[QUOTE=turb_;22176042]Choosing Class Library or Console Application is more or less Empty Project[/QUOTE]
It's a matter of continuity and appearance for me. If they're going to include Empty Project on the other languages then I really really wish they'd make an Empty Project for it. Just sort of a pet peeve, I really need things like that to be consistent.
[QUOTE=NorthernGate;22176983]It's a matter of continuity and appearance for me. If they're going to include Empty Project on the other languages then I really really wish they'd make an Empty Project for it. Just sort of a pet peeve, I really need things like that to be consistent.[/QUOTE]
That annoys me as well. I end up having to make a console application, then delete all bits of code it's written for me :v:
Sigh, I thought solving the Project Euler problems would be simple enough. A few hours later I've only solved the first 3. Sigghh.
Started posting all my solutions on my blog though, in-case anyone wants to see: [url]http://studiose.org/[/url]
[QUOTE=nullsquared;22160596]Out of curiosity, what type of C++ work? Your jobs for the web development and design are very specific, but I don't see any information on the C++ work.
[b]Edit:[/b] You can find my (brief) portfolio [url="http://nullular.com/portfolio.php"]here[/url].[/QUOTE]
It's mainly be engine/editor work. Your portalized stuff more than qualifies you for the editor stuff.
If you're interested, I'd love to give you access to the botch SVN and get you talking to Helk to see if you can satisfy some of his needs..
Shoot me an email if you want to talk more.. [email]garry@facepunch.com[/email]
[QUOTE=polkm;22174026]Can it solve for those graphs (if so does it handle imaginary numbers?).[/quote]
No, sorry. At least, not at the moment. There are lots of calculations that I would like to add (intersections, integration, regression, etc.) but in order to actually get a usable product released any time soon I need to put a line somewhere between actual release and future plans.
[quote]Also do you plan on doing anti-aliasing.[/QUOTE]
I'll look into it, I think I can add it as an option.
Null - vector maths? There are several different forms of vector equations for lines and planes etc.
[QUOTE=Poodle;22170738]This looks pretty damn cool! Are you making this in XNA? Or just C++ or something?[/QUOTE]
Thanks. It's XNA, I'm not confident enough in C++ yet.
[QUOTE=NorthernGate;22171739]You should think of putting that up on steam when you're done. At the point you're at now you probably could get SteamWorks.[/QUOTE]
I'm definitely going to try, probably in a few weeks :)
[QUOTE=garry;22177950]It's mainly be engine/editor work. Your portalized stuff more than qualifies you for the editor stuff.
If you're interested, I'd love to give you access to the botch SVN and get you talking to Helk to see if you can satisfy some of his needs..
Shoot me an email if you want to talk more.. [email]garry@facepunch.com[/email][/QUOTE]
Null seriously go for it
That's an amazing opportunity!
Null will keep us apprised, of course.
Go null!
Go for it Null, It'd be good on your CV.
Continuing with the theme of not revising, The graphs now look nicer, and have support for better labels.
[url]http://bytecove.co.uk/stuff/graph.html[/url]
[QUOTE=danharibo;22182298]Go for it Null, It'd be good on your CV.
Continuing with the theme of not revising, The graphs now look nicer, and have support for better labels.
[url]http://bytecove.co.uk/stuff/graph.html[/url][/QUOTE]
Did kim jong il write the title on the third one?
[QUOTE=BAZ;22183247]Did kim jong il write the title on the third one?[/QUOTE]
Yeah, that guy keeps messing with my code.
[QUOTE=TheBoff;22179106]Null - vector maths? There are several different forms of vector equations for lines and planes etc.[/QUOTE]
Right; I'm simply saying that if you could come up with a specific example (including the command name) that you would like to "just work" in the application, it would be much easier for me to implement it because I would know exactly how the users would want to use it.
let a (1, 0, 0)
plot3 coord = (5, 0, 5) + a * r
coord being a reserved keyword for this.
Maybe you could then also draw single points via plot3 coord = (1, 2, 3) or even stuff like plot3 coord = intersect(f, g).
If that's too hard to parse maybe you can change the plot-keyword a bit to plot(A) with A being 2, 3, vec2 or vec3 and let to let(A) with A being num, vec2 or vec3.
Thank you for the example; I will look into implementing this feature.
In the meantime, who wanted anti-aliased graphs?
[img]http://img15.imageshack.us/img15/204/antialiased2d1.png[/img]
Progress!
[IMG]http://imgur.com/4re50.jpg[/IMG]
Is that a MAC address where the IP address should be? Or is that IPv6?
[QUOTE=darkrei9n;22186640]Is that a MAC address where the IP address should be? Or is that IPv6?[/QUOTE]
I'm connecting to my localhost, so it just displays that. My knowledge of networking is limited to what I've learned since writing this server, so I don't know if that's a standardized thing, or just the way Mudlet works.
[QUOTE=darkrei9n;22186674]Except localhost is 127.0.0.1. And after looking it up that is a IPv6 loopback address.[/QUOTE]
Yep, seems to be the IPv6 equivalent of 127.0.0.1 from what I can tell:
"In IPv6, on the other hand, the loopback routing prefix ::1/128 consists of only one address ::1 (0:0:0:0:0:0:0:1 in full notation, the address with a one at its least significant bit and zero otherwise) is explicitly defined as the loopback address,[6] though additional addresses may be assigned as needed to the loopback interface by the host administrator."
[QUOTE=Shanethe13;22186657]I'm connecting to my localhost, so it just displays that.[/QUOTE]
Except localhost is 127.0.0.1. And after looking it up that is a IPv6 loopback address.
[QUOTE=darkrei9n;22186640]Is that a MAC address where the IP address should be? Or is that IPv6?[/QUOTE]
It's IPv6.
Edit: Rate me clocks.
[QUOTE=Shanethe13;22186657]I'm connecting to my localhost, so it just displays that. My knowledge of networking is limited to what I've learned since writing this server, so I don't know if that's a standardized thing, or just the way Mudlet works.
Yep, seems to be the IPv6 equivalent of 127.0.0.1 from what I can tell:
"In IPv6, on the other hand, the loopback routing prefix ::1/128 consists of only one address ::1 (0:0:0:0:0:0:0:1 in full notation, the address with a one at its least significant bit and zero otherwise) is explicitly defined as the loopback address,[6] though additional addresses may be assigned as needed to the loopback interface by the host administrator."[/QUOTE]
Just incase I would ensure that its still IPv4 friendly, would suck to go through programming everything only to learn that it doesn't support IPv4.
Decided to write a bootable RPN calculator for the hell of it
Just wrote the putchar and nextline subroutines:
[img]http://ahb.me/2Jn[/img]
[code]
use16
org 0x7c00
;xor ah, ah
;mov al, 0x03
;int 0x10
; setup vram segment
mov ax, 0xb800
mov es, ax
; fix stack
mov sp, 0x7bff
; setup data segment
push cs
pop ds
mov al, 'H'
call putchar
call nextline
call putchar
jmp $
nextline:
pusha
xor bx,bx
.loop:
mov ax, [es:bx+(80*2)]
mov [es:bx], ax
add bx, 2
cmp bx, 80*2*24
jl .loop
mov ax, 7 << 8
.clr:
mov [es:bx], ax
add bx, 2
cmp bx, 80*2*25
jl .clr
mov ax, [column]
mov ax, 0
mov [column], ax
popa
ret
putchar:
pusha
mov bx, [column]
mov [es:bx+(80*2*24)], al
add bx, 2
cmp bx, 80
jl .writeback
call nextline
popa
ret
.writeback:
mov [column], bx
popa
ret
column dw 0
retval dw 0
times 510-($-$$) db 0
db 0x55
db 0xAA
[/code]
[editline]02:30PM[/editline]
Now I'm working on a subroutine that prints the contents of AX in good ol' base 10.
Tricky because the DIV instruction seems to hate me
Null, you should definitely go for it.
[editline]05:44PM[/editline]
I'm going to build a release of Arcadium for you guys to play with, since I know you guys are likely to find bugs. You little bug hunters :v:
[url=http://blynx.org/projects/arcadium/dl/Arcadium.zip][img]http://blynx.org/projects/arcadium/img/theme/logo.png[/img][/url]
^ A link.
Enjoy lads.
If you find any bugs, can you pm them to me? Or if you want to see something added, pm me that too.
[url=https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=KKHZZSDGD9VNA&lc=AU&item_name=Joshyy%20%28%20Arcadium%20%29&amount=5%2e00¤cy_code=AUD¤cy_code=AUD&bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted]As I stated on my blog, i'd appreciate if you could spare $5 to help fund the development, i'm one man, not a team.[/url]
[QUOTE=turb_;22187253]Decided to write a bootable RPN calculator for the hell of it
-assembly code here-[/QUOTE]
I have no idea how anybody could write in that, it's so...ugh
Added support for multiple languages:
[IMG]http://i163.photobucket.com/albums/t315/novemberdobby/rotion42.png[/IMG] [IMG]http://i163.photobucket.com/albums/t315/novemberdobby/rotion43.png[/IMG]
it was easier than I expected, I just made a .txt list of string references that can be filled in by translators.
[QUOTE=NovembrDobby;22191866]Added support for multiple languages:
[IMG]http://i163.photobucket.com/albums/t315/novemberdobby/rotion42.png[/IMG] [IMG]http://i163.photobucket.com/albums/t315/novemberdobby/rotion43.png[/IMG]
it was easier than I expected, I just made a .txt list of string references that can be filled in by translators.[/QUOTE]
Looking good. Got a rough ETA of when we can expect a playable demo?
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