• What are you working on? V4 (HTML ISN'T PROGRAMMING)
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[QUOTE=windwakr;18203136]What? Counter productive? No it is not. It may be slightly slower to code in, but I wouldn't call it counter productive. Plus you have much better control over program flow and size.[/QUOTE] If it's slower then it's counter productive you fool. Also that control is unneccesary in 99.9% of cases. C++/C will compile to faster asm than you can write also. Some faggot is smoking in the university halls. When I find out who it is I'm going to kick their fucking ass, I can smell it from my room.
[QUOTE=windwakr;18203272]Wow, I'm not even gonna write out a reply to this bullshit. Why did I bother coming to this part of the forum, it's full of C/C++ assholes.[/QUOTE] Wow you are an idiot if you think you can write better code than a compiler will, [I]almost all[/I] of the time.
[QUOTE=windwakr;18203272]Wow, I'm not even gonna write out a reply to this bullshit. Why did I bother coming to this part of the forum, it's full of C/C++ assholes.[/QUOTE] Cry some more, it's not like we are begging you to stay anways. >:C
[QUOTE=Jallen;18202086]Ahaha. It's funny but I'm lost for what it could be other than what it's funny meaning is.[/QUOTE] It stands for Assignment submission [B]Edit:[/B] Automerge :( [B]Edit:[/B] Looks like someone just started testing their dumb rate bot
[QUOTE=Jallen;18201656]Holy. Fucking. Shit. Also just downloaded the 563mb installer in 1 minute on my 100mb connection (university halls) :smugdog:[/QUOTE] Took me about 4 minutes on my home connection. :smugdog: This should be fun.
I would say Notepad++ is half way between Text Editor and IDE. [media]http://files.rewindstudios.com/Jing/notepad-plus-plus.png[/media]
[QUOTE=Xera;18204247]Took me about 4 minutes on my home connection. :smugdog: This should be fun.[/QUOTE] I will not be out smugdogged. [img]http://i38.tinypic.com/okualt.jpg[/img] Just realised my posts consist of 50% critisism of others and 48% hilarious images / casual trollin. Needs moar programming results. Cool stuff coming soon.
Notepad2. MY OPINION: C/C++ is nothing compared to assembly but ultimately assembly is for people who need smaller filesize or better performance. Our modern day machines have hundreds of gigs of space and multiple processor cores, so unless you're working on something serious, the performance is about the same and the filesize isn't really something to worry about.
[QUOTE=Xera;18204247]Took me about 4 minutes on my home connection. :smugdog: This should be fun.[/QUOTE] Took me 40 minutes. :P
[QUOTE=Jallen;18203214]If it's slower then it's counter productive you fool. Also that control is unneccesary in 99.9% of cases. C++/C will compile to faster asm than you can write also. [/QUOTE] Both of these statements are entirely false. It is only counter productive if you lose productive value with it. Hence [I]counter[/I] productive. Also, hand-written ASM code is very frequently faster or on par with assembled C. They are just usually a lot more buggy. ASM coders will make lots of unsafe assumptions and ignore many safety conversion and bounds checks that compilers pretty much [I]required[/I] to make. Integers? Yeah, they'll never overflow. Whatever. Need some static var space? Just make a label in your code here and refer that. It'll work fine. Also, [url]http://pouet.net[/url] You'll be hard-pressed to find anything at all worthwhile here written in anything but assembly. These guys have crammed prettier stuff into less than 4K than I could cram into 60 M. I can't even write hello world in 4K.
[QUOTE=Eleventeen;18204374]Notepad2. MY OPINION: C/C++ is nothing compared to assembly but ultimately assembly is for people who need smaller filesize or better performance. Our modern day machines have hundreds of gigs of space and multiple processor cores, so unless you're working on something serious, the performance is about the same and the filesize isn't really something to worry about.[/QUOTE] MY OPINION: You will most likely [B]NOT[/B] get a performance boost from programming your entire program with assembly. The compiler knows more than you ever will (and this goes for most people). And while you may know a few optimisations because you can step back and view the entire idea behind your code, this will be greatly out done by the optimisations the C++ compiler will make over your code.
[QUOTE=Jallen;18203214]If it's slower then it's counter productive you fool. Also that control is unneccesary in 99.9% of cases. C++/C will compile to faster asm than you can write also. Some faggot is smoking in the university halls. When I find out who it is I'm going to kick their fucking ass, I can smell it from my room.[/QUOTE] make sure you record it and post here
Building a simple level in UDK. It's even simpler than hammer!
Isn't it just Unreal Editor in UDK that you build levels with?
[QUOTE=r4nk_;18204743]Isn't it just Unreal Editor in UDK that you build levels with?[/QUOTE] Yeah
[QUOTE=r4nk_;18204743]Isn't it just Unreal Editor in UDK that you build levels with?[/QUOTE] it also comes with quite a bit of the UnrealScript source for UT3 so you can build your own actors/enemies/stuff. UE3 is really level driven, which is a departure from source, which is entity driven (Source, a map is an entity, in UE3, all entities live in a level).
[QUOTE=Cathbadh;18204501]Also, [url]http://pouet.net[/url] You'll be hard-pressed to find anything at all worthwhile here written in anything but assembly. These guys have crammed prettier stuff into less than 4K than I could cram into 60 M. I can't even write hello world in 4K.[/QUOTE] most of the windows-based less-than-4ks are heavily compressed and abuse the pe format a fuckton.
[QUOTE=gngbng;18204971]most of the windows-based less-than-4ks are heavily compressed and abuse the pe format a fuckton.[/QUOTE] I have a feeling that they build a linker into the executable.
[img]http://i.imagehost.org/0450/splash.jpg[/img] [img]http://i.imagehost.org/0224/main.jpg[/img] Download: [url]http://diamondbuild.info/nf/fs/RadioUK.exe[/url] Plays BBC radio streams. Size: 49kb Compatibility: XP, Vista, 7 32-bit only :'( I have to test it on a VM :black101:
Nice work Seth. [img]http://farm3.static.flickr.com/2603/4078724066_d6ffe146c4_o.png[/img] Delicious.
Add a volume slider and it's set
[URL=http://filesmelt.com/][IMG]http://filesmelt.com/downloader/udk.jpg[/IMG][/URL] Note that I have no prior experience with mapping at all, on any engine. Been learning only for an hour or so. Learning curve isn't that high at all. I love how you can just drag most content in from the content browser
After the C++/Assembly discussion I'm just coming here to note that if you need speed and low filesize, then LuaJIT 2.0 is what you need. The current beta is as fast as Java. Just saying.
I couldn't even make the damn block. Let alone texture it. (referring to Denzo.)
Alright two tests down, I have 5 hours to [i]murder[/i] I am chilling in the fpcoders channel, if anyone has any questions pertaining to Unreal Engine 3, I am more than happy to answer as that is my area of expertise. One thing, I think needs to be mentioned is that the UDK is a runtime environment, akin to .NET, or Mono. You have the base, and it runs the rest. What I'm [i]most[/i] excited about this, is apparently in some of the examples they have released this time around, they've not hidden the internal API the engine, so you can go ahead and inline some C++ inside your UnrealScript code. Also, as per the licensing issue, the $2500 seat is used if you are a corporate entity selling your application/game/whatever to [i]another[/i] corporate entity. If it's a game sold to a single user, such as a gamer, no seat is required :) Also, if you guys checkout [url]http://www.3dbuzz.com[/url] you can catch some decent Unreal Tutorials. While Unreal is mostly map based, you still have to write your entities in UnrealScript, which uses a Java inspired syntax (right down to the super function). One thing you may need to keep in mind, as well, is that if you want to use [url=http://wiki.pixelminegames.com/index.php?title=Tools:nFringe]nFringe[/url] for development, you'd need to legally buy a license before distributing your game for anything commercial. Otherwise if you're looking around for a powerful unrealscript editor, I can recommend good old vim, as well as [url=http://www.contexteditor.org/]Context Editor[/url], which was recently open sourced. The notepad++ editor isn't as uptodate on newer language features (such as the `include() directive. And yes the ` is required for that. Long story) Anyways. Hope that helps you guys out :) Realize you need to have some art skills to rock this shit yo. Also the new content browser is pure sex, it's fucking awesome. So much better than the generic browser from the UT3 build.
Damn, the only thing I hate about mapping that once it gets just a little bit more complex the compiling time goes through the roof
Progess on my "creative name here" game [media]http://www.youtube.com/watch?v=JUbmC0OaWxc[/media]
[QUOTE=Denzo;18206513]Damn, the only thing I hate about mapping that once it gets just a little bit more complex the compiling time goes through the roof[/QUOTE] Disregard this I'm doing something wrong with the skybox
[QUOTE=Denzo;18207388]Disregard this I'm doing something wrong with the skybox[/QUOTE] Make sure you'd doing additive, not subtractive, as the compiling times get ridiculous
[QUOTE=Chandler;18207457]Make sure you'd doing additive, not subtractive, as the compiling times get ridiculous[/QUOTE] No, it was that the skybox was lit and casting shadows for some reason by default, disabling bAcceptLights fixed it.
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