• What are you working on? December 2011 Edition
    3,353 replies, posted
[QUOTE=garry;33809527]Whats making you rage about Holly?[/QUOTE] It's whole module system, which means I can't statically link modules.
[QUOTE=Jookia;33809228]*questionable response to premake suggestion*[/QUOTE] Premake is quite powerful, and you can't complain that it's not scriptable.. it's built on a scripting language! Take a look [url=http://industriousone.com/scripting-reference]here[/url].
[QUOTE=Deco Da Man;33809798]Premake is quite powerful, and you can't complain that it's not scriptable.. it's built on a scripting language! Take a look [url=http://industriousone.com/scripting-reference]here[/url].[/QUOTE] It doesn't support out of source builds, dependency fetching, executable finding, or something like CMake's cache.
[QUOTE=DrLuke;33809692]The videos still don't work in Firefox.[/QUOTE] That's not garry's fault. It's the website he uploads them to (puu.sh)
[QUOTE=LuaStoned;33809842]That's not garry's fault. It's the website he uploads them to (puu.sh)[/QUOTE] So... it's Garry's fault.
[QUOTE=Maurice;33809872]So... it's Garry's fault.[/QUOTE] He meant it isn't holly's fault.
[QUOTE=Jookia;33809746]It's whole module system, which means I can't statically link modules.[/QUOTE] Yeah I hear ya. It's something I'm going to work on over xmas. Would be nice to have both options. The idea with the modular system is that you can design your app so that people can add new codecs and containers by dropping a new library in. But obviously it'd be nice to have the option to statically link too.
[QUOTE=garry;33810080]Yeah I hear ya. It's something I'm going to work on over xmas. Would be nice to have both options. The idea with the modular system is that you can design your app so that people can add new codecs and containers by dropping a new library in. But obviously it'd be nice to have the option to statically link too.[/QUOTE] Wow, I was expecting a complete yelling match. Maybe let the linker take care of Holly and plugins, but also have Holly attempt to load plugins that it can't find symbols for? [editline]20th December 2011[/editline] By the way readers of my mini-rants: I do know that CMake can do what I want it to do, I'm just frustrated that it's taking so much work to get it to do it.
Whoops forgot about the borders D: . Forgot to screenshot the old UI. Basically imagine it without the tabs at the top and instead a left/right arrow to cycle through them. Decided it was too much work for the number of tabs. I wonder if you can disable that annoying reorganizing tabs when you select one that isn't in the top row. [img]http://goo.gl/fFxsY[/img] Edit: Much better [img]http://goo.gl/3tFIi[/img]
[QUOTE=Jookia;33810153]By the way readers of my mini-rants: I do know that CMake can do what I want it to do, I'm just frustrated that it's taking so much work to get it to do it.[/QUOTE] I don't get why premake is so hilarious. Is it too simple compared to CMake?
[QUOTE=DrLuke;33801440][img]http://i55.tinypic.com/2chkzls.png[/img] Are you a wizard[/QUOTE] It's a funny thing, the scaled down version depends on how your browser does downscales Chrome uses bilinear, so it appears grey. Your browser, firefox, does some algorithm that is used much but I don't exactly know how it worked, but basically patterns are repeated but bigger when being downscaled
[QUOTE=LuaStoned;33809842]That's not garry's fault. It's the website he uploads them to (puu.sh)[/QUOTE] Unrelated to quote, but does your API have functionality for getting the forums hierarchy yet? Add me on MSN? [email]hexxeh@hexxeh.net[/email]
[QUOTE=garry;33811856]I don't get why premake is so hilarious. Is it too simple compared to CMake?[/QUOTE] Premake generates project files, which is fine, but I want to have build targets that do things based on files and their contents, and things that run before and after the build, or on targets. AFAIK Premake just doesn't do this, and isn't meant to do this. [editline]21st December 2011[/editline] In the event of my depression deepening over the next few days, I'll dump Hollygram's source code.
[img]http://img209.imageshack.us/img209/3533/fuckingshitwhatthefucka.png[/img] Does anyone know how to do angled collision? My normal collision works, but if the object goes into an angle, it just goes in.
Premake can create makefiles, is that what you're looking for? I guess I can see how it'd be limiting if you're doing crazy shit, but I also think it's probably a lot more flexible than you think. [editline]20th December 2011[/editline] [QUOTE=Staneh;33812084][img]http://img209.imageshack.us/img209/3533/fuckingshitwhatthefucka.png[/img] Does anyone know how to do angled collision? My normal collision works, but if the object goes into an angle, it just goes in.[/QUOTE] A lot of methods I've seen work on `unrotating` the objects and then doing the collision checks. That's one way to think about. Might find something useful here [url]http://code.google.com/p/bootil/source/browse/trunk/Bootil/Intersection/Intersections.h[/url]
[QUOTE=Jookia;33812056]Premake generates project files, which is fine, but I want to have build targets that do things based on files and their contents, and things that run before and after the build, or on targets. AFAIK Premake just doesn't do this, and isn't meant to do this. [editline]21st December 2011[/editline] In the event of my depression deepening over the next few days, I'll dump Hollygram's source code.[/QUOTE] Careful there duder, you're on the slippery slope of eventually writing your own build system! Turn back now, for there be dragons this way traveler!
[QUOTE=Chandler;33812350]Careful there duder, you're on the slippery slope of eventually writing your own build system! Turn back now, for there be dragons this way traveler![/QUOTE] Nah, if anything I'd move to SCons, but it doesn't generate project files.
[QUOTE=Jookia;33812374]Nah, if anything I'd move to SCons, but it doesn't generate project files.[/QUOTE] If you like Lua, consider rolling your own build platform - that's what I do. The standard library functions, combined with the [URL="http://code.google.com/p/lua-ex-api"]ex library[/URL] (and if you really need: [URL="http://www.inf.puc-rio.br/~roberto/lpeg/"]LPEG[/URL]), is more than flexible enough to perform any magic that you desire. The os.spawn function allows you to monitor output, provide input, and access the return code. Just do that to execute all the required build tools. [editline]21st December 2011[/editline] Actually, you could do the same with any scripting language; Python comes to mind. 'Make'ing is probably one of the few areas where it's OK to reinvent the wheel.
This is my first post on WAYWO but I've been working with SFML 2.0 trying to throw a little 2D game together. [IMG]http://i.imgur.com/unpQu.png[/IMG]
Version 1 already? Nice!
[QUOTE=Hexxeh;33811961]Unrelated to quote, but does your API have functionality for getting the forums hierarchy yet? Add me on MSN? [email]hexxeh@hexxeh.net[/email][/QUOTE] It would take me all of no more than 5 minutes to implement that. The reason why I haven't is because from a design point of view, I was wondering if it's better to have subforum objects returned or just tables with names as keys, and links and maybe a subforum description in there somewhere. (Since the API is partially OO.) Right now we have member objects, post objects, etc. The only thing that isn't OO are page returns, because they're just strings, and while I could give them a thread page metatable, all of our classes are defined as table objects.
[QUOTE=Deco Da Man;33812511]If you like Lua, consider rolling your own build platform - that's what I do. The standard library functions, combined with the [URL="http://code.google.com/p/lua-ex-api"]ex library[/URL] (and if you really need: [URL="http://www.inf.puc-rio.br/~roberto/lpeg/"]LPEG[/URL]), is more than flexible enough to perform any magic that you desire. The os.spawn function allows you to monitor output, provide input, and access the return code. Just do that to execute all the required build tools. [editline]21st December 2011[/editline] Actually, you could do the same with any scripting language; Python comes to mind. 'Make'ing is probably one of the few areas where it's OK to reinvent the wheel.[/QUOTE] NO NO NO NO NO NO NO. I'm speaking from experience here (2+ years to be exact). Just don't do it. you'll run into an issue eventually where you end up writing a hack, or realize that your build platform doesn't easily support a certain feature (like null build time complexity when no changes are present), or project file generation. [QUOTE=Jookia;33812374]Nah, if anything I'd move to SCons, but it doesn't generate project files.[/QUOTE] You should look into asking on the CMake list if it's possible to do what you want easily. They've been known to ignore something because they don't know about it, but when something like this pops up, other folks come out of the woodwork, and if enough of them complain they'll implement it (like support for Qt in the most recent release. Enough folks complained about having to generate a qmake file then running that then running cmake actual, that they implemented qmake functionality for moc and the like within CMake) My only gripe with CMake at this point is they wrote their own command based shell-like language, when something like Tcl would have been LITERALLY perfect for what they do. (Not to mention the semantics of the language are almost identical)
[QUOTE=Chandler;33813102]NO NO NO NO NO NO NO. I'm speaking from experience here (2+ years to be exact). Just don't do it. you'll run into an issue eventually where you end up writing a hack, or realize that your build platform doesn't easily support a certain feature (like null build time complexity when no changes are present), or project file generation.[/QUOTE] Or you could, you know, modify your Lua environment to accomplish all of your build needs. [editline]20th December 2011[/editline] Content I guess? I don't think anyone wants to read source code most of the time when it's posted, especially if there's a lot of it, but I wrote this to snipe LMAO Pics v99 as a proof of concept to get page king on page 1000: [lua]-- snipes a thread, crowns you the page king of kings -- Snipe LMAO Pics v. 99 forever and always local threadID = 1125443 local message = "[img]http://i.imgur.com/QFNgz.png[/img]\n\nThank you, goodnight." require( "facepunch" ) -- Setup our connector -- Use luasocket for this test, fake our user-agent require( "connectors.luasocketfake" ) local thread = facepunch.thread local session = facepunch.session -- A sleep function so we're not retrieving the thread constantly, uses seconds local function sleep( n ) local t0 = os.clock() while os.clock() - t0 <= n do end end io.write( "Username: " ) local username = io.read() io.write( "Password: " ) local password = io.read() local mySession = session( username, password ) local function login( loginSession ) print( "Logging in as " .. username .. "..." ) local error = -1 while error ~= 0 do error = loginSession:login() end print( "Logged in!" ) session.setActiveSession( loginSession ) end login( mySession ) print( "Grabbing initial thread information..." ) local error, threadPage = -1, "" local threadName = "" local _, threadPageCount = nil, -1 while error ~= 0 do error, threadPage = thread.getPage( threadID ) threadName = thread.getName( threadPage ) _, threadPageCount = thread.getPaginationInfo( threadPage ) error, threadPage = thread.getPage( threadID, threadPageCount ) end print( threadName ) print( "Page count: " .. threadPageCount ) local function refresh() print( "Refreshing page..." ) error, threadPage = -1, "" while error ~= 0 do error, threadPage = thread.getPage( threadID, threadPageCount ) end local newPageCount, oldPageCount = -1, threadPageCount _, newPageCount = thread.getPaginationInfo( threadPage ) if ( newPageCount ~= oldPageCount ) then threadPageCount = newPageCount error, threadPage = -1, "" while error ~= 0 do error, threadPage = thread.getPage( threadID, threadPageCount ) end end end sleep( 1 ) local firstRetrieval = true local posts = {} while true do if ( firstRetrieval == false ) then refresh() end os.execute( "cls" ) if ( thread.canGuestViewPage( threadPage ) ) then posts = thread.getPostsInPage( threadPage ) local n = 0 for _, _ in pairs( posts ) do n = n + 1 end local currentPostNumber = posts[ n ].postNumber print( "Current post count: " .. currentPostNumber ) local eligible = ( currentPostNumber % 40 == 0 ) local lengendarilyEligible = currentPostNumber == 39960 print( "Page king eligibility: " .. ( eligible and "true" or "false" ) ) print( "Legendary page king eligibility: " .. tostring( lengendarilyEligible ) ) if ( not eligible or not lengendarilyEligible ) then local postsLeft = ( currentPostNumber - currentPostNumber % 40 ) + 40 - currentPostNumber print( "Posts until page king eligibility: " .. postsLeft ) print( "Posts until legendary page king eligibility: " .. tostring( 39960 - currentPostNumber ) ) else local error, token = -1, nil while error ~= 0 do error, token = session.getSecurityToken() end error = -1 while error ~= 0 do error = thread.reply( threadID, message, token ) end print( "Posted to thread!" ) print( "You win. Everything. You won everything. Good job." ) break end else -- Did we get logged out somehow? Oh well, log in again login( mySession ) end if ( firstRetrieval == true ) then firstRetrieval = false end sleep( 1 ) end [/lua] [editline]edited[/editline] The post itself: [img]http://i.imgur.com/QFNgz.png[/img] Thank you, goodnight.
[QUOTE=Chandler;33813102]NO NO NO NO NO NO NO. I'm speaking from experience here (2+ years to be exact). Just don't do it. you'll run into an issue eventually where you end up writing a hack, or realize that your build platform doesn't easily support a certain feature (like null build time complexity when no changes are present), or project file generation.[/QUOTE] This could easily describe any software project. Things inevitably go to shit. I'm pretty sure that's an actual law somewhere.
[IMG]http://i.imgur.com/1bcbh.png[/IMG] I like the pretty colors. (Someone else's Mersenne Twister code with a minimum distance between each plot) [B]EDIT:[/B] Scale scatter: [IMG]http://i.imgur.com/dWhqF.png[/IMG] (Master of Orion anyone?)
I have been playing around with Unity recently, and it's a lot of fun. I love the scripting approach. But anyway, is there any way to do real 2d with it? Instead of having everything still be 3d, but just stopping movement on one of the planes (z), just eliminate the z plane all together? I know that (this is probably not related whatsoever) OpenGL can do 2d and 3d stuff...?
[QUOTE=Kyle;33812595]This is my first post on WAYWO but I've been working with SFML 2.0 trying to throw a little 2D game together. [IMG]http://i.imgur.com/unpQu.png[/IMG][/QUOTE] I've always wondered, where are those graphics from?
[QUOTE=Jookia;33810153]Wow, I was expecting a complete yelling match. Maybe let the linker take care of Holly and plugins, but also have Holly attempt to load plugins that it can't find symbols for? [/QUOTE] Done it! The latest code is up and static linking works fine. Here's the Encoder test as a single statically linked exe [url]http://puu.sh/b6Kv[/url]
[QUOTE=C:\;33813666]I've always wondered, where are those graphics from?[/QUOTE] The icons? [URL="http://www.famfamfam.com/lab/icons/silk/"]Here[/URL]
[img]http://dl.dropbox.com/u/4838268/mmap.png[/img] Got the bootloader to fetch the memory map from the BIOS, just gotta fix a slight issue with the entry count now, most of it seems right though
Sorry, you need to Log In to post a reply to this thread.