[QUOTE=garry;18296558]Oh man, this takes me back to how confusing SVN was when I first started using it.
I think I'll put it off until it has some quality Windows GUI's.[/QUOTE]
Actually the Git UIs for windows are apparently very good. TortoiseGit.
And the most simple application in "what are you working on" goes to......
[img]http://imgkk.com/i/RmBwOc.png[/img]
probably takes more skill than the real gameshow
[QUOTE=blankthemuffin;18301498]Actually the Git UIs for windows are apparently very good. TortoiseGit.[/QUOTE]
I have to admit TortoiseGit looks much nicer than TortoiseHg. TortoiseHg uses KDiff which is horrible.
Might seem a bit noobish for you guys, but I made a quadratic equation calculator in java:
[IMG]http://filesmelt.com/downloader/quadcalc!.png[/IMG]
Is there a simple way to read java input than using scanners? Currently my input-reading code is:
[code]
Scanner in = new Scanner(System.in);
System.out.print("Enter the value of a: ");
a = in.nextFloat();
[/code]
[IMG]http://i23.photobucket.com/albums/b374/StupidCatOfDoom/galaxy_screen.png[/IMG]
[url=http://solidfiles.com/d/Rqwe][img]http://solidfiles.com/info_imgs/Rqwe.jpg[/img][/url]
Been working on what could be the basis for a game in Python. Haven't decided yet.
Right now it's just a little galaxy point-gravity simulator... planets orbiting 'round a sun that you can move around.
[url=http://pastebin.com/f2e6ffe7]My horrible mess of sourcecode here.[/url]
EDIT: Oh and the FPS is completely wrong. Well, it's right for the thread which does all the drawing, but the actual game logic runs slower 'cause of all the math.
This didn't really require threading but I've been learning how to use threads properly so I thought, why not? It did speed it up a little.
[QUOTE=TehDoomCat;18302125]
This didn't really require threading but I've been learning how to use threads properly[/QUOTE]
You're doing it wrong. Threads are for parallelized computation, [b]not[/b] different engine subsystems (such as logic vs. rendering vs. etc.)
Big discussion on multithreading a game engine over here: [url]http://www.ogre3d.org/forums/viewtopic.php?f=5&t=52387[/url] xavier is an industry-expert, read what he has to say.
[QUOTE=nullsquared;18302315]You're doing it wrong. Threads are for parallelized computation, [b]not[/b] different engine subsystems (such as logic vs. rendering vs. etc.)
Big discussion on multithreading a game engine over here: [url]http://www.ogre3d.org/forums/viewtopic.php?f=5&t=52387[/url] xavier is an industry-expert, read what he has to say.[/QUOTE]
At some point soon I'm going to change it 'round so that the logic + rendering is done in one thread, with each planet running in a pool of microthreads. This was just me finally figuring out how to actually get two threads to run at once.
I get the whole parallelism idea, but I can't figure out how it'd actually look in code... I'm going to try out creating a thread pool now ;p
That said, if I add anything which can run happily in one thread of its own (e.g. sound,music) I'm gonna try VALVe's "hybrid threading" concept.
[QUOTE=nullsquared;18302315]You're doing it wrong. Threads are for parallelized computation, [b]not[/b] different engine subsystems (such as logic vs. rendering vs. etc.)
Big discussion on multithreading a game engine over here: [url]http://www.ogre3d.org/forums/viewtopic.php?f=5&t=52387[/url] xavier is an industry-expert, read what he has to say.[/QUOTE]
you are a very angry child
[highlight](User was banned for this post ("What are you doing" - garry))[/highlight]
Would just like to say that it is fairly pointless to thread in python, thanks to the GIL, but it's a decent enough way to learn the concepts.
When I was thinking about multithreading games, [url=http://www.microsoft.com/downloads/details.aspx?FamilyId=A36FE736-5FE7-4E08-84CF-ACCF801538EB&displaylang=en]this presentation[/url] came in really handy. It's focused on XNA, but is still relevant to pretty much any language/toolkit.
[QUOTE=TheBoff;18303502]Would just like to say that it is fairly pointless to thread in python, thanks to the GIL, but it's a decent enough way to learn the concepts.[/QUOTE]
Wow, that global interpreter lock is really shitty. Don't they have a mechanism for disabling the GIL, for people who're threading objects which all have private data and only -read- shared variables?
Proxy complete for now, I'm bored of it [url]http://dev.kerplunc.com/experiments/simple_proxy_test/proxy.php?u=http://welovebrew.kerplunc.com[/url]
Eventually I'll obscure the pages with base64 and decode clientside to hide content from auto-blockers and whatnot, plus ajaxify the whole thing and not show html before <html> for the console :P
Bit more GWEN
[url]http://gwen.facepunchstudios.com/files[/url]
The text box should work as expected now, just like windows. Listbox doesn't work right now, it's there as an example of how the ScrollControl is broken - so Helk will fix it.
[QUOTE=garry;18304540]Bit more GWEN
[url]http://gwen.facepunchstudios.com/files[/url]
The text box should work as expected now, just like windows. Listbox doesn't work right now, it's there as an example of how the ScrollControl is broken - so Helk will fix it.[/QUOTE]
I'm getting a bug in text boxes where if I press spacebar it doesn't update until I type a character
[editline]11:00PM[/editline]
The cursor that is
Yeah that's on my todo list, that's a bug(?) on how directx measures text, trailing spaces aren't counted..
Here's a funny bug on something I'm working on. I noticed that there was collision outside my 5x5 map, so I changed my code to render the whole screen, even if its outside the map array.
Here's what I got. Pretty funny.. It seems to be drawing the memory used by the rest of the program. Here you can see its rendering using something to do with my player position :P
[media]http://www.youtube.com/watch?v=Ad7W0OJodmo[/media]
Can someone that is decent with mysql please clarify some things for me?
Are the `s needed in some cases? Do they do anything other then clarify what is a column and what isn't?
With INSERT INTO, do you need to surround the columns and values with parenthesis? Because it was erroring until I did.
O also, the log aspect was a lot less code then I thought...
[code]$userid = (int)$vbulletin->db->escape_string($vbulletin->userinfo['userid']);
$ip = $vbulletin->db->escape_string($_SERVER['REMOTE_ADDR']);
$time = (int)$vbulletin->db->escape_string(time());
$special = $IPLOGSPECIAL ? $vbulletin->db->escape_string($IPLOGSPECIAL) : 'none';
$query = "SELECT userid, ipaddress, special, COUNT(ipaddress) FROM " . TABLE_PREFIX . "iplogs WHERE userid='$userid' AND ipaddress='$ip' AND special='$special'";
$info = $vbulletin->db->query_first($query);
//Log doesn't exist, lets add it!
if (strlen($info['ipaddress']) < 1)
{
$vals = array(
"($userid",
"'$ip'",
"$time",
"'$special')",
);
$vbulletin->db->query_insert(TABLE_PREFIX . "iplogs", "(userid, ipaddress, lastlogin, special)", $vals);
}
else //Log exists, Lets update it!
{
$query = "UPDATE " . TABLE_PREFIX . "iplogs SET lastlogin='$time' WHERE userid='$userid' AND ipaddress='$ip' AND special='$special'";
$vbulletin->db->query_write($query);
}[/code]
Yes I know my code is probably messy. I blame php's shit syntax though.
☺
[QUOTE=andersonmat;18307556]
PHP is very similar to C++ and C. It's probably you. :v:[/QUOTE]
o god, you are going to start a war with that false statement.
[QUOTE=high6;18307627]o god, you are going to start a war with that false statement.[/QUOTE]
Also, I said similar. Not entirely. There are huge differences between the two, I understand that.
[QUOTE=andersonmat;18307724]Also, I said similar. Not entirely. There are huge differences between the two, I understand that.[/QUOTE]
As similar as VB is to C.
[QUOTE=andersonmat;18307724]Also, I said similar. Not entirely. [b]There are huge differences between the two[/b], I understand that.[/QUOTE]
well then they aren't similar now are they
[QUOTE=high6;18307938]As similar as VB is to C.[/QUOTE]
Then why do a bunch of sites compare the similarities between C++ and PHP?
I write C++ as well, there are definite similarities between the two...? I can see where you'd say that they were similar but C++ is a much lower level language that deals (typically) with more complex ideas.
[editline]08:54PM[/editline]
[QUOTE=efeX;18307986]well then they aren't similar now are they[/QUOTE]
I said that parts were similar. There's definately the C / C++ -eske feel in the way you write PHP since PHP was written in C?
[QUOTE=andersonmat;18308011]Then why do a bunch of sites compare the similarities between C++ and PHP?
I write C++ as well, there are definite similarities between the two...? I can see where you'd say that they were similar but C++ is a much lower level language that deals (typically) with more complex ideas.
[editline]08:54PM[/editline]
I said that parts were similar. There's definately the C / C++ -eske feel in the way you write PHP since PHP was written in C?[/QUOTE]
Then maybe a bunch of sites are administered by morons. C++ and PHP are similar - They're both programming languages, they have variables, they have functions. Whoopy-doo.
Also you don't seem to realize that a lot of compilers are written in C. Doesn't change anything, really.
[QUOTE=gparent;18308112]Then maybe a bunch of sites are administered by morons. C++ and PHP are similar - They're both programming languages, they have variables, they have functions. Whoopy-doo.
Also you don't seem to realize that a lot of compilers are written in C. Doesn't change anything, really.[/QUOTE]
I do realize that a lot of compilers are written in C, that doesn't change a thing, I know. Cool, you know what, I don't feel like arguing over this stupid shit. I really don't want to have this thread turn out like the last 10 pages of the last one so I'm just stopping. :sigh:
Neatened the code a bit. Now to make a display for it :D.
If you think php and C++ are similar then you must not use C++ a lot or even at all.
[QUOTE=andersonmat;18308011]There's definately the C / C++ -eske feel in the way you write PHP since PHP was written in C?[/QUOTE]
gparent was trying to say that this is a complete logical fallacy; what a language is written in has nothing to do with the "feel" of the language.
Bundles of compilers are written in C, some in others, you can write a brainfuck interpreter in whatever language you like and it doesn't affect the result.
[QUOTE=HiredK;18300872][img]http://img121.imageshack.us/img121/7016/89302323.png[/img]
I'm still working on my Zelda game, it's now scripted in LUA.[/QUOTE]
No syntax highlighting? not sure if you're using notepad because you specifically want to or not, but I'd recommend [url=http://notepad-plus.sourceforge.net/]notepad++[/url] for Lua scripting.
[QUOTE=nullsquared;18302315]:words:[/QUOTE]
Oh my god, null, did you just give someone... ADVICE?
You see, err.. nevermind.. :v:
Now seriously, I disagree; threading can fit nicely in game engines, especially when you use it in conjunction with a signalling mechanism controlling embedded scripts; that way, you can give the scripts controlling an object a "delivery time" by which they can either deliver their output or miss a frame, since the rendering/logic is happening in a different thread; most game engines have different threads for audio; more specialized ones utilize this for procedural world generation and progressive/background loading in open environments.
Random thought: To be honest, I wish I had a hardware architecture on which every function call is implicitly a new thread, this is closer to my idea of the ultimate computer, a biological cell; but that's off-topic.
[QUOTE=garry;18304540]Bit more GWEN
[url]http://gwen.facepunchstudios.com/files[/url]
The text box should work as expected now, just like windows. Listbox doesn't work right now, it's there as an example of how the ScrollControl is broken - so Helk will fix it.[/QUOTE]
Awesome update.. text selection works well, and the caret is coming out nicely, apart from the bug with trailing spaces.
Iso-World Super Update
[img]http://davidjokinen.com/GameAlpha10.png[/img]
Update:
-Added the building mine
-Added bear
==They run when they are going to attack
==They cant get killed yet(next update :P)
-Added blood/gore system
-Improved loading screen
-Improved options
-Added new buttons for new content
-Improved AI
== Killing cows or other human
== Mining
== Random fixes
-improved user control
==Tell a person what to kill
==Mouse can not move screen UNLESS it is changed in options
==Moving the screen with the arrow keys ave been greatly improved
Yep tell me what you think. And I sense there will be lots of bugs...
And here is the link to play it: [url=http://www.playisoworld.com/play.php]http://www.playisoworld.com/play.php[/url]
[QUOTE=voodooattack;18309893]more specialized ones utilize this for procedural world generation and progressive/background loading in open environments.[/QUOTE]
AKA parallel data processing, which is exactly what I said. If you don't believe me, go talk to a field-expert. I'm getting my information from such a person, xavier (check out my link to the thread he posted in).
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