[QUOTE=Jookia;31545755]you can use git centralized[/QUOTE]
Of course you can. It's an inherent property caused by supporting remote repositories.
[QUOTE=Jookia;31545755]you can use git centralized[/QUOTE]
I don't think you understood the point he was making.
[QUOTE=Overv;31546260]I don't think you understood the point he was making.[/QUOTE]
i don't really, but i'll guess that he meant that svn is designed to be centralized, which is possibly the worst way to have a repo considering you can't do local commits, and you need to put your code in to a big commit that's bugtested and is made sure not to break, rather than small incremental ones locally that can be merged later on and pushed
There's no point in compiling two pieces of software that are only roughly intended for the same purpose. Git and SVN suit different workflows.
yes, but svn's workflow is for masochists
[QUOTE=Jookia;31546404]yes, but svn's workflow is for masochists[/QUOTE]
Why have you done nothing but criticise and troll for 3 pages
[QUOTE=Jookia;31541242]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]
....... did you really just "fix" my code by hard-coding a createXYZ() function for each type of component and putting it inside GameObject, creating severe dependencies between GameObject and every single component type?
look, no offense, but you're making yourself look stupid in front of everyone here :v: the things you say and the way you "fixed" my code are clear indications of your poor experience with C++ (and nonexistent experience with C#)
Jookia's been doing retarded shit for a few pages now. Ignore him and move on.
[QUOTE=icantread49;31546587]look, no offense, but you're making yourself look stupid in front of everyone here :v:[/QUOTE]
Not me, as always when programmers are discussing something, I have no idea what is being discussed.
[QUOTE=Maurice;31546604]Not me, as always when programmers are discussing something, I have no idea what is being discussed.[/QUOTE]
Yet many consider you one of our resident programming kings.
Truly, a paradoxical state, this.
I have been using SVN for as long as I can remember, and I just recently got a new job and they use Git. At first I hated it, but I've learned to love it. Stuff like the staging area, the fact that you can stage only portions of a file, the fact that you can commit locally without pushing to the remote repo, etc.
[QUOTE=Xeon06;31546629]the fact that you can stage only portions of a file[/QUOTE]
how
[QUOTE=icantread49;31546587]....... did you really just "fix" my code by hard-coding a createXYZ() function for each type of component and putting it inside GameObject, creating severe dependencies between GameObject and every single component type?[/QUOTE]
i feel the need to stress this.........Jookia, master of clean C++ code, created [i]severe[/i] dependencies between GameObject and every single type of component that could be added to GameObject - as you could probably guess, [b]this is very bad[/b]. if you wanted to, say, add a new type of component, you'd have to edit GameObject, which means you'd have to recompile [i]literally everything[/i] that depends on GameObject (which, i'm assuming, would be [i]the entire game[/i]) - and if anyone's ever worked on a large C++ project before, they'd know that compilation times are [i]terrible[/i]
the lesson to be learned here is that decoupling is good, dependencies are bad. the less dependencies, the better
[QUOTE=icantread49;31546720]i feel the need to stress this.........Jookia, master of clean C++ code, created [i]severe[/i] dependencies between GameObject and every single type of component that could be added to GameObject - as you could probably guess, [b]this is very bad[/b]. if you wanted to, say, add a new type of component, you'd have to edit GameObject, which means you'd have to recompile [i]literally everything[/i] that depends on GameObject (which, i'm assuming, would be [i]the entire game[/i]) - and if anyone's ever worked on a large C++ project before, they'd know that compilation times are [i]terrible[/i]
the lesson to be learned here is that decoupling is good, dependencies are bad. the less dependencies, the better[/QUOTE]
Don't be a dick. You are doing nothing but picking on him under the mask of "helping others learn a lesson". The only lesson you might be teaching here is - Don't ever argue with nullsquared because he can insult you and stick you in the eye with his superiority complex.
[QUOTE=icantread49;31546587]....... did you really just "fix" my code by hard-coding a createXYZ() function for each type of component and putting it inside GameObject, creating severe dependencies between GameObject and every single component type?[/QUOTE]
i'm sorry. i just assumed that the code only had those types, and since they all needed the gameobject as the constructor argument that it'd go better like that. i don't have your entire source code base, so i didn't know you had more than those components.
[QUOTE=icantread49;31546587]look, no offense, but you're making yourself look stupid in front of everyone here :v:[/QUOTE]
i'm sure you haven't done that
[QUOTE=icantread49;31546587]the things you say and the way you "fixed" my code are clear indications of your poor experience with C++ (and nonexistent experience with C#)[/QUOTE]
yes because i need to know C# to know C++, you know, the language you're using.
[QUOTE=icantread49;31546720]Jookia, master of clean C++ code[/QUOTE]
thanks
I think we all caught it the first time null, just let it go now before another argument arises from all this.
Edit: Too late :saddowns:
i was just trying to help, man
[QUOTE=Darwin226;31546783]Don't be a dick. You are doing nothing but picking on him under the mask of "helping others learn a lesson". The only lesson you might be teaching here is - Don't ever argue with nullsquared because he can insult you and stick you in the eye with his superiority complex.[/QUOTE]
Jookia may not be the best C++ programmer in the world but Null is always a dick.
Just waiting for the next flamewar-ban cycle to happen, honestly.
i'm going to tap out of this before i do something i shouldn't and end up having to make multiple alts to join this forum
[QUOTE=Jookia;31546816]i'm going to tap out of this before i do something i shouldn't and end up having to make multiple alts to join this forum[/QUOTE]
Like turb?
[editline]5th August 2011[/editline]
How many alts does he have anyway
[editline]5th August 2011[/editline]
And more importantly, what's his latest one? I've lost track!
[QUOTE=icantread49;31546720]i feel the need to stress this.........Jookia, master of clean C++ code, created [i]severe[/i] dependencies between GameObject and every single type of component that could be added to GameObject - as you could probably guess, [b]this is very bad[/b]. if you wanted to, say, add a new type of component, you'd have to edit GameObject, which means you'd have to recompile [i]literally everything[/i] that depends on GameObject (which, i'm assuming, would be [i]the entire game[/i]) - and if anyone's ever worked on a large C++ project before, they'd know that compilation times are [i]terrible[/i]
the lesson to be learned here is that decoupling is good, dependencies are bad. the less dependencies, the better[/QUOTE]
There is no need to be so aggressive towards him. He was merely making a change based on how he thought your project worked, not how the actual codebase of your project works. Considering the fact you used to be instaban on sight, and overv said you could stay if you were nice, i dont think personally id go around harassing the other members for a few small slipups if i were you
Why not talk about what you're working on instead of this crap?
Jookia's been trolling for a few pages now. Honestly, I'm finding it hard not to agree with Null here.
(Not that he's being [i]particularly[/i] nice about it, but I think he's right.)
[QUOTE=Jookia;31546370]i don't really, but i'll guess that he meant that svn is designed to be centralized, which is possibly the worst way to have a repo considering you can't do local commits, and you need to put your code in to a big commit that's bugtested and is made sure not to break, rather than small incremental ones locally that can be merged later on and pushed[/QUOTE]
SVN achieves that with its branching and merging.
[QUOTE=BlkDucky;31546931]Jookia's been trolling for a few pages now. Honestly, I'm finding it hard not to agree with Null here.
(Not that he's being [i]particularly[/i] nice about it, but I think he's right.)[/QUOTE]
Summary of WAYWO today
It's like being in 2009 again
hey guys, how would i go about drawing a concave shape in SFML? does sf::Shape::AddPoint() expect points to form a convex polygon?
additionally, what would be the most efficient way to render a bunch of small polygons in SFML? currently i'm creating an sf::Shape for each polygon, but I'm assuming that's not very smart
[editline]5th August 2011[/editline]
[cpp]
GameTransformable* trans = new GameTransformable(test);
trans->Position = Vector2(-5, 0);
trans->Rotation = 3.14159265f / 4;
test->Add(trans);
[/cpp]
[img]http://filesmelt.com/dl/secret_project.png[/img]
man i love components [img]http://forums.explosm.net/images/smilies/shobon.gif[/img] currently working on a physical component
Null may have a blunt way of putting things, but he's right Jookia, don't post anymore until you have content for us.
I'm currently working on a procedual jungle generator in XNA to get familiar with it, here's what it looks like so far:
[IMG]http://i53.tinypic.com/29oq4cx.png[/IMG]
I'm considering adding an inventory and stuff to get more used to how the arrays and whatnot work. What should I add to make it more jungley? It can technically be of any size at the moment, but I'm not sure how fast it would be with huge areas.
Denser plants and some massive trees
Sorry, you need to Log In to post a reply to this thread.