Guys, I found this awesome thing to help plan your programs. You can have 3 free mind maps at once and if you pay you can have more, but 3 should do. [url]http://www.mindmeister.com/[/url]
[QUOTE=iPope;20326275]Guys, I found this awesome thing to help plan your programs. You can have 3 free mind maps at once and if you pay you can have more, but 3 should do. [url]http://www.mindmeister.com/[/url][/QUOTE]
They'd just log and steal all my ideas :tinfoil:
[editline]09:29PM[/editline]
I really like doing all my planning on paper. That way I can easily combine concept art, math, pseudocode and comments together so that they're all near other relevant stuff.
[QUOTE=iPope;20326275]Guys, I found this awesome thing to help plan your programs. You can have 3 free mind maps at once and if you pay you can have more, but 3 should do. [url]http://www.mindmeister.com/[/url][/QUOTE]
[url=http://xmind.net]XMind is nice too[/url]
I prefer [url=http://freemind.sourceforge.net]FreeMind[/url]. It's cross-platform too.
What do you guys use for keeping TODO lists for your projects? I tried Evernote but it seems overly complex for what I want.
[QUOTE=CarlBooth;20326742]What do you guys use for keeping TODO lists for your projects? I tried Evernote but it seems overly complex for what I want.[/QUOTE]
I would also like to know, I use notepad at the moment :v:
Commented-out classes and functions in code if I have come up with an unusual way to divide the code for modularity or something. I usually remember what I need to do so I don't really keep a TODO list.
A text-file and //TODO:'s in code.
I can't accumulate, nor extract informations from mindmaps well.
I use text files and //TODO:'s aswell but [URL]http://www.toodledo.com/[/URL] looks pretty nice.
I use a [URL="http://www.garry.tv/?p=724"]notepad in front of me for small things[/URL] (usually subitems of a bigger todo), and [URL="http://basecamphq.com/"]basecamp [/URL]for bigger things.
Anyone know much about pureftp? Like I noticed that it uses virtual directories. So I was wondering if it is possible to switch it to not use virtual directories. If not would it be costly to connect to it via localhost?
Hmm, I wonder if I can just run mono on my vps :v:.
[QUOTE=ZeekyHBomb;20322594]Seems for the fixed-function pipeline, as such you'd simply push, translate and pop the current matrix:
for(int x = 0; x < MAP_SIZEX; ++x)
for(int y = 0; y < MAP_SIZEY; ++y)
if(map[x][y] != 0){
glPushMatrix();
glTranslatef(x*offset, y*offset, 0);
glutSolidCube(map[x][y]);
glPopMatrix();
}At least that's how I think it would work.[/QUOTE]
Thank you. I was ripping my hair out trying to work that out.
-snip-
Ok, what I'm working on now is a free version of Basecamp!
[QUOTE=CarlBooth;20330587]Ok, what I'm working on now is a free version of Basecamp![/QUOTE]
Add a JSON/XML API too so people can make desktop clients. :D
Okay so glut Cubes don't have texture coordinates..anyone know how I can add them? I tried adding them to the source and compiling the library again, but that didn't work. I'm about ready to scratch it and go use irrlicht.
College project requires creating a text based adventure game, I decided that was a bit boring. So I've started my own small text based adventure game 'programming language'. Works simply through events:
[code](Event start {
"Some text to show, go left or right?"
(Ask L,R = left,right)
})
(Event left {
"You went left, you find a torch, take it?"
(Ask Y,N = Give torch, null)
(Clear)
"You see a door, and a window, which way would you like to go?"
(Ask D,W = door, window)
})[/code]
It's nothing pretty, but I'm still pleased. Completely skipped the generic lexical, syntax and semantic sweeps and just went with a single sweep that syntax checks and generates game code in one go - seeing as all I'm looking for are non complex structures this works nicely - maybe in the future I'll have a go at tokens and syntax trees.
So far, all it does is parse and check for syntax errors, though I am packing data into useful structures that I can use in the game code I intend to work on later tonight. Upfront, I know this is not the best way of creating your own language but I wanted to attempt SOMETHING after reading a few hundred pages from my dragon book. Pretty happy anyway.
For anyone interested, the grammar for my shitty language (Missing a couple of definitions of statements I added after I started coding, I'm too lazy to fix that now):
[code]Characters:
Character
Character Characters
<Space>
EOF
Character
A-Z
a-z
0-9
String:
"
StringCharacter
StringCharacter String
EOF
StringCharacter:
Character
Non-Alphanumeric
<Space>
Statement:
OpenChar StatementType CloseChar
OpenChar:
(
[
{
CloseChar:
)
]
}
StatementType:
EventStatement
MessageStatement
EventStatement:
'Event' Characters EventStatementBody
'Event' Characters EventRequirements EventStatementBody
EventStatementBody:
OpenChar EventStatementBodyOpts CloseChar
EventStatementBodyOpts:
String
OpenChar ActionStatement CloseChar
EventRequirements:
OpenChar 'requires' Requirement CloseChar
Requirement:
Key:Value
Key:Value + Requirement
MessageStatement:
'Message' String
ActionStatement:
AskStatement
GiveStatement
TakeStatement
ClearStatement
AskStatement:
'Ask' AskOptions = AskDirections
AskOptions:
Option
Option, AskOptions
Option:
Characters
AskDirections
Direction
Direction, AskDirections
Direction:
Characters
GiveStatement:
'Give' Characters
'Give' 'Optional' Characters
ClearStatement:
'Clear'[/code]
[QUOTE=Flynch;20331676]College project requires creating a text based adventure game, I decided that was a bit boring. So I've started my own small text based adventure game 'programming language'. Works simply through events:
[code](Event start {
"Some text to show, go left or right?"
(Ask L,R = left,right)
})
(Event left {
"You went left, you find a torch, take it?"
(Ask Y,N = Give torch, null)
(Clear)
"You see a door, and a window, which way would you like to go?"
(Ask D,W = door, window)
})[/code]
It's nothing pretty, but I'm still pleased. Completely skipped the generic lexical, syntax and semantic sweeps and just went with a single sweep that syntax checks and generates game code in one go - seeing as all I'm looking for are non complex structures this works nicely - maybe in the future I'll have a go at tokens and syntax trees.
So far, all it does is parse and check for syntax errors, though I am packing data into useful structures that I can use in the game code I intend to work on later tonight. Upfront, I know this is not the best way of creating your own language but I wanted to attempt SOMETHING after reading a few hundred pages from my dragon book. Pretty happy anyway.
For anyone interested, the grammar for my shitty language (Missing a couple of definitions of statements I added after I started coding, I'm too lazy to fix that now):
[code]Characters:
Character
Character Characters
<Space>
EOF
Character
A-Z
a-z
0-9
String:
"
StringCharacter
StringCharacter String
EOF
StringCharacter:
Character
Non-Alphanumeric
<Space>
Statement:
OpenChar StatementType CloseChar
OpenChar:
(
[
{
CloseChar:
)
]
}
StatementType:
EventStatement
MessageStatement
EventStatement:
'Event' Characters EventStatementBody
'Event' Characters EventRequirements EventStatementBody
EventStatementBody:
OpenChar EventStatementBodyOpts CloseChar
EventStatementBodyOpts:
String
OpenChar ActionStatement CloseChar
EventRequirements:
OpenChar 'requires' Requirement CloseChar
Requirement:
Key:Value
Key:Value + Requirement
MessageStatement:
'Message' String
ActionStatement:
AskStatement
GiveStatement
TakeStatement
ClearStatement
AskStatement:
'Ask' AskOptions = AskDirections
AskOptions:
Option
Option, AskOptions
Option:
Characters
AskDirections
Direction
Direction, AskDirections
Direction:
Characters
GiveStatement:
'Give' Characters
'Give' 'Optional' Characters
ClearStatement:
'Clear'[/code][/QUOTE]
I love text adventure games and your language is simple enough. Release the things needed to make something with it! I'd love to play around with that.
I finally got the loading working. Still no exporter though
[img]http://dl.dropbox.com/u/4838268/yay.bmp[/img]
That's alot of code for main.cpp D:
That page went fast...
[QUOTE=Flynch;20331676]College project requires creating a text based adventure game, I decided that was a bit boring. So I've started my own small text based adventure game 'programming language'. Works simply through events:
[code](Event start {
"Some text to show, go left or right?"
(Ask L,R = left,right)
})
(Event left {
"You went left, you find a torch, take it?"
(Ask Y,N = Give torch, null)
(Clear)
"You see a door, and a window, which way would you like to go?"
(Ask D,W = door, window)
})[/code]
It's nothing pretty, but I'm still pleased. Completely skipped the generic lexical, syntax and semantic sweeps and just went with a single sweep that syntax checks and generates game code in one go - seeing as all I'm looking for are non complex structures this works nicely - maybe in the future I'll have a go at tokens and syntax trees.
So far, all it does is parse and check for syntax errors, though I am packing data into useful structures that I can use in the game code I intend to work on later tonight. Upfront, I know this is not the best way of creating your own language but I wanted to attempt SOMETHING after reading a few hundred pages from my dragon book. Pretty happy anyway.
For anyone interested, the grammar for my shitty language (Missing a couple of definitions of statements I added after I started coding, I'm too lazy to fix that now):
[code]Characters:
Character
Character Characters
<Space>
EOF
Character
A-Z
a-z
0-9
String:
"
StringCharacter
StringCharacter String
EOF
StringCharacter:
Character
Non-Alphanumeric
<Space>
Statement:
OpenChar StatementType CloseChar
OpenChar:
(
[
{
CloseChar:
)
]
}
StatementType:
EventStatement
MessageStatement
EventStatement:
'Event' Characters EventStatementBody
'Event' Characters EventRequirements EventStatementBody
EventStatementBody:
OpenChar EventStatementBodyOpts CloseChar
EventStatementBodyOpts:
String
OpenChar ActionStatement CloseChar
EventRequirements:
OpenChar 'requires' Requirement CloseChar
Requirement:
Key:Value
Key:Value + Requirement
MessageStatement:
'Message' String
ActionStatement:
AskStatement
GiveStatement
TakeStatement
ClearStatement
AskStatement:
'Ask' AskOptions = AskDirections
AskOptions:
Option
Option, AskOptions
Option:
Characters
AskDirections
Direction
Direction, AskDirections
Direction:
Characters
GiveStatement:
'Give' Characters
'Give' 'Optional' Characters
ClearStatement:
'Clear'[/code][/QUOTE]
Now make Inform 7 style language.
Nah, I'm kidding, that looks pretty good. Don't forget to actually make a game as well though.
[QUOTE=Tobba;20331829]I finally got the loading working. Still no exporter though
-Huge Image-[/QUOTE]
How many lines are in that? I see at least 441.
[QUOTE=Namelezz!;20331771]I love text adventure games and your language is simple enough. Release the things needed to make something with it! I'd love to play around with that.[/QUOTE]
Will when I finish it, intend to have it done before monday so I can do other things that I am running out of time to do.
[QUOTE=arienh4;20331930]Now make Inform 7 style language.
Nah, I'm kidding, that looks pretty good. Don't forget to actually make a game as well though.[/QUOTE]
Rofl, yeah that would be frustrating. Fail the project because I'd forgotten to make the actual game.
[QUOTE=Flynch;20331931]How many lines are in that? I see at least 441.[/QUOTE]
Its 663 for some GWEN + lots of file reading
[editline]01:09AM[/editline]
Oh and dont forget Direct3D!
shoving it all in one file: priceless
Just a simple model viewer....
On a side note, does anyone know of any books that teach math in a programming fashion? Or teach the math that's relevant to programming? I remember there being some book along the lines of "Math for Programming", just can't remember the exact name.
[QUOTE=Diaklu;20330758]Add a JSON/XML API too so people can make desktop clients. :D[/QUOTE]
Will do.
[QUOTE=efeX;20331860]That's alot of code for main.cpp D:[/QUOTE]
You should see my main.cpp for Sticks n Fun
Do you dare paste it? :v:
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