[QUOTE=SupahVee;31089822][media][URL]http://www.youtube.com/watch?v=4jVLtvP45_M[/URL][/media][/QUOTE]
Sound is very low in this video. Also still waiting to see automatic tiles.
[QUOTE=Neo Kabuto;31093838]Java has multi-platform support, and website integration through applets, for one.[/QUOTE]
Just like C# feat. Silverlight.
[QUOTE=high;31094089]Sound is very low in this video. Also still waiting to see automatic tiles.[/QUOTE]
I'm gonna impress you in 30 mins - 1 hour. :D
[QUOTE=Simspelaaja;31094633]Just like C# feat. Silverlight.[/QUOTE]
C# doesn't have official multiplatform support.
[QUOTE=mmavipc;31095310]C# doesn't have official multiplatform support.[/QUOTE]
Mono works just fine
So how come some people, when writing in a class, will set fields with 'this.MagicNumber = 10' instead of 'MagicNumber = 10'. I've never understood that.
[editline]13th July 2011[/editline]
[QUOTE=mmavipc;31095310]C# doesn't have official multiplatform support.[/QUOTE]
Mac (Mono), iOs (Mono Touch), Linux (Mono) all work just as well as the official stuff (close enough anyways). imho
[QUOTE=NorthernGate;31095426]So how come some people, when writing in a class, will set fields with 'this.MagicNumber = 10' instead of 'MagicNumber = 10'. I've never understood that.[/QUOTE]
I guess some people do it to differentiate member variables from function arguments and so on.
[QUOTE=Richy19;31095416]Mono works just fine[/QUOTE]
if by fine you mean "not at fucking all" then yes, you're right
[QUOTE=NorthernGate;31095426]So how come some people, when writing in a class, will set fields with 'this.MagicNumber = 10' instead of 'MagicNumber = 10'. I've never understood that.[/QUOTE]
A little example I wrote...
[cpp]
class MotorEngine
{
string Name;
int Horsepower;
public MotorEngine(string Name, int Horsepower)
{
this.Name = Name;
this.HorsePower = HorsePower;
}
}[/cpp]
This is why people use it, so they can use arguments which have the same names as the members of the class.
[QUOTE=NorthernGate;31095426]So how come some people, when writing in a class, will set fields with 'this.MagicNumber = 10' instead of 'MagicNumber = 10'. I've never understood that.
[/QUOTE]
In c# it doesnt make a difference
but if you had a bad coding habbit and did:
[code]
int myNum;
void blah(int myNum)
{
this.myNum = myNum;
}
[/code]
instead of
[code]
int myNum;
void blah(int exMyNum)
{
this.myNum = exMyNum;
}
[/code]
then using this makes it easier to be sure your assigning your variable
[editline]13th July 2011[/editline]
[QUOTE=thelinx;31095478]if by fine you mean "not at fucking all" then yes, you're right[/QUOTE]
I have never had any problems while using multiplatform libraries
[QUOTE=Richy19;31095551]In c# it doesnt make a difference
but if you had a bad coding habbit and did:
[code]
int myNum;
void blah(int myNum)
{
this.myNum = myNum;
}
[/code]
instead of
[code]
int myNum;
void blah(int exMyNum)
{
this.myNum = exMyNum;
}
[/code]
then using this makes it easier to be sure your assigning your variable[/QUOTE]
Using this.foo is pretty useful in class constructors, as it means you can name your parameters the same as your fields.
Gotta love those cryptic errors:
[code]cannot convert parameter 3 from 'PolyVox::SurfaceMesh<VertexType> *' to 'PolyVox::SurfaceMesh<VertexType> *'[/code]
[QUOTE=NorthernGate;31095426]So how come some people, when writing in a class, will set fields with 'this.MagicNumber = 10' instead of 'MagicNumber = 10'. I've never understood that.
[editline]13th July 2011[/editline]
Mac (Mono), iOs (Mono Touch), Linux (Mono) all work just as well as the official stuff (close enough anyways). imho[/QUOTE]
There is also MonoDroid for Android. Mono works perfectly.
[QUOTE=high;31094089]Sound is very low in this video. Also still waiting to see automatic tiles.[/QUOTE]
[QUOTE=SupahVee;31095160]I'm gonna impress you in 30 mins - 1 hour. :D[/QUOTE]
Oh hi.
[IMG]http://dl.dropbox.com/u/3724424/Various/lololo.png[/IMG]
Video (watch!!111!1')
[media][URL]http://www.youtube.com/watch?v=nZYy5UFtpSA[/URL][/media]
[QUOTE=thomasfn;31095759]Gotta love those cryptic errors:
[code]cannot convert parameter 3 from 'PolyVox::SurfaceMesh<VertexType> *' to 'PolyVox::SurfaceMesh<VertexType> *'[/code][/QUOTE]
Missing a dynamic cast, maybe?
I've starting remaking a scifi platform shooter I started working on a long time ago. THIS TIME though it will be HTML5.
[IMG]http://img835.imageshack.us/img835/5544/screenshotty2.png[/IMG]
And not only does this game have classic platform shooting but will also feature such fun things as dog fights in space (which I haven't done yet but hopefully will)
I've been spending a lot of time working and reworking the basic architecture of my build system, in an attempt to make it easier to modify. The hardest part I've been working with is allowing for the special corner case for languages that use headers in the dependency tracking. For stuff like C#, the dependency tracking is handled by the project layout (and can even detect basic circular dependencies), but for C/C++/ObjC, I can't have the project handle the dependency tracking, (due to my reliance on the compiler being able to output dependency info for a given file, which surprisingly even MSVC supports) so I've got to do this within the Toolchain object. I've got a good/basic sort of idea of how I'll be doing it, but if it doesn't work then I'm going to have to go back to the drawing board, but once it's done I just need to do a few bugfixes, add a few basic features and then I can [i]finally[/i] release this sucker.
On the bright side though, I've been learning a LOT about python internals (more than when I was working with the C API). I was able to setup a way to dynamically add a property object to any class, whenever I want. So, instead of doing something like
[code]
class MyTarget(Target):
@property
def include(self): return self.options['include']
@include.setter
def include(self): self.options['include']
... Whole bunch of setters and getters ...
[/code]
and then having to go through and change every single one whenever there's a bug in all of them, or writing the same thing over and over increasing the length of the file for no reason as well as removing readability and having to do that with every single Target for each toolchain/language/what have you, I can just do the following
[code]
class Target(object):
environ = { }
def __init__(self, name):
self.name = name
self.file = '{}.json'.format(self.name)
# All 'targets' have a basic 'flags' property
# Custom Targets need to add to the properties list and call
# self.set_properties again
self.properties = ['flags']
self.set_properties(self.properties)
def set_properties(self, flags):
env = self.environ
env.update({name:[] for name in flags})
for flag in flags:
fget = lambda x: env[flag]
fset = lambda x, *y: insert_items(env[flag], *y)
add_property(self, flag, env[flag], fget, fset)
# Note: This is in the utility module, but is pasted here for convenience
def add_property(self, name, value=None, fget=None, fset=None, fdel=None):
''' Dynamically adds a property() object to the calling class '''
if not fset: fset = lambda x, y: setattr(x, '_{}'.format(name), y)
if not fdel: fdel = lambda x: delattr(x, '_{}'.format(name))
if not fget: fget = lambda x: getattr(x, '_{}'.format(name))
setattr(self.__class__, name, property(fget, fset, fdel))
setattr(self, '_{}'.format(name), value)
[/code]
Which lets me do stuff such as (for an example, I'll just use a basic C++ Target type)
[code]
class CPP(Target):
def __init__(self, name):
super().__init__(name)
self.properties += [
'include',
'library',
'cflags',
'lflags',
'libdir',
'define'
]
self.set_properties(self.properties)
[/code]
Which is then used like so:
[code]
x = CPP()
x.include = 'some_dir', 'some_other_dir'
x.library = 'lua', 'opengl'
x.include = 'yet_another_dir' # This doesn't override the previous x.include call, it adds it
[/code]
etc. This also brings me to the metaprogramming/DSL style stuff I've done to python to make it less like python and more like its own thing.
I discovered recently that a 'set' function such as rshift and lshift can take varargs, so when you are adding files to your project, you can do stuff like
[code]
project.files << '*.c', '*.m' if bit.platform.macosx else '*.cpp', '*.rc' # This adds it
project.files >> 'src/pants.c' # This removes your pants (file :v)
[/code]
I think I should note that this is not a planned feature, it's already implemented, I've just got to write the actual 'executing your project' part, and I'm effectively done. :)
I also ended up changing how the 'target' system works. Whereas before the targets would build a given string, and set everything up, they work as a sort of portable environment containers, holding the necessary information for certain data to be fed to a toolchain at runtime. This also lets the toolchain ignore stuff it doesn't need, like the '-arch' option for OS X if you're on Windows, or '-framework', if you're on Linux. And of course, you can also mix and match stuff really easily, even replacing a whole Target with your own type. This makes the whole system a bit fragile if someone tries to do something that it doesn't know how to do, (i.e., anything that is not defined in the documentation which I still have to write :/)
[QUOTE=SupahVee;31096346]Oh hi.
[T]http://dl.dropbox.com/u/3724424/Various/lololo.png[/T]
Video (watch!!111!1')
*snipped video*[/QUOTE]
I love these development videos. They remind a lot about Overgrowth's weekly alpha showcasing videos, but I like how you release many videos a day.
[QUOTE=SupahVee;31096346]Oh hi.
-img-
Video (watch!!111!1')
-vid-[/QUOTE]
Nice, dude! You should keep working on it!
Working on the first assignment in the book Head First C#..
[URL=http://imageshack.us/photo/my-images/89/racef.jpg/][IMG]http://img89.imageshack.us/img89/4150/racef.jpg[/IMG][/URL]
My space shooter is coming along nicely.
[img]http://i.imgur.com/vvqiz.png[/img]
Bloom for extreme realism, of course!
(also the background is very low frequency perlin noise)
[QUOTE=Chriknu;31097946]Working on the first assignment in the book Head First C#..
[/QUOTE]
I hate that movie!
[QUOTE=Dlaor-guy;31098107]My space shooter is coming along nicely.
Bloom for extreme realism, of course!
[/QUOTE]
Sweet!
[QUOTE=Dlaor-guy;31098107]My space shooter is coming along nicely.
[IMG]http://i.imgur.com/vvqiz.png[/IMG]
Bloom for extreme realism, of course!
(also the background is very low frequency perlin noise)[/QUOTE]
perfect background if you ask me
I can't wait to reach the assignment bits of my Head First Java book, I love the style of the book.
I remember someone here working on an app that removed window borders and title bar.
Is it released yet ? I'd like to use it.
I've searched on google for something similiar, but I only found programming related examples, no actual software.
[QUOTE=OrYgin;31098736]I remember someone here working on an app that removed window borders and title bar.
Is it released yet ? I'd like to use it.
I've searched on google for something similiar, but I only found programming related examples, no actual software.[/QUOTE]
Not sure if it was me, but i made one a few months ago.
[url]http://filesmelt.com/dl/Border_Remover5.exe[/url]
Yes it was you.
Thanks
[QUOTE=Dlaor-guy;31098107]My space shooter is coming along nicely.
[img]http://i.imgur.com/vvqiz.png[/img]
Bloom for extreme realism, of course!
(also the background is very low frequency perlin noise)[/QUOTE]
Is the background done with a shader?
Or how do you accomplish it?
[QUOTE=Richy19;31099541]Is the background done with a shader?
Or how do you accomplish it?[/QUOTE]
As I said, the background is very low frequency perlin noise. It's not a shader, I just have a large background texture which I traverse pixel by pixel, and then assign mostly blue and green values to it depending on the current noise value.
I'm using the LibNoise library, it's pretty nice:
[url]http://libnoisedotnet.codeplex.com/[/url]
[QUOTE=Dlaor-guy;31099646]As I said, the background is very low frequency perlin noise. It's not a shader, I just have a large background texture which I traverse pixel by pixel, and then assign mostly blue and green values to it depending on the current noise value.
I'm using the LibNoise library, it's pretty nice:
[url]http://libnoisedotnet.codeplex.com/[/url][/QUOTE]
So is it safe to assume that it moves around and sways different shades of blue/green to look incredibly sexy?
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