• What Are You Working On August 2012
    2,271 replies, posted
How have you been compiling it for windows? If I could actually manage to compile it myself I could probably figure out the bug. [editline]18th August 2012[/editline] Right now I can just narrow it down to somewhere in that loop in main.cpp
I cross compile to windows from linux. [url=http://steamcommunity.com/id/Sartek-Productions]sartek[/url] successfully compiled it on windows. he was also planning to submit a github branch that eases the compilation if you want to ask him.
wtf background music aha.
I'm going to try using cmake through mingw/msys to avoid having to deal with visual studio and sutff [editline]19th August 2012[/editline] Okay, it's whining about me not having the libraries. Is there a way to skip the whole process of building those because I already have all the .dlls?
[QUOTE=ZenX2;37310257]I'm going to try using cmake through mingw/msys to avoid having to deal with visual studio and sutff [editline]19th August 2012[/editline] Okay, it's whining about me not having the libraries. Is there a way to skip the whole process of building those because I already have all the .dlls?[/QUOTE] You should be able to just link against certain libraries with CMake.
[QUOTE=voodooattack;37308877]Finally found a way to detect if anything changed within my geometry component: [csharp]namespace Cilium.Components { class GeometryComponent : Component { public BeginMode PrimitiveType { get; set; } public Vector2[] Vertices { get; set; } public Vector2[] TexCoords { get; set; } public Color[] Colours { get; set; } public override int GetHashCode() { return (base.GetHashCode() * 17) ^ (PrimitiveType.GetHashCode() * 17) ^ (Vertices != null ? Vertices.Sum(p => p.GetHashCode() * 17) : 0) ^ (TexCoords != null ? TexCoords.Sum(p => p.GetHashCode() * 17) : 0) ^ (Colours != null ? Colours.Sum(p => p.GetHashCode() * 17) : 0); } } }[/csharp] Although it's quite costly, the derived rendering object needs to know when to update its VBO. Does anyone know of a better method to do this?[/QUOTE] You could add an int property that is incremented by the setters and methods that change the contents of the arrays, or an event with the same triggers that the rendering component subscribes to to set a flag. If that's not an option and the arrays' types are structs you can make the hash a lot faster with unsafe and pointers or [URL="http://stackoverflow.com/a/126807/410020"]overlapping[/URL] int fields if GetHashCode converts floats to int.
[QUOTE=Naelstrom;37307974] I did a shoddy patch to fix the ogl versions, but I want to make sure that old video cards support [B]the strange way I create FBOs with stencil buffers.[/B][/QUOTE] Mind going into detail about this?
[img]http://www.niggaupload.com/images/YpDP2.gif[/img] Finished the inventory programming wise. Was going to have a preview of the character somewhere but said fuck it and just cut a hole in the middle, does it work or should I stick a preview somewhere instead?
[QUOTE=Parakon;37311037]Finished the inventory programming wise. Was going to have a preview of the character somewhere but said fuck it and just cut a hole in the middle, does it work or should I stick a preview somewhere instead?[/QUOTE] Assuming the player is always in the middle of the screen, that's actually quite a nice idea.
[QUOTE=Parakon;37311037][img]http://www.niggaupload.com/images/YpDP2.gif[/img] Finished the inventory programming wise. Was going to have a preview of the character somewhere but said fuck it and just cut a hole in the middle, does it work or should I stick a preview somewhere instead?[/QUOTE] Are you remaking Space Station 13?
If I knew how to do multiplayer at all I would, this is currently a farming game where you're accosted by bears, goblins and other such baddities, with the ability to sabotage rival farms. I did the butte up for testing purposes, but who knows maybe you'll be able to grow or dismember them for cash. [QUOTE=Chris220;37311071]Assuming the player is always in the middle of the screen, that's actually quite a nice idea.[/QUOTE] The player is always central, and i'm a fan of the way it looks so i'll likely keep it the way it is.
[url]http://gaming.adobe.com/technologies/flascc/[/url] Looks interesting, we shall see if it actually becomes usable though.
Still doing some debug printing and rewriting the structure of my S3M tracker library. [img]http://img684.imageshack.us/img684/5521/trackerh.png[/img]
Well, well... :dance: [img]http://i.imgur.com/AmYbh.png[/img] Running the code from here: [url]http://wiki.osdev.org/Real_mode_assembly_I[/url] My program's at the bottom right. Not bad! :smile:
Are there any Perl operating systems out yet?
[QUOTE=T3hGamerDK;37311451]Are there any Perl operating systems out yet?[/QUOTE] is that a challenge
[QUOTE=T3hGamerDK;37311451]Are there any Perl operating systems out yet?[/QUOTE] Perl/Linux is a Linux distribution with a 100% Perl userland. [url]http://perllinux.sourceforge.net/[/url]
[QUOTE=swift and shift;37311606]Perl/Linux is a Linux distribution with a 100% Perl userland. [url]http://perllinux.sourceforge.net/[/url][/QUOTE] oh phew thank god
[QUOTE=swift and shift;37311606]Perl/Linux is a Linux distribution with a 100% Perl userland. [url]http://perllinux.sourceforge.net/[/url][/QUOTE] That's a kewl little project. But Perl isn't self-hosting? I would've thought someone was wicked enough to build a perl compiler in perl :v: But that's actually really interresting. I've seen operating systems done in a variety of languages, some stranger than others (Javascript? Pretty impressive), and this one is one of the strangest.
I really like [url]http://www.codecademy.com[/url], it's excellent for someone like me who switches languages every 2 weeks. It teaches programming concepts in a simple language (JavaScript) without bothering about language specific features.
Obligatory mention of how we clearly need a brainfuck operating system.
[QUOTE=Mr.T;37311669]without bothering about language specific features.[/QUOTE] and that is how you become a bad programmer
[QUOTE=Overv;37311758]and that is how you become a bad programmer[/QUOTE] No, a good programmer is someone that knows the concepts of programming and can adapt to different languages quickly.
[QUOTE=Overv;37311758]and that is how you become a bad programmer[/QUOTE] It's better to get a general programming knowledge before digging into and settling down with a language. Otherwise you might end up in a situation where you're trying to fit square pegs into round holes.
However, you also have to bear in mind that if you [I]only[/I] learn the general things, you will rarely make use of any of the really powerful features the language you're using offers. A good programmer can adapt to any language, but can also make use of language-specific features to improve their code.
[QUOTE=Chris220;37311992]However, you also have to bear in mind that if you [I]only[/I] learn the general things, you will rarely make use of any of the really powerful features the language you're using offers. A good programmer can adapt to any language, but can also make use of language-specific features to improve their code.[/QUOTE] This was exactly my point, but I guess that with an extreme case like Mr T it's hard to really say something sensible about it. [QUOTE=Dr Magnusson;37311805]It's better to get a general programming knowledge before digging into and settling down with a language. Otherwise you might end up in a situation where you're trying to fit square pegs into round holes.[/QUOTE] I never said having general programming knowledge is a bad thing, please quote me on that. I can see why Mr.T's post could be interpreted as someone who is just learning general programming concepts, but we all know that Mr.T has already tried 390284902374903287490 programming languages and should have general programming knowledge already. I assumed that he was trying to learn JavaScript without bothering with language specific details, which is why I reacted that aggressively.
Why do you people even bother replying to Mr T's posts? Seriously, unless he specifically asks for help (and even then I'd be hesitant) I just ignore him. Far more trouble than it's worth, especially when his post is just about a site that everyone on the planet already knows about. [editline]19th August 2012[/editline] [QUOTE=Overv;37312155]I can see why Mr.T's post could be interpreted as someone who is just learning general programming concepts, but we all know that Mr.T has already tried 390284902374903287490 programming languages and should have general programming knowledge already.[/QUOTE] thisthisthisthis
[IMG]http://i.imgur.com/QTUu7.jpg[/IMG] What have I done...
[QUOTE=swift and shift;37294742]people hate it for some reason, but I've started to love it. It's [i]really[/i] handy when working on huge, foreign codebases for finding functions. Say I want to find where rb_ary_push is defined in the Ruby source, I can search for '^rb_ary_push' and immediately find it: [img]http://i.imgur.com/6aAYd.png[/img] [editline]18th August 2012[/editline] They're the [i]only[/i] results that appear. If the codebase didn't follow that convention, I'd have to hunt through all the uses of rb_ary_push to find where it's actually defined.[/QUOTE] I'm a bit late, but look into Exuberant CTags. It goes through a codebase, notes where each function is defined and then outputs the lot into a database that can be read by all good editors so you can jump to definitions just by highlighting the function. (By which I mean Vim can do this and presumably other things can too, either natively or with plugins.)
[QUOTE=Naelstrom;37307974]At last! Lowered my game's requirements to OGL 2.0. (Video is proof showing it runs on OGL 2.1) For those of you who tried my game and it failed; would you kindly test them again? [url=http://farmpolice.com/content/files/astrostruct-win64.tar.gz]win64[/url] [url=http://farmpolice.com/content/files/astrostruct-win32.tar.gz]win32[/url] I did a shoddy patch to fix the ogl versions, but I want to make sure that old video cards support the strange way I create FBOs with stencil buffers. [editline]asdf[/editline] Oops how embarrassing, now I've broken it so it doesn't work if you have OpenGL 3.0. Maybe I should have waited to post this. :v: [editline]who actually uses automerge anyway?[/editline] There it's fixed; updated links.[/QUOTE] Couple of things. 1. The character never stops drifting. 2. [url=http://i.imgur.com/c2X3E.png]Flares and a bit of the floor under them[/url] are drawn on top of the character.
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