• What are you working on? v15
    5,001 replies, posted
[code]0848p * Joins: Ryaga (~Ryaga@76.99.214.132) 0848p <Ryaga> Limitofinf = Nullsquared? 0848p * Quits: Ryaga (~Ryaga@76.99.214.132) (Quit: Leaving)[/code] thanks "Ryaga" for your amazingly detailed hypothesis
I suppose then, a good decompiler could see the pattern used to make switches, seeing as I have seen them in decompiled code. [editline]30th January 2011[/editline] broken automerge
Hey, [QUOTE=TheBoff;27742297]Then again, it does seem like some of the most productive coders don't have a particularly brilliant style. Notch for example: his code is at the "just about works" level, but that's all it needs to do, and from it he's got bloody rich.[/QUOTE] From my observations, this seems to be true. It really is quite ironic how successful code isn't always good code. I suppose it's much the same in other industries - successful movies aren't always good movies, for example. The world works in interesting ways. [b]Edit:[/b] And honestly, I never heard of nullsquared before you guys brought him up. I'm working on this CAS as a science research project for school.
[QUOTE=Jawalt;27741977]This might be way out there... but what was Nullsquared working on when he left? A computer algebra system. And now there's someone else working on one of these... and he's got these weird typing habits, that seem almost fake.[/QUOTE] Who? I haven't been here in a while
[QUOTE=nekosune;27742403]it does? okay did not know that thankyou.[/QUOTE] It actually depends, not sure the threshold but if there are only a few cases it does if statements but for a lot of cases it does a dictionary. But ya, this is what it looks like when it uses if statements. [img]http://i55.tinypic.com/295sfnb.png[/img]
[QUOTE=limitofinf;27742460]From my observations, this seems to be true. It really is quite ironic how successful code isn't always good code. I suppose it's much the same in other industries - successful movies aren't always good movies, for example.[/QUOTE] That's a poor comparison. A better one would be that low budget movies with low production quality are sometimes very successful.
Hey, [QUOTE=Ortzinator;27742558]That's a poor comparison. A better one would be that low budget movies with low production quality are sometimes very successful.[/QUOTE] Yes, you are correct. But, you cannot deny that various high-budget, extremely successful movies are rated very low in terms of being "good" movies.
Hah, never expected commas to be overloadable in C++. [cpp]#include <iostream> class foo { public: foo( int num ) { n = num; } int operator , ( foo b ) { return n + b.n; } private: int n; }; int main() { std::cout << ( foo( 9 ), foo( 17 ) ) << std::endl; return 0; }[/cpp] [code]26[/code]
The reason the analogy doesn't work is because bad code has nothing to do with the end product, whereas your movie example has everything to do with the end product. In one, a programmer sacrifices his own sanity and potentially his project's lifespan to make a product that could potentially be great for the end-user, and in the other, a greedy studio makes an extremely polished but shallow product that is arguably bad for the end-user. [editline]30th January 2011[/editline] Which touches on why I have little patience for the "programming purists" who disparage those who actually accomplish things while they themselves give up on project after project because they can't make it perfect. Btw, I openly admit to being an anal perfectionist with my own projects.
Hey, [QUOTE=RyanDv3;27742874]Which touches on why I have little patience for the "programming purists" who disparage those who actually accomplish things while they themselves give up on project after project because they can't make it perfect. [/QUOTE] Yes, I agree 100%.
[QUOTE=BAZ;27741890]He was so far up his own ass.[/QUOTE] Since I'm not that actively reading waywo anymore, I mean, I kinda do read almost everyday, but... has null² ever come here again, posting with an obvious 2nd acc?
[QUOTE=s0ul0r;27743404]Since I'm not that actively reading waywo anymore, I mean, I kinda do read almost everyday, but... has null² ever come here again, posting with an obvious 2nd acc?[/QUOTE] I lurk as much as the next man and I don't think I've seen anyone I'd ever accuse of being him.
There is no way he has a six pack :ninja:
I guess a simple way of seeing who the most likely suspects are is simply making a list of people that argue. [editline]30th January 2011[/editline] ninja :saddowns:
Argue in a way of: "DON'T FUCKING CONTRADICT OR GIVE ADVICE TO ME!"
Nullsquared is quite the stud: [url]http://www.facepunch.com/threads/880247-Hair[/url]
I'm planing to re-write my editor so I don't have to continue writing a second engine just to load models and display them. So which should I use: Irrlicht, G3D, Orge? [editline]29th January 2011[/editline] [QUOTE=Venice Queen;27743737]Nullsquared is quite the stud: [url]http://www.facepunch.com/threads/960661-What-s-wrong-with-sluts[/url][/QUOTE] But he doesn't create an alt everyday :P
I'd use Orge as you call it. There's also an engine called Orgy but that is another topic ;D No seriously I think ogre is quite a good start, and frankly easy to learn.
I was going to make Garry's post icon animated, but it takes too much effort. I'd need to create a special view for it that handles the animation. Maybe something for later.
[QUOTE=DevBug;27743778]I'm planing to re-write my editor so I don't have to continue writing a second engine just to load models and display them. So which should I use: Irrlicht, G3D, Orge? [/QUOTE] Hey, I recommend Irrlicht if you're looking to get stuff up and running very quickly. Otherwise, Ogre might allow you to produce a more professional product if you have the time and effort to spend on its insane learning curve.
[QUOTE=Overv;27744044]I was going to make Garry's post icon animated, but it takes too much effort. I'd need to create a special view for it that handles the animation. Maybe something for later.[/QUOTE] How did you do the icons for the threads? I assume you just had a ListView? If so, is there a parameter for the icon? Or did you make your own view?
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With that talk about the A*, I should port the A* I made in Lua a few years back to C++ (as well as optimize it).
[QUOTE=limitofinf;27744065]Hey, I recommend Irrlicht if you're looking to get stuff up and running very quickly. Otherwise, Ogre might allow you to produce a more professional product if you have the time and effort to spend on its insane learning curve.[/QUOTE] I've used Irrlicht before and it's programming style makes me want to vomit. In the same vein Orge doesn't use DirectX so I can't use Gwen (I can but it looks like shit). I'm also going for a more professional product as I will be using my engine thus my editor daily. G3D looks [url=http://g3d.sourceforge.net/gallery-inq.html]nice[/url] but so does Orge. I'll test out Orge and G3D and alert you of my decision.
[QUOTE=geel9;27744261]How did you do the icons for the threads? I assume you just had a ListView? If so, is there a parameter for the icon? Or did you make your own view?[/QUOTE] I made my own
[QUOTE=DevBug;27744324]I've used Irrlicht before and it's programming style makes me want to vomit. In the same vein Orge doesn't use DirectX so I can't use Gwen (I can but it looks like shit). I'm also going for a more professional product as I will be using my engine thus my editor daily. G3D looks [url=http://g3d.sourceforge.net/gallery-inq.html]nice[/url] but so does Orge. I'll test out Orge and G3D and alert you of my decision.[/QUOTE] Ogre supports DirectX and OpenGL
[QUOTE=Venice Queen;27744265]So it seems Ruby's hash is O(n) lookup. That makes my job implementing it in Fructose easier. [img_thumb]http://ahb.me/1EdI[/img_thumb][/QUOTE] Hey, I'm slightly confused; would you like to elaborate how those results lead to your conclusion of O(n) lookups?
[QUOTE=mmavipc;27744509]Ogre supports DirectX and OpenGL[/QUOTE] I thought that it was OpenGL only, thats good news to be honest. How can I get the IDirect3DDevice?
Hello, I'm working on random weapon generator. I have the weapon name and rarity generating somewhat done. Next I will implement the stat generating. [img]http://anyhub.net/file/1EdX-randomwpnnamesv2.png[/img] Names are assembled from various words that I store in text files. In the finished version they will be stored in a database. I calculated that the number of different names it is able to generate is about 13,5 million. Later I will use this for my rpg I'm planning to do.
Working on learning OpenGL + Cinder. Trying to load in an image and use it as an offsetmap, but I'm having trouble with my perspective. [img_thumb]http://i56.tinypic.com/335a0ko.png[/img_thumb] Got it! Had to apply the perspective every draw loop. Also, earlier I was using a very low scale for the displacement, since I was afraid that was messing it up. [img]http://i51.tinypic.com/2qxam4j.png[/img] Now to use an image that isn't noise, to make sure it's giving the right offsets.
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