[QUOTE=BlkDucky;28034145]Of course it does. You'd probably struggle to find languages that don't.[/QUOTE]
Visual Basic / VB Script is case insensitive
[QUOTE=CarlBooth;28034230]Visual Basic / VB Script is case insensitive[/QUOTE]
Are they? I never learnt VB.
[QUOTE=BlkDucky;28034145]Of course it does. You'd probably struggle to find languages that don't.[/QUOTE]
I don't know, i used to use WATCOM (sue me) for C, it didn't really seem to whine about any capitalization
Changing to Visual Studio has been hell in a handbasket, all this solution and project stuff is a bit confusing to me
[QUOTE=Archy;28033982]-snip-[/QUOTE]
Chances are, if you think you found a bug in a compiler you're probably just doing something fairly stupid
ive done that a lot :v:
sorry i attracted all this attention, i've been trying to get back into coding and it's not exactly been the most fun ordeal ever
[QUOTE=Archy;28034384]sorry i attracted all this attention, i've been trying to get back into coding and it's not exactly been the most fun ordeal ever[/QUOTE]
These videos are quite useful:
[url]http://channel9.msdn.com/Tags/c++[/url]
There's a load of stuff on Channel9, it's worth a read.
[QUOTE=Robber;28028496]
Don't all modern games use inverse kinematic for placing feet on uneven ground like slopes and stairs?[/QUOTE]
Who said you have to use the same set of data to solve all your problems? You can render one set of data, test collisions with another, and determine placement of a characters feet with still another.
I'm finally understanding the whole business of calling functions from Source plugins, with vtable offsets, sigscanning and everything. I'm going to play around with it tomorrow and perhaps start working on a wrapper to make Source plugin development easier.
While the problem Archy was experiencing was his own fault, and not the compiler's, I agree that it is quite annoying that you can't compile a .CPP file without making a project for it, or is there a way?
Added implicit negation and implicit multiplication to my calculator (e.g. -(x + 2) , 3(4 + 5)). It's coming along nicely, any ideas what I should do with it?
[media]http://gyazo.com/79e6e035f1c0564ee6f14a5e959fad65.png[/media]
This tutorial nearly made my head explode (passing arrays into functions) but I think I understand what happened after a bit of review...
[QUOTE=Overv;28037166]I'm finally understanding the whole business of calling functions from Source plugins, with vtable offsets, sigscanning and everything. I'm going to play around with it tomorrow and perhaps start working on a wrapper to make Source plugin development easier.[/QUOTE]
How many wrappers are there for Source plugins anyway? The only things I know off are Metamod, which Sourcemod uses, which you can write plugins for in Pawn (I thoroughly hate that language).
I'm making a little graphing application, nothing very special yet, mostly for K-12 use I think.
[img]http://jmazouri.com/pubfiles/graph.jpg[/img]
I always take too much time on cosmetics :c
What are you people disagreeing with :c
[QUOTE=Loli;28028473]Anybody else find Eclipse really laggy?[/QUOTE]
What part is laggy? The entire thing or the content assist? Are you using it for Android? Please elaborate because there are fixes for a few of the "laggy" issues.
The only Eclipse lag I've noticed is autocomplete on a massive class like Activity or GLSurfaceView (Android stuff).
Typing "super.o" for "super.onPause();" locks up Eclipse for a few seconds. And it's not one of those things where it caches everything after the first time, it locks up every single time autocomplete starts with Activity.
I haven't had problems with Eclipse for now....
But one thing bothers me, I just started java and I'm actually used to getting intellisense from visual studio (c#) to offer me declared variables once I start writing.
Does any Java IDE do this?
[QUOTE=robmaister12;28044042]The only Eclipse lag I've noticed is autocomplete on a massive class like Activity or GLSurfaceView (Android stuff).
Typing "super.o" for "super.onPause();" locks up Eclipse for a few seconds. And it's not one of those things where it caches everything after the first time, it locks up every single time autocomplete starts with Activity.[/QUOTE]
try this [url]http://envyandroid.com/archives/66/slow-android-autocomplete-eclipse-helios-36[/url]
Just wrote my first java app with GUI, testing out the forms....
I present you, the "Kiddy name Generator", delivering such results as:
[quote]
xXxHyperWarrior2kxXx
xXUberFaceMelter02Xx
:CoolKiller98:
.:HotOnyx:.
!MammothHaxx0r!
[/quote][IMG]http://img836.imageshack.us/img836/8587/namegen.png[/IMG]
Download (if you really need it ;D)
[URL]http://anyhub.net/file/1PFy-kiddynamegen.zip[/URL]
(You have to extract it.)
[url]http://android-developers.blogspot.com/2011/02/introducing-renderscript.html[/url]
Low level development ? On my Android ? No way
[media]http://www.youtube.com/watch?v=-A4EHfNpGzY[/media]
A post processed rain shader I'm working on. Really needs some splashing particles/ripples and whatnot.
[QUOTE=knighty;28047319][media]http://www.youtube.com/watch?v=-A4EHfNpGzY[/media]
A post processed rain shader I'm working on. Really needs some splashing particles/ripples and whatnot.[/QUOTE]
Uhm, what engine is that?
It's my own. You can see some more videos on my youtube.
Holy crap that looks awesome, even if engines greatly depend on the textures and models.
But hell that is nice, are you using some animation library or did you code that yourself either?
[QUOTE=knighty;28047344]It's my own. You can see some more videos on my youtube.[/QUOTE]
I hope you noticed in the forest video that your culling algorithm is overly aggressive and culls objects still inside the frustum.
For what animation in particular? The only animated models I've ever used are Source models, and I wrote an smd importer for that, and do all the vertex skinning myself. Other stuff like grass is just procedural vertex animation.
And thanks :)
@ thePuska, If you're referring to the grass/ferns sometimes popping out it's not the culling itself, it's the bounding box generation. Easy fix I just forgot to do, thanks for reminding me.
Magic. What are you using for rendering? OGL/DX?
DirectX. All in C++, with a C# editor. Maybe I should move this to a thread. Didn't want to make one at first because I didn't want to come across as one of those guys who just joins random forums to show their stuff. (I've been lurking on FP for some time :P)
[QUOTE=knighty;28047319][media]http://www.youtube.com/watch?v=-A4EHfNpGzY[/media]
A post processed rain shader I'm working on. Really needs some splashing particles/ripples and whatnot.[/QUOTE]
Sooo freaking, beautiful...
[QUOTE=knighty;28047619]DirectX. All in C++, with a C# editor. Maybe I should move this to a thread. Didn't want to make one at first because I didn't want to come across as one of those guys who just joins random forums to show their stuff. (I've been lurking on FP for some time :P)[/QUOTE]
You really should, it looks great!