips left to the display are good for. They are shift registers, and with only 3 pins to control them, you can bitbang data out onto their pins. They're really easy to use, and really extend any microcontroller's control capacity by extending the pins in trade for CPU power and Memory usage.
[img]http://i.imgur.com/9JDLy.jpg[/img]
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