[QUOTE=esalaka;34167046]Does or can that thing use LuaJIT?[/QUOTE]
I'm thinking about it right now. At the moment it's nothing more than a humble LuaJ implementation, which is what Lua for Minecraft also uses.
[editline]11th January 2012[/editline]
I'll be talking to LuaStoned soon, I want to talk to him about Lua for Minecraft.
Was just wondering since LuaJIT makes more powerhungry algorithms incredibly much faster at times
[QUOTE=esalaka;34167115]Was just wondering since LuaJIT makes more powerhungry algorithms incredibly much faster at times[/QUOTE]
Ideally I'd like to have the same form of drop-in functionality that HL2SB has (you can use practically any Lua 5.1 binary you want), but with Java I don't have that much flexibility unless I start looking at JNI.
[QUOTE=icantread49;34166766]from what i've learned, don't over-engineer things. write things that do what they're supposed to do, and don't over-abstract
[cpp]
string namedColor = someAbstractObject.GetProperty<string>("namedColor");
[/cpp]
is not necessarily better than
[cpp]
string namedColor = someObject.GetNamedColor();
[/cpp]
know what i'm getting at?[/QUOTE]
Well the technical impelemtation is a secondary issue here.
The question was more like "Should this be used just as a design concept I follow or should I try enforce it somehow in the code"
Of course saying it like that makes the second option seem bad but it might not be.
I'll try not to worry about it too much. This actually kind of motivates me to program since it allows me to work on separate parts of the program one at the time without having this whole mess of classes and interaction to deal with.
It might not look like much to some, but this game is one which I've been working on since just after I started learning Java; it's for a piece of coursework so I haven't focussed on 100% top-grade quality. That focus will come once the coursework project is complete and I begin reshaping it and expanding it for some sort of commercial release.
The idea of the coursework project is for an external end user to design a piece of software they're demanding. I jumped through some loops and managed to make a game for the project. The resulting product is kind of like a dungeon crawler, where the goal is to solve harder and harder mazes while beating enemies to get experience to buy upgrades and new weapons to eventually fight a boss. Crazy stuff.
I'll post a few videos in chronological order (earliest to latest). Note that I didn't start making videos of the game 'til it was in a state to be shown. I've been working on it on-and-off since maybe July.
First Look (6 Nov 2011):
[video=youtube;bKay-8eOns4]http://www.youtube.com/watch?v=bKay-8eOns4[/video]
Working on the infant upgrades system (5 Dec 2011):
[video=youtube;KMzzhnIMKDU]http://www.youtube.com/watch?v=KMzzhnIMKDU[/video]
Testing upgrades (11 Dec 2011):
[video=youtube;LADS9_Cd1IY]http://www.youtube.com/watch?v=LADS9_Cd1IY[/video]
Ghost Enemy Art + upgrades Demo (11 Jan):
[video=youtube;qutYL_F7g1Y]http://www.youtube.com/watch?v=qutYL_F7g1Y[/video]
[img]http://www.dvdflick.net/storage/gb/gb_05.jpg[/img][img]http://www.dvdflick.net/storage/gb/gb_06.jpg[/img][img]http://www.dvdflick.net/storage/gb/gb_07.jpg[/img]
Thanks to some test ROMs, I can find out what instructions aren't doing what they're supposed to, and fix them. More stuff works now!
[img]http://www.dvdflick.net/storage/gb/gb_08.jpg[/img]
Though some stuff still doesn't work much at all. This is supposed to be Asteroids.
[QUOTE=Darwin226;34167565]Well the technical impelemtation is a secondary issue here.
The question was more like "Should this be used just as a design concept I follow or should I try enforce it somehow in the code"
Of course saying it like that makes the second option seem bad but it might not be.
I'll try not to worry about it too much. This actually kind of motivates me to program since it allows me to work on separate parts of the program one at the time without having this whole mess of classes and interaction to deal with.[/QUOTE]
No battle plan survives contact with the enemy. No concept survives real world application. Refuse to accept that and you end up with Java.
Make it work first, then build your pretty UMLs. You can always refactor later.
as if there were never people out there smart enough to design once and never need to rewrite code for something
[QUOTE=amcfaggot;34170727]as if there were never people out there smart enough to design once and never need to rewrite code for something[/QUOTE]
The whole 'measure twice, cut once' philosophy came about because you can't easily undo your mistakes with [i]hardware[/i]. That's the only reason anyone puts up with it in engineering. Software development sort of followed, being another applied science, but that doesn't mean that all the priorities and processes should be the same. The relatively small cost of making revisions in software is an immense boon. It would be foolish to not make the most of this flexibility, to experiment and gain feedback as you work. Converge on the optimal solution naturally, instead of extrapolating from theory and philosophy.
I agree, but given the freedom of both paradigms, it's flexibility in its own to decide which one to carry after. I've personally found that having the aforementioned mentality gives me the foresight to understand why one approach in a system is better than another, or multiple alternative approaches.
In situations where you simply want to prototype, developing to functionality first would seemingly always be the ideal solution.
Love is easy when you have the source code
[QUOTE=ZenX2;34171269]Love is easy when you have the source code[/QUOTE]
If only my ex felt the same way :(
[QUOTE=Yogurt;34171346]If only my ex felt the same way :([/QUOTE]
You should stop exposing your methods, she probably got mad because your members weren't private, too. What a way to deconstruct a relationship.
Perhaps you should give her a callback and find out if she's waiting on another one of your routines.
[QUOTE=amcfaggot;34172486]You should stop exposing your methods, she probably got mad because your members weren't private, too. What a way to deconstruct a relationship.
Perhaps you should give her a callback and find out if she's waiting on another one of your routines.[/QUOTE]
Maybe she's just in a class of her own.
[QUOTE=amcfaggot;34172486]You should stop exposing your methods, she probably got mad because your members weren't private, too. What a way to deconstruct a relationship.
Perhaps you should give her a callback and find out if she's waiting on another one of your routines.[/QUOTE]
I always try to keep my members private. Once one of my members was public, I was so embarrassed.
[QUOTE=ZenX2;34172555]I always try to keep my members private. Once one of my members was public, I was so embarrassed.[/QUOTE]
They saw how small it really was.
97% comments is just lying to yourself.
[QUOTE=ZenX2;34172555]I always try to keep my members private. Once one of my members was public, I was so embarrassed.[/QUOTE]
Don't get your members public while in a relationship, or you might become a singleton.
Okay, confusion time.
I'm trying to convert my physics to use a 32 pixels to 1 meter conversion for box2d.
I have everything converting into meters fine, and then, when they get sized back up, they're drawing at the right positions and sizes, yet the physical size of rectangles is off.
[editline]11th January 2012[/editline]
Everything is 1.5 times larger than it should be
[editline]11th January 2012[/editline]
Okay, I think I figured it out.
For some reason, despite being of far above average intelligence and whiz-bang at learning/doing science and math, I have trouble working out programming math problems in my head. I have real trouble figuring any of it out until I right it down. Then I work it out as fast as normal.
[editline]11th January 2012[/editline]
I know FOR A FACT that everything is drawing at the correct position and size.
But the Box2D
Won't make my little 32x32 pixel, 1x1 meter boxes boxes
the correct size.
[editline]11th January 2012[/editline]
The width and height for my boxes are w / conversionfactor, h / conversionfactor
Lets say the factor is 32 (it is in my code), with w and h as 32 and 32
32 / 32, 32 / 32
This comes out to 1, 1
~Box2D magyiks~
Now, I draw the boxes. I multiply the positions and whatnot by the factor, so if something was 1, it would be 32 again.
But then, this.
[img]http://dl.dropbox.com/u/45554193/images/WHY%2CBOX2D.png[/img]
Each box is 1.25 times larger. (Not 1.5, my bad)
That grey blob and the lines to the right of the intersection let me know everything's where it should be.
As you can see, I used the position and points and stuff to reconstruct and rescale the shapes, but they're not the right size, SOMEHOW. I'm starting to get annoyed.
I swear [url=http://www.abobosbigadventure.com/]this guy[/url] took every idea I ever had for recreating a retro game and put them into one, amazing conglomeration. I guess I'll go make something [b][i]modern[/i][/b].
[media]http://www.youtube.com/watch?v=mTBXvP89Now[/media]
[QUOTE=foszor;34173283]I swear [url=http://www.abobosbigadventure.com/]this guy[/url] took every idea I ever had for recreating a retro game and put them into one, amazing conglomeration. I guess I'll go make something [b][i]modern[/i][/b].
[media]http://www.youtube.com/watch?v=mTBXvP89Now[/media][/QUOTE]
Not really WAYWO, but Abobo's is an awesome game. Go play it.
[QUOTE=i300;34173313]Not really WAYWO, but Abobo's is an awesome game. Go play it.[/QUOTE]
I thought all the people working on pixel/retro style games might find it inspirational.
[QUOTE=ZenX2;34172555]I always try to keep my members private.[/QUOTE]
fuck you i use javascript
Apparently I'll be learning Nvidia's CG shader language in my computer graphics course.
Anyone have any thoughts or comments on CG itself? Better than GLSL? Worse? More difficult?
[vid]http://triebr.com/Video/GTJ12.ogg[/vid]
Slowly adding skills to my MMO. I made the shitty animation.. Artist is out of town :v:
[QUOTE=dvondrake;34173842]Its syntax is pretty much HLSL, but HLSL and GLSL fairly similar anyway so it's not a big deal. I've never actually used CG, but it looks pretty good. Seems to fix a few trivial things GLSL has which is nice.
Unrelated: Been trying to transform my light's position in world space to view space for far too long. I just can't get it to work, it's driving me insane. [URL="http://www.facepunch.com/threads/1152030?p=34168936&viewfull=1#post34168936"]If you feel so kind[/URL].[/QUOTE]
What's wrong with multiplying the world space position by the camera view matrix? If it's for deferred rendering here's how I do it in OpenGL:
[code]glTranslatef(pointPos[0], pointPos[1], pointPos[2]);
glGetFloatv(GL_MODELVIEW_MATRIX, modelview);
tPointPos[0] = modelview[12];
tPointPos[1] = modelview[13];
tPointPos[2] = modelview[14];
point_sh.Uniform("lightPos", tPointPos[0], tPointPos[1], tPointPos[2], 1.0f);[/code]
(Actual results could differ if you're not using light volume)
[QUOTE=voodooattack;34162241][cpp]// Oh well...
#define private public
#include <convar.h>
#include <icvar.h>
#undef private[/cpp]
My eyes are bleeding.
[editline]11th January 2012[/editline]
Use tolua++[/QUOTE]
I never thought about doing that before; I just used to replace all instances of "private:" and "protected:" with "public:".
[QUOTE=COBRAa;34174257]I never thought about doing that before; I just used to replace all instances of "private:" and "protected:" with "public:".[/QUOTE]
Won't work if the library does it like so:
[cpp] class MyClass {
// private: by default
int cantTouchThis;
public:
// ...
};[/cpp]
[QUOTE=voodooattack;34174532]Won't work if the library does it like so:
[cpp] class MyClass {
// private: by default
int cantTouchThis;
public:
// ...
};[/cpp][/QUOTE]
Then just replace class by struct
My little app that I made in a few hours got featured on iTunes! Right on! :D
[img]http://f.cl.ly/items/1z2L1E1l2540231j343i/Screen%20Shot%202012-01-12%20at%204.11.10%20AM.png[/img]
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