Fixed the pic, I fail at image uploading.
After I get some dynamic shadows and an actually fast algorithm, I'll be ready to start making an actual game.
Uninstalled Visual C++, sticking with C#. :v:
[QUOTE=Werem00se;26108989]I'm currently working on learning more about Java, by trying to make my brain think a programmer. And while I'm hear I have a question about programming. I'm getting close to learning the basics of Java (or what I think are the basics anyway) and I think I want to learn C++. I know they are simular but I think I might get them confused and end up writing half a program in C++ the other half in Java. So, should I take a dive into C++ or should I wait for a while and 'master'(Ha!) Java?[/QUOTE]
They differ quite a lot, actually. I don't think you'd get the two confused.
I've given up on real-time rendering of lights and sunk to the level of rendering on initialization, instead of on every frame :v:
[QUOTE=VeryNiceGuy;26109372]Uninstalled Visual C++, sticking with C#. :v:[/QUOTE]
:(
As intuitive and supposedly better C# is supposed to be, I just can't bring myself to quit C++, I've been with it for five years now, C# just seems so ugly to me.
[QUOTE=BlkDucky;26109460]They differ quite a lot, actually. I don't think you'd get the two confused.[/QUOTE]
So, I'm safe to learn C++?
[QUOTE=NorthernGate;26109665]:(
As intuitive and supposedly better C# is supposed to be, I just can't bring myself to quit C++, I've been with it for five years now, C# just seems so ugly to me.[/QUOTE]
I just couldn't stand it. I'd get errors compiling TUTORIALS. It just seems clunky, I don't want to say something I shouldn't. Also, you wouldn't need to quit C++ to learn C#. C# isn't very hard to learn and it's quick to catch onto. :-)
[QUOTE=NorthernGate;26109665]:(
As intuitive and supposedly better C# is supposed to be, I just can't bring myself to quit C++, I've been with it for five years now, C# just seems so ugly to me.[/QUOTE]
Stick with the one you are the most comfortable with.
They're both equally good different languages.
[QUOTE=VeryNiceGuy;26109770]C# isn't very hard to learn and it's quick to catch onto. :-)[/QUOTE]
That's usually the opinion of languages that don't require you to learn about:
[list]
[*] Pointers
[*] Memory Management
[*] Dropping skill points into exotic weapons
[*] Registering your keyboard as a lethal weapon in the EU, and 49 of the United States.
[/list]
On a semi-related note, it turns out visual studio 2010 comes with a really kickass stdext:: namespace (this is where vendors are to place their extensions to the language in C++ now). It specifically comes with a few allocators that are pretty impressive in terms of increasing memory speed and such. [url=http://msdn.microsoft.com/en-us/library/ee292134.aspx]Here's a link to the documentation[/url]
One of the problems I'm having with this garbage collector is trying to be a bit vague, I suppose. As you might recall, I am effectively reimplementing the Io programming language, which also has a garbage collector, but the problem I have with it is two fold.
1) It uses a void* for everything (lists, dictionaries, etc), and does not actually handle the managing of the actual allocations and deletes.
2) It's not as decoupled from the entire language as the developer would have one believe. It specifically makes calls to APIs within the language implementation.
Now for memory management in C, a garbage collector is much easier to implement, (since there is no standard way in which people allocate and deallocate memory, outside of the *alloc and free functions, and folks are expected to put more time and effort into memory allocation and instantiation), but then the issue becomes the same in C++ of trying to translate that to allow people to continue to use an auto_ptr, shared_ptr or something similar.
Now the issue becomes one of "do I make everyone inherit from bank::object", which lets me keep track of everything, or do I make a special pointer type which people should use which keeps track of items, or do I... etc. etc.
There are multiple routes I can take, but the sad part is that I just don't know which one will work out best for me. I have a few ideas I'll be trying out, and I might show them off here, or just start posting them on my blog later.
I've got dynamic shadows, additive lighting, walls, "easy" entity creation, and player movement.
[IMG]http://i52.tinypic.com/2ly08qu.png[/IMG]
Anyone want to test the engine? (written in LOVE)
[editline]16th November 2010[/editline]
Entity use works like a charm, the Grid engine is now in a usable state.
[editline]16th November 2010[/editline]
Entity use works like a charm, the Grid engine is now in a usable state.
[editline]16th November 2010[/editline]
Gah slowpunch.
[editline]16th November 2010[/editline]
Gah slowpunch.
[QUOTE=Chandler;26111692]
[list]
[*] Registering your keyboard as a lethal weapon in the EU, and 49 of the United States.
[/list]
[/QUOTE]
[media]http://www.youtube.com/watch?v=ulQZ-4hiB4U[/media]
Would it be a bad/unoriginal idea to start a programming blog?
I just want a place to post my progress other than facepunch :3:
It's fine. One of the courses at my college requires you to keep a programming blog.
I've been working on an App for my school's online system. I just finished the document system (took around 2 hours).
[img]http://ahb.me/X9P[/img]
[img]http://ahb.me/X9R[/img]
[img]http://ahb.me/X9T[/img]
It gets a JSON array of folders and documents, and sorts them accordingly.
[QUOTE=Dj-J3;26113982]Would it be a bad/unoriginal idea to start a programming blog?
I just want a place to post my progress other than facepunch :3:[/QUOTE]
Pretty good idea, I already have a [url="weetbix.wordpress.com"]programming blog[/url].
But I hardly ever post to it unfortunately.
I'm going to start posting to it frequently, and add a lot of 'tutorial' type posts. Mostly with things I see people struggle with often in WAYWO (general game structure, entity systems, tile based collisions). Hopefully some people here will benefit a lot from it.
That is my plan anyway, depends how much interest there is in it.
[QUOTE=r4nk_;26114147]That is my plan anyway, depends how much interest there is in it.[/QUOTE]
In order for it to succeed, the question should really be "depends how much interest I have in it".
No level of good intention ever overcomes the actual desire to do something because you want to, in the long run.
[QUOTE=ZenX2;26112464]I've got dynamic shadows, additive lighting, walls, "easy" entity creation, and player movement.
[img_thumb]http://i52.tinypic.com/2ly08qu.png[/img_thumb]
Anyone want to test the engine? (written in LOVE)
[editline]16th November 2010[/editline]
Entity use works like a charm, the Grid engine is now in a usable state.
[editline]16th November 2010[/editline]
Entity use works like a charm, the Grid engine is now in a usable state.
[editline]16th November 2010[/editline]
Gah slowpunch.
[editline]16th November 2010[/editline]
Gah slowpunch.[/QUOTE]
Your additive lighting seems a little odd to me - I don't think there should be a dark line between the additive and normal parts.
[QUOTE=r4nk_;26114147]Pretty good idea, I already have a [url="weetbix.wordpress.com"]programming blog[/url].
But I hardly ever post to it unfortunately.
I'm going to start posting to it frequently, and add a lot of 'tutorial' type posts. Mostly with things I see people struggle with often in WAYWO (general game structure, entity systems, tile based collisions). Hopefully some people here will benefit a lot from it.
That is my plan anyway, depends how much interest there is in it.[/QUOTE]
I've found that trying to post on a regular basis when it comes to blogs is tough to do, and sometimes you just don't have anything to say, and for those who think you need to say something for the sake of saying something, don't worry about it, you don't actually have to :P. Though with my large posts here in the forums, I'll most likely be posting on mine now, so as to not "spam it up" here :X.
For anyone looking for a decent service, I highly recommend [url=http://posterous.com]posterous[/url], due to their ease of use (send an email, or just use the online web form), markdown support, as well as autoposting to twitter, or vimeo/youtube, *and* their support for posting gists from github. It's pretty badass, and its all free. They also support migrating from other services to their own.
[QUOTE=Chandler;26114261]I've found that trying to post on a regular basis when it comes to blogs is tough to do, and sometimes you just don't have anything to say, and for those who think you need to say something for the sake of saying something, don't worry about it, you don't actually have to :P. [b]Though with my large posts here in the forums, I'll most likely be posting on mine now, so as to not "spam it up" here :X[/b].
For anyone looking for a decent service, I highly recommend [url=http://posterous.com]posterous[/url], due to their ease of use (send an email, or just use the online web form), markdown support, as well as autoposting to twitter, or vimeo/youtube, *and* their support for posting gists from github. It's pretty badass, and its all free. They also support migrating from other services to their own.[/QUOTE]
Seriously please don't stop making your large blog-like posts in the WAYWO, I always find them very interesting and it would be a shame to miss them if you only posted them on a blog
Our school lets us do independent projects instead of your standard x hours of community service requirement. 4 of my friends and I decided we would make a game for Android and donate 100% of the proceeds to a charity relating to technology. After a little while of contacting a charity, they said they'd support us.
Anyways, we've been working on the code for about 2 weeks and we're starting to get some puzzles done. I spent 2 hours after school with one of my friends picking apart a mini-puzzles in this game in order to find an algorithm to make sure the puzzle can be completed. The puzzle is similar to those connect-the-pipes games, but instead of rotating, you can move tiles in cardinal directions.
So after 2 hours, we find several somewhat strange algorithms that actually tell us how many of one tile type we need based on another minimum. It was split between even and odd numbers of a type and involved an incrementing interval as the numbers got higher. (IE - if you have 3 pipes that are vertical, you need 1 horizontal piece because it's odd, and for one pair of corners, you need (vertical + (2 - (vertical / 2) * -3)) pairs of a certain set of tiles) We were both really excited when we compiled and it actually worked.
[editline]17th November 2010[/editline]
And it's all text-based so far, so no images (yet!)
[QUOTE=r4nk_;26114382]Seriously please don't stop making your large blog-like posts in the WAYWO, I always find them very interesting and it would be a shame to miss them if you only posted them on a blog[/QUOTE]
I can do both :D. (To be honest, I'd like to post a link to my blog post, but I'm unsure if that could break some unspoken rule. This way you don't miss my large posts, and I still get to use markdown, and all the cool stuff posterous provides :v:) Coincidentally, [url=http://post.ly/1D2Ks]here's[/url] my most recent post concerning the garbage collector, and the route I've decided to take. I'm actually quite pleased with it, though it is late, so it's not my best writing.
There's other stuff on there too, mostly about my build system, some old media stuff I did (Though some of it appears to no longer be hosted. Which sucks :/).
If I can, I'll be posting some visualizations of how my garbage collector will work. It depends on how time consuming it'll be without a tablet. Otherwise the actual drawings will remain in meatspace, though I might end up scanning them, who knows? :v:
[QUOTE=Chandler;26114654]If I can, I'll be posting some visualizations of how my garbage collector will work. It depends on how time consuming it'll be without a tablet. Otherwise the actual drawings will remain in meatspace, though I might end up scanning them, who knows? :v:[/QUOTE]
Visio?
[QUOTE=r4nk_;26114147]Pretty good idea, I already have a [url="weetbix.wordpress.com"]programming blog[/url].
But I hardly ever post to it unfortunately.
I'm going to start posting to it frequently, and add a lot of 'tutorial' type posts. Mostly with things I see people struggle with often in WAYWO (general game structure, entity systems, tile based collisions). Hopefully some people here will benefit a lot from it.
That is my plan anyway, depends how much interest there is in it.[/QUOTE]
Just thought id mention that your A* source download link doesnt work.
[QUOTE=Richy19;26116673]Just thought id mention that your A* source download link doesnt work.[/QUOTE]
Yeah thanks, I replied to your comment. It's because filebox.me is being sold :frown:
I am going to learn C++, any tips from some programmers about it?
[QUOTE=Werem00se;26116803]I am going to learn C++, any tips from some programmers about it?[/QUOTE]
3DBuzz is an excellent video tutorial guide :buddy:
[url=http://www.3dbuzz.com/vbforum/sv_videonav.php?fid=d1434abf441133049c1f616771e32dfb][img]http://i51.tinypic.com/20f45s0.png[/img][/url]
[url=http://www.3dbuzz.com/vbforum/sv_videonav.php?fid=3214edf2c493031f78ad9e631b005c12][img]http://i53.tinypic.com/2116s7o.png[/img][/url]
[url=http://www.3dbuzz.com/vbforum/sv_videonav.php?fid=364cfa2b83aa7795254b70a82c99a863][img]http://i51.tinypic.com/2lsz2oi.png[/img][/url]
I'll check it out, thank you!
[QUOTE=Werem00se;26117083]I'll check it out, thank you![/QUOTE]
No problem. :v:
[QUOTE=Overv;26105844]Actually no form of anti-aliasing is enabled :ssh:[/QUOTE]
Oh you...
The grid is actually a texture, isn't it?
[QUOTE=pikzen;26102942]Great discover: VC# Express does not like Mass Effect 2 at all.
After launching ME2 and quitting it I can't even load a file :v:[/QUOTE]
Great Discover #2: In fact, it seems that my VC# Express is fucked up beyond belief.
Visual Studio 2010 too.
Time for a reinstall
Sorry, you need to Log In to post a reply to this thread.