• What are you working on? V7
    2,001 replies, posted
[QUOTE=flair;19666021]Still has abused, unoriginal pixel art![/QUOTE] Still has impotent, necessary rage!
in other news: [img]http://i47.tinypic.com/i778s7.png[/img] r.i.p. mach-o loading
[QUOTE=flair;19666411]in other news: [img]http://i47.tinypic.com/i778s7.png[/img] r.i.p. mach-o loading[/QUOTE] nice one. Post a snippet of assembly without any pretense or usefulness.
[QUOTE=noctune9;19665332]According to [url]http://langpop.com/[/url] C++ and C is more popular than Java. But it's difficult to get any real statistics on what programming languages are used the most. That site counts the open source projects of the different languages, but business software (something Java is used a lot for) usually isn't open source.[/QUOTE] The normalized comparison at the bottom looks more accurate.
[QUOTE=Kylegar;19666523]nice one. Post a snippet of assembly without any pretense or usefulness.[/QUOTE] that would be a good idea. it's some instructions inside a mach-o executable. the one you're looking at movs a pointer to a string into the stack for use with puts(). the problem? the string is actually 0x30fa0. :C basically i'm supposed to put the segments in the 0x1000 region.
Can't wait for Arcane, Stealth & Power! :D
[QUOTE=Paulendy;19668187]Can't wait for Arcane, Stealth & Power! :D[/QUOTE] i hope it's never released. [highlight](User was permabanned for this post ("Shitposting." - Greeman))[/highlight]
[QUOTE=Robber;19645182]My languages "compiler" works! :biggrin: It's using Java's serialization feature to save the compiled code. [code]var=3 var2=10 start: print var var++ if var>var2 jump end jump start end:[/code] Output: [code]3 4 5 6 7 8 9 10[/code] It's still missing some important features like functions(easy-medium), different comparison operators (easy), calculating (hard), hard coded values so I wouldn't have to make var2 (medium, but I have to change tons of shit to make the implementation less ugly, so: hard)[/QUOTE] Nice! You may like to take a look at a compiler I made in flash here: [url]http://www.facepunch.com/showthread.php?t=871048[/url] I open sourced it, so you can look and see how it implemented values, be it a variable (int, bool, char), or a raw value (bool, int, or char (string) ). I also implemented various comparison operators, being: ==, !=, <, >, <=, and >=. I also implemented while loops that worked almost the same exact way as the if statement (just a bit different code). And the If statements also supported infinite "elseif" statements, and an "else" statement. Your code looks more like assembly, because of how it has no datatypes, and uses labels and jump commands instead of structures using } or "end".
I'm thinking of making a scripting language similiar to Torque's.
Just made a console class using Delegates in C#, Not 100% decided on the syntax yet (Do I go for "print hello" or "print("hello");"? the latter seems more functional and logical but more to type) Pretty nifty setup (Abridged code) [cpp] Engine.Console con = new Engine.Console(); con.AddConsoleCommand("awesome", Awesome, "Does awesome stuff"); con.Parse("awesome()"); public void Awesome(string[] args) { // Do stuff } [/cpp] [code] > listall Command Description ------------------------------ print Prints text to the console echo Prints text to the console listall Gives a list of all possible commands[/code]
[QUOTE=Eleventeen;19669773]I'm thinking of making a scripting language similiar to Torque's.[/QUOTE] Good luck.
[QUOTE=Tezza1234;19670267]Not 100% decided on the syntax yet (Do I go for "print hello" or "print("hello");"?[/QUOTE] Take the Haskell route, and allow both!
[QUOTE=dag10;19668599]Nice! You may like to take a look at a compiler I made in flash here: [url]http://www.facepunch.com/showthread.php?t=871048[/url] I open sourced it, so you can look and see how it implemented values, be it a variable (int, bool, char), or a raw value (bool, int, or char (string) ). I also implemented various comparison operators, being: ==, !=, <, >, <=, and >=. I also implemented while loops that worked almost the same exact way as the if statement (just a bit different code). And the If statements also supported infinite "elseif" statements, and an "else" statement. Your code looks more like assembly, because of how it has no datatypes, and uses labels and jump commands instead of structures using } or "end".[/QUOTE] Thanks! :smile: It probably looks a bit like assembler because it's translated into assembler-like instructions and this is more of a proof of concept than an actual language(I would never manage to be motivated long enough to get it to a usable state). It does have datatypes internally, but right now the compiler only supports integers, so I didn't think about how to get different datatype working. And it shouldn't be to hard to implement loops and functions. I'll probably remove the jump command after I added enough features to replace it (like loops and functions). But I don't have that much time to work on it because my winter break is over and I've got lots of tests coming up and homework to do. :frown:
Well I never released that iso-world update. But I might release the incomplete version soon... maybe.. But here is the newer more updated version of my iso-world engine that is written better and going to have more features. For example: [IMG]http://davidjokinen.com/GameAlpha12a.png[/IMG] I need to change the color of the black lines. Yep ..
[QUOTE=Guru-guru;19672002]Isometric screenshots [/QUOTE] Awesome. That release should add a lot more depth to the game. :rimshot: Anyways, I think I'm in love with Haskell. A few hours in, and it has shown me a completely different way of programming. Guess my game is being put on hold, it's playable anyways, just needs some art.
[QUOTE=Eleventeen;19669773]I'm thinking of making a scripting language similiar to Torque's.[/QUOTE] We need a really bad idea rating. Tourque script is a horrible piece of trash.
[QUOTE=blankthemuffin;19673114]We need a really bad idea rating. Tourque script is a horrible piece of trash.[/QUOTE] I love these kind of posts, people state something and don't give any reasons. How?
It's been a while since I used it, but I remember variables were prefixed like in php which annoys me, but the larger problem is they had weird scoping issues. There are no real arrays, creating an array myArray[10] just made the variables myArray0 myArray1 ..., which made it impossible to use arrays for any non-trivial purpose. The error reporting was terrible. The bottom line is that they gained absolutely nothing from writing their own language instead of including another, like Lua, Gamemonkey, Squirrel. That said Torque is a fairly old technology and these were probably not available when they first started working on it.
Okay, well might aswell just use Squirrel then.
Nothing wrong with writing your own language for the sake of writing your own language. Just saying that you should base it on a good language. :)
[code] instance = GetModuleHandle(0); WNDCLASSEXA windowClass; windowClass.style = CS_HREDRAW | CS_VREDRAW; // Edited title bar, leaving just the close button. windowClass.lpfnWndProc = (WNDPROC)staticWindowProc; // Send the events to this layer's windowProc. windowClass.cbClsExtra = 0; windowClass.cbWndExtra = 0; windowClass.hInstance = instance; windowClass.hIcon = LoadIcon(0, IDI_WINLOGO); windowClass.hCursor = LoadCursor(0, IDC_ARROW); windowClass.hbrBackground = 0; windowClass.lpszMenuName = 0; windowClass.lpszClassName = "JE3D"; if(RegisterClassEx(&windowClass) == false) // If it fails to register to the class. { IOLayer->log("Failed to register the window class."); return true; }[/code] Failed to register the window class. What's the deal?
[QUOTE=Eleventeen;19677355]/codesnip Failed to register the window class. What's the deal?[/QUOTE] You're missing windowClass.cbSize = sizeof(WNDCLASSEXA); Also, thread-wise, I was working on a newer version of a [url=http://www.jengerer.com/itemManager/]TF2 Item Manager[/url]. [img]http://www.jengerer.com/itemManager/itemManager.png[/img] Just finished and released a couple of days ago, pretty proud of it. :P
[QUOTE=jengerer;19677464]You're missing windowClass.cbSize = sizeof(WNDCLASSEXA); Also, thread-wise, I was working on a newer version of a [URL="http://www.jengerer.com/itemManager/"]TF2 Item Manager[/URL]. [IMG]http://www.jengerer.com/itemManager/itemManager.png[/IMG] Just finished and released a couple of days ago, pretty proud of it. :P[/QUOTE] Pretty cool, how are you retrieving the items?
[QUOTE=Blynx6;19677722]Pretty cool, how are you retrieving the items?[/QUOTE] The TF2 item master servers allow for public retreval of any player's items, afaik.
[QUOTE=jengerer;19677464]You're missing windowClass.cbSize = sizeof(WNDCLASSEXA); Also, thread-wise, I was working on a newer version of a [url=http://www.jengerer.com/itemManager/]TF2 Item Manager[/url]. [img]http://www.jengerer.com/itemManager/itemManager.png[/img] Just finished and released a couple of days ago, pretty proud of it. :P[/QUOTE] As nice as your site looks, I feel that it tries to make itself look like an official valve site wayyy too much. By which I'm talking about the fact that you completely ripped this page off: [url]http://www.teamfortress.com/[/url]
Gotta work on a brush system for my engine next week. Not sure how to approach it, whether to make each brush a networked entity, and each corner a vector, or whether to have some separate system so brushes can't be manipulated like that.. which would mean they're not networked.. but why would they have to be beyond the "wow that's cool" factor.
[QUOTE=garry;19680584]Gotta work on a brush system for my engine next week. Not sure how to approach it, whether to make each brush a networked entity, and each corner a vector, or whether to have some separate system so brushes can't be manipulated like that.. which would mean they're not networked.. but why would they have to be beyond the "wow that's cool" factor.[/QUOTE] However you do it, please make brushes as non-laggy as possible, unlike source. When we play on the css minigame server, any moving platform is a death trap which you slide on wierdly and can't always jump on correctly.
[QUOTE=Jallen;19680537]As nice as your site looks, I feel that it tries to make itself look like an official valve site wayyy too much. By which I'm talking about the fact that you completely ripped this page off: [url]http://www.teamfortress.com/[/url][/QUOTE] ... That's probably the point
[QUOTE=Pj The Dj;19680605]... That's probably the point[/QUOTE] He even copied all of the valve copyright info, I would go as far to say that it would fool some into thinking it's official. If that is the point, then that is not a good thing.
[QUOTE=Jallen;19680603]However you do it, please make brushes as non-laggy as possible, unlike source. When we play on the css minigame server, any moving platform is a death trap which you slide on wierdly and can't always jump on correctly.[/QUOTE] In my opinion if you're making geometry out of blocks then you're doing it all wrong anyway.
Sorry, you need to Log In to post a reply to this thread.