[QUOTE=DevBug;33694467]Why are you porting to C++?[/QUOTE]
Also interested
[editline]13th December 2011[/editline]
[QUOTE=thisBrad;33694525]Anyone know a Character encoding library? GNU iconv doesn't work. I need to convert UTF-16 to ASCII.[/QUOTE]
Am I being simplistic in my thoughts of this?
an ASCII char is an unsigned char, right? so it ranged from 0-255
A UTF-16 is assumably a 16 bit unsigned int, so 0 - 65535
Wouldn't the ascii values map directly to the UTF values.. the first 255 of them at least? And then you'd have to ignore the rest?
[QUOTE=DevBug;33694467]Why are you porting to C++?[/QUOTE]
Because what I've been invited to requires Mac, Linux and Windows versions [IMG]http://fi.somethingawful.com/images/smilies/wink.gif[/IMG]
Humble Bundle?
Yeah
It's not official or anything yet though, it depends how C++ goes.
Man they make you work for it huh
I don't really mind, I need to get used to C++ properly anyway. It was really difficult at the start (C# holds your hand and that's nice) but I'm getting the hang of it now.
garry, while you're our lord and savior amen, do you think you could like, change your title? It makes it difficult to read threads.
Love you bro.
[editline]12th December 2011[/editline]
Also nice job, Dobby.
I'm not allowed until someone buys me a new one
[QUOTE=garry;33694721]I'm not allowed until someone buys me a new one[/QUOTE]
Is that a hint?
[QUOTE=Yogurt;33694076]There are 25,171 lines of code in my game project so far.
Cool beans.[/QUOTE]
Guessing that's not all your code.
Probably headers for external libraries and stuff.
[QUOTE=ROBO_DONUT;33694798]Guessing that's not all your code.
Probably headers for external libraries and stuff.[/QUOTE]
A lot of it is FastJSON and lidgren :v:
[QUOTE=NovembrDobby;33694632]Yeah
It's not official or anything yet though, it depends how C++ goes.[/QUOTE]
Can't you use Mono or something to port it?
[QUOTE=simie;33694883]Can't you use Mono or something to port it?[/QUOTE]
That isn't native.
[QUOTE=Yogurt;33694898]That isn't native.[/QUOTE]
Why does that matter?
[QUOTE=simie;33694910]Why does that matter?[/QUOTE]
I imagine Wolfire cares.
Congrats Dobby!
Also, I'm going to bastardize the roguelike genre in my next project.
forgive me
[QUOTE=simie;33694910]Why does that matter?[/QUOTE]
It matters because I've [i]never [/i]gotten a mono 'port' to actually [i]work[/i].
I got SpaceChem in the last Humble Bundle because I thought it was going to be something I was going to be able to play in Linux between coding sessions. Nope. It runs at one-one-thousandth of a frame per second and manages to upset the entire X server at the same time.
[QUOTE=simie;33694883]Can't you use Mono or something to port it?[/QUOTE]
I haven't really looked into it, but it seems like doing that would be a bit cheap. I'd rather put the effort in and make something that's full-on native.
I looked into Mono for game stuff (I.E Monogame) and it looks promising, but not quite here yet. It has Windows (wtf?), Mac, iOS and Android versions, but not a Linux one. I think Mono is a good idea, but it certainly isn't a replacement for C# and everything it can do.
I meant using XNA... I'm kind of out of it. Sorry.
[QUOTE=garry;33694527]
an ASCII char is an unsigned char, right? so it ranged from 0-255
A UTF-16 is assumably a 16 bit unsigned int, so 0 - 65535
Wouldn't the ascii values map directly to the UTF values.. the first 255 of them at least? And then you'd have to ignore the rest?[/QUOTE]
ASCII characters are signed chars, 0 -> 127.
Don't know how it is with UTF-16, but UTF-8 is fully backwards compatible with ASCII, and I'm pretty sure this is the case with UTF-16 too.
[QUOTE=garry;33693890]Who cares if it has a closed source branch. Surely open source always wins in the end?
[editline]13th December 2011[/editline]
I think this loops properly now..
[vid]http://puu.sh/awfk[/vid]
[editline]13th December 2011[/editline]
Kewl!
[cpp] for ( int i=0; i< 150; i++ )
{
float movie_delta = i / 150.0f;
//
// Draw something pretty in the frame
//
// I know this isn't as optimized as it could be, but it's just to fill the frame a bit!
//
{
int w = encoder->Video()->Width();
int h = encoder->Video()->Height();
float longest = sqrt( (float) w * w + h * h ) * 0.5f;
float pi_delta = movie_delta * 3.141592f * 2.0f;
for (int x=0; x<w; x++)
for ( int y=0; y<h; y++ )
{
float delta[2] = { x - w/2, y - h/2 };
float length = sqrt( delta[0] * delta[0] + delta[1] * delta[1] );
float sizedelta = length / longest;
float ang = atan2( delta[0], delta[1] );
ang += pow( length, 0.5f ) * 2.0f;
int z = (3 * y * encoder->Video()->Width()) + x*3;
pFrame[z] = (128.0f - sin( ang + pi_delta ) * 127.0f) * (1.0f-sizedelta);
pFrame[z+1] = (128.0f - cos( ang + pi_delta ) * 127.0f) * (1.0f-sizedelta);
pFrame[z+2] = (128.0f + sin( ang + pi_delta ) * 127.0f) * (1.0f-sizedelta);
}
}
encoder->Video()->AddFrame( 1.0f / 60.0f, Holly::ColorMode::RGB, pFrame );
printf( "." );
}[/cpp][/QUOTE]
Why does puush not play webm videos properly? I always have to save them first to play them. Most other sites seem to work fine.
[QUOTE=bobthe2lol;33695062]I looked into Mono for game stuff (I.E Monogame) and it looks promising, but not quite here yet. It has Windows (wtf?), Mac, iOS and Android versions, but not a Linux one. I think Mono is a good idea, but it certainly isn't a replacement for C# and everything it can do.[/QUOTE]
I'm developing a game with a few friends, we're using C# and OpenTK and so far it all runs perfectly on Windows, OS X, and Linux. In fact, one of my friends is going to do most of his programming on his new macbook, so we'll be able to make sure everything works perfectly in OS X - and I do spend a fair amount of time in my linux partition so I test everything there.
I'm even abstracting over OpenGL enough to automatically switch between VBOs and client buffers based on a system's OpenGL support. It also switches out between fixed function and shaders based on support (although we'll be doing everything with shaders and later writing a fallback renderer, but all the systems will be set up to make that process easy). Currently it can draw basic indexed buffers w/ textures as far back as OpenGL 1.1 but also supports VAOs if the system supports OpenGL 3.0+
If you've got portability in mind when doing something with C#, you can get it to run on any system that can run Mono.
[QUOTE=NovembrDobby;33694632]Yeah
It's not official or anything yet though, it depends how C++ goes.[/QUOTE]
Welp when it is official post it here and I'll pick it up, I'm sure others here will as well.
Also there are uses for Mono on Windows, mainly checking for compatibility, but also for things like Mono.SIMD, which can speed things up a lot.
[QUOTE=littlefoot;33692589]I somehow find it adorable that you get a kick out of this.[/QUOTE]
It's like accounting. If you enjoy it, then for the sake of the rest of us NEVER STOP DOING IT.
Can anyone else working with SFML2 post the source of an example game working with a state engine? I can't really seem to grasp the concept of a using a state engine for a game and google really isn't helping me.
[QUOTE=Ortzinator;33695405]It's like accounting. If you enjoy it, then for the sake of the rest of us NEVER STOP DOING IT.[/QUOTE]
I'm thinking of packing this up and releasing it for general use. I feel like a UI library for XNA is needed 'round these parts.
Want Y/N
[QUOTE=Yogurt;33695469]I'm thinking of packing this up and releasing it for general use. I feel like a UI library for XNA is needed 'round these parts.
Want Y/N[/QUOTE]
OH GOD YES
[QUOTE=reedbo;33695442]Can anyone else working with SFML2 post the source of an example game working with a state engine? I can't really seem to grasp the concept of a using a state engine for a game and google really isn't helping me.[/QUOTE]
I've never heard of a good reason to use states.
[QUOTE=amcfaggot;33695525]I've never heard of a good reason to use states.[/QUOTE]
'MURRICA!
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