[QUOTE=Jawalt;31540550]Note the large projects he's talking about are just a couple of his own projects, basically a grapher and probably whatever that simple cartoony game was we saw earlier.[/quote]
please do not spread intentionally false personal opinions as facts. please do not attempt to belittle my work as i do not belittle yours. thank you.
oh by the way, selling software == industry experience. attempting to belittle users on a programming forum != industry experience.
[editline]5th August 2011[/editline]
[img]http://filesmelt.com/dl/unnamed_project.png[/img]
not much but i'm happy with it in a single day of work
[cpp]
void GameRunnable::Setup(IRenderer& renderer)
{
world = new GameWorld();
world->AddService(&renderer);
GameObject* test = new GameObject(world);
GameShapable* shapable = new GameShapable(test);
shapable->Shape.Points.push_back(Vector2(-1, -1));
shapable->Shape.Points.push_back(Vector2(1, -1));
shapable->Shape.Points.push_back(Vector2(1, 1));
shapable->Shape.Points.push_back(Vector2(-1, 1));
shapable->Shape.RefreshPolys();
test->Add(shapable);
GameTransformable* trans = new GameTransformable(test);
test->Add(trans);
GameRenderable* rend = new GameRenderable(test);
rend->RefreshFromShapable();
test->Add(rend);
world->Add(test);
}
[/cpp]
[QUOTE=Jawalt;31540550]As a Linux user I don't have a problem with Mono's implementation, it runs fine. I do not like the insane amount of software patents around C# or Mono.
A nice article by the FSF:
[url]http://www.fsf.org/news/2009-07-mscp-mono[/url]
Some of their wording is extreme, but nothing they say is untrue.[/QUOTE]
Yeah, it's kind of extreme, but what worries me is that C# 3 and C# 4 aren't open standards, so it seems like Microsoft made a peace offering and is now going to yank the carpet out from under the C# apps on Linux.
[editline]5th August 2011[/editline]
[QUOTE=icantread49;31540676]please do not spread intentionally false personal opinions as facts. please do not attempt to belittle my work as i do not belittle yours. thank you.
oh by the way, selling software == industry experience. attempting to belittle users on a programming forum != industry experience.
[editline]5th August 2011[/editline]
[IMG]http://filesmelt.com/dl/unnamed_project.png[/IMG]
not much but i'm happy with it in a single day of work
void GameRunnable::Setup(IRenderer& renderer) { world = new GameWorld(); world->AddService(&renderer); GameObject* test = new GameObject(world); GameShapable* shapable = new GameShapable(test); shapable->Shape.Points.push_back(Vector2(-1, -1)); shapable->Shape.Points.push_back(Vector2(1, -1)); shapable->Shape.Points.push_back(Vector2(1, 1)); shapable->Shape.Points.push_back(Vector2(-1, 1)); shapable->Shape.RefreshPolys(); test->Add(shapable); GameTransformable* trans = new GameTransformable(test); test->Add(trans); GameRenderable* rend = new GameRenderable(test); rend->RefreshFromShapable(); test->Add(rend); world->Add(test); } [/QUOTE]
Well, this is kind of rageworthy. You reply then bring up a strawman about industry experience, even though nobody talked about it, then you post a crappy screenshot with the 5 character window name blurred, then post some horrible C++ code. (Excuse the mess it looks like due to quoting. Dunno what that is.)
[QUOTE=Jookia;31540802]then post some horrible C++ code[/QUOTE]
CC is appreciated ....
[QUOTE=icantread49;31540947]CC is appreciated ....[/QUOTE]
Pointers are evil. Don't use them. Use references.
[QUOTE=Jookia;31540976]Pointers are evil. Don't use them. Use references.[/QUOTE]
oh okay, awesome. can you show me a better version of the horrible disgusting code i posted?
After looking at the code, it's kind of a design problem. References are only the tip of the iceberg, so here's how I would've done the API:
[cpp]void GameRunnable::Setup(IRenderer& renderer)
{
world.AddService(renderer);
GameObject& test = world.createObject();
GameShapable& shapable = test.createShapable();
vector<Vector2> points;
points.push_back(Vector2(-1,-1));
points.push_back(Vector2( 1,-1));
points.push_back(Vector2( 1, 1));
points.push_back(Vector2(-1, 1));
shapable.addPoints(points);
GameTransformable& trans = test.createTransformable();
GameRenderable& rend = test.createRenderable();
rend.RefreshFromShapable();
}[/cpp]
[QUOTE=danharibo;31539609]heck, is that for real?[/QUOTE]
Yeah, and it's beautiful.
[img]http://dl.dropbox.com/u/2276133/game06%202011-08-05%2001-59-16-17.gif[/img]
I also have block saving and loading to/from a file but couldn't show it here
[QUOTE=icantread49;31540676]Haughty C++ Code[/QUOTE]
[cpp]
void GameRunnable::Setup(IRenderer& renderer) { // Two spaces and braces on the same line. OBVIOUSLY the only way to code. pfft.
world = new GameWorld();
world->AddService(&renderer);
GameObject* test = new GameObject(world);
GameShapeable* shapeable = new GameShapeable(test);
shapeable->Shape.Points.push_back(Vector2(-1, -1));
shapeable->Shape.Points.push_back(Vector2(1, -1));
shapeable->Shape.Points.push_back(Vector2(1, 1));
shapeable->Shape.Points.push_back(Vector2(-1, 1));
shapeable->Shape.RefreshPolys();
test->Add(shapeable);
// OBVIOUSLY you grew the stack by a whole pointer. What is this amateur hour? SHEESH.
test->Add(new GameTransformable(test));
GameRenderable* rend = new GameRenderable(test);
rend->RefreshFromShapable();
test->Add(rend);
/* vtable lookups and an interface hierarchy for what I assume is the ability to
* deallocate memory as you remove objects? OBVIOUSLY you enjoy
* your cache misses. pshaw.
*/
world->Add(test);
}
[/cpp]
I went ahead and took the liberty of fixing your code. You can send me a check by PM (OBVIOUSLY). I take buttcoins, or other silly currencies as payment, such as frazzle-yazzles, zing-bingadingers, and expired advil gel pills (Imported from Mexico Only).
[sp]This is a joke post[/sp]
So today, I had my first experience coding anything. Ever. Seems like a pretty good start :v:
[IMG]http://i.imgur.com/QWmtX.png[/IMG]
Got a Wii Nunchuk working with my Arduino.
[media]http://www.youtube.com/watch?v=491N-35HS64[/media]
That took for-fucking-ever.
I think the argument has fizzled out already but it's really stupid to keep arguing about what language "looks nicer". It's entirely opinionated, you can't argue that somebody has the "wrong" opinion.
Beauty in the eye of the beholder and all that jazz?
[img]http://dl.dropbox.com/u/2014606/logisim_0.png[/img]
Little while in while learning logisim and I made this circuit, all it does is fill the ram you see with trash, the ram is the hex editor looking part
[QUOTE=Chris220;31544651]It's entirely opinionated[/QUOTE]
I generally agree with you but wouldn't say 'entirely'. The majority still shares an opinion.
[QUOTE=iNova;31545016]I generally agree with you but wouldn't say 'entirely'. The majority still shares an opinion.[/QUOTE]
Yeah, but that doesn't mean that the people who don't agree with that opinion are WRONG, whether or not something looks nice is completely based on personal opinions. It's true that there is generally a majority who share an opinion, as there is for almost anything and everything. Windows vs Mac vs Linux, Git vs SVN, Playstation vs XBox vs Wii, etc etc.
Well Git is better than SVN is all respects except for cross-platform ports.
[QUOTE=Jookia;31545116]Well Git is better than SVN is all respects except for cross-platform ports.[/QUOTE]
I'm still going to say that it's entirely up to the individual which is better for them. Speed-wise I've tried both and they both perform about equally good.
[QUOTE=T3hGamerDK;31545175]I'm still going to say that it's entirely up to the individual which is better for them. Speed-wise I've tried both and they both perform about equally good.[/QUOTE]
On Windows, probably.
There's really no comparison on Linux, Mac, BSD, or anything else UNIX-y.
[QUOTE=Jookia;31545116]Well Git is better than SVN is all respects except for cross-platform ports.[/QUOTE]
why
here we go again
Multiple workflows, branching, repo clones.
[QUOTE=Jookia;31545660]Multiple workflows, branching, repo clones.[/QUOTE]
SVN does branching. Not sure about the rest.
Mercurial is the best
Anyway
[url]http://dl.dropbox.com/u/9317774/Planet_gen.rar[/url]
Up/down to control the lighting, left/right to change the doppler shift
Edit:
If you could post your fps that would be helpful as well
SVN is centralized. Git is distributed. Reason enough.
[QUOTE=Dr Magnusson;31545683]SVN does branching. Not sure about the rest.[/QUOTE]
but does it do merging properly?
[editline]5th August 2011[/editline]
[QUOTE=esalaka;31545729]SVN is centralized. Git is distributed. Reason enough.[/QUOTE]
you can use git centralized
I say SVN for Windows and GIT for any other OS.
[QUOTE=Dlaor-guy;31545780]I say SVN for Windows and GIT for any other OS.[/QUOTE]
I say everyone chooses what they think is the best.
I use git for my own projects on both Windows, Linux and Mac, and whatever else anyone's project might need (svn for gwen, hg for sdl, etc etc).
Actually, come to think of it.. There isn't really an SDL renderer for GWEN yet, are there?
Where can I get inspiration for new kinds of gameplay that hasn't been done before?
300 Game Mechanics...
[url]http://www.squidi.net/three/index.php[/url]
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