[QUOTE=ThePuska;39201701]Why does everyone hate Delphi?[/QUOTE]
I always put it in the same boat as Visual Basic 6 and dying along with it. Looking at [url=http://www.google.com/trends/explore#q=delphi%2C%20visual%20basic&cmpt=q]Google Trends[/url], that might not be a wrong assumption.
Borland were the main proprietors of Delphi for quite a long time, but they don't appear to have any mention of Delphi tools on their website. Times have changed.
[QUOTE=ThePuska;39201701]Why does everyone hate Delphi?[/QUOTE]
Probably because Game Maker was made in it.
It's a long shot, but is anyone interested in helping me write a simple Android app?
I've written a script that pulls timetable data out of my university's timetabling system, and I've got a working iOS app, but I can't do the Android side of things to save my life.
It basically just needs two activities. One to login, and another to display JSON retrieved via HTTPS in a table format.
So I'm a failure and can't understand that GafferOnGames article about integration and fixed time steps... So I threw input and logic into a thread and limited logic to only run once every 30ms. :(
[QUOTE=ThePuska;39201701]Why does everyone hate Delphi?[/QUOTE]
I was forced to use it during my earlier schoolyears, it's pretty much the world's most static language, ever. I took up many, many bad habits from learning it, so much deprecated shit in that language.
[QUOTE=VistaPOWA;39203284]I was forced to use it during my earlier schoolyears, it's pretty much the world's most static language, ever. [b]I took up many, many bad habits from learning it, so much deprecated shit in that language.[/b][/QUOTE]
Like what?
[QUOTE=VistaPOWA;39203284]I was forced to use it during my earlier schoolyears, it's pretty much the world's most static language, ever. I took up many, many bad habits from learning it, so much deprecated shit in that language.[/QUOTE]
I also was forced to learn it in school. It's just... the whole language has many points that are pretty weird, especially if you come from a C background.
The most notable thing would be the way you declare variables, which is just weird.
My teacher always taught us to handle data in multi-dimensional matrices. Stuff that a struct would've made 100x easier. I don't know if Pascal has the equalient of it, but even if I did, he did not tell us about it.
[editline]13th January 2013[/editline]
Also, you cannot declare variables on the fly. That's one of the most annoying features, and due to the lack of good and free IDEs for it (Free Pascal is CLI), it was hard to keep track of them, because all the vars are at the top of the file.
[QUOTE=Amiga OS;39203583]This has to be the most offensive games I've ever seen.
Well done![/QUOTE]
i300's rate a jew was on par.
[QUOTE=VistaPOWA;39203412]My teacher always taught us to handle data in multi-dimensional matrices. Stuff that a struct would've made 100x easier. I don't know if Pascal has the equalient of it, but even if I did, he did not tell us about it.
[editline]13th January 2013[/editline]
Also, you cannot declare variables on the fly. That's one of the most annoying features, and due to the lack of good and free IDEs for it (Free Pascal is CLI), it was hard to keep track of them, because all the vars are at the top of the file.[/QUOTE]
There are records, which are essentially structs (can be allocated on the stack, the ordering and packing of the data can be changed with some keywords), and classes.
Local variables are declared at the beginning of blocks. Exactly like in C prior to C99. It's a slight inconvenience, but not a big deal.
There's a free IDE called Lazarus. I used it some five years ago and it was pretty convincing back then.
[QUOTE=Rayboy1995;39199196]They need to come in by rail, not by road. :v:[/QUOTE]
I couldn't find a good train sprite ): If anybody can find one I'll use it.
[QUOTE=cody8295;39203795]I couldn't find a good train sprite ): If anybody can find one I'll use it.[/QUOTE]
[URL="http://opengameart.org/art-search?keys=train"]Try here[/URL]
[QUOTE=ThePuska;39203613]It's a slight inconvenience, but not a big deal.[/QUOTE]
If you split your subroutines into smaller blocks by their purpose and declare all intermediate stuff only in the sub-blocks, there shouldn't be any inconvenience.
Ended up using this one, it's not that bad.
[IMG]http://i.imgur.com/ynqLc.png[/IMG]
Though I don't like the tracks.
Right, I might be a bit late to the lexing/parsing/tokenizing party. But have an old uni assignment redone in C#:
[img]http://ace.haxalot.com/pictures/random/zscreen/Shunting-Yard_calculator_2013-01-13_17-40-33.png[/img]
The code can be found here: [url]http://pastebin.com/X6ARXTJy[/url]
[QUOTE=cody8295;39204215]Ended up using this one, it's not that bad.
[IMG]http://i.imgur.com/ynqLc.png[/IMG]
Though I don't like the tracks.[/QUOTE]
"Das structures"
:(
[QUOTE=cody8295;39204215]Ended up using this one, it's not that bad.
[IMG]http://i.imgur.com/ynqLc.png[/IMG]
Though I don't like the tracks.[/QUOTE]
That is glorious, and I think the tracks are good, but I'm not exactly an artist so don't listen to me. :v:
Delphi is great, but it didn't keep up with the evolution. I wrote a lot of stuff in Delphi, but it was always full of random hacks.
[QUOTE=cody8295;39204215]Ended up using this one, it's not that bad.
[IMG]http://i.imgur.com/ynqLc.png[/IMG]
Though I don't like the tracks.[/QUOTE]
This is kind of sad
[URL="http://imgur.com/0yaMr"][IMG]http://i.imgur.com/0yaMrl.png[/IMG][/URL]
I have to develop a flight simulation tool for my University Dissertation. The aim of the tool is to teach beginner pilots how to handle a stalling aircraft.
I will be making another pass on the visuals once I have the physics sorted out, although the retro late 90s simulator graphics are kind of growing on me.
Eventually the project will be using a concave display like this one
[IMG]http://www.egg-tech.com/blog/images/_products_images_vs-image-geek-full-001.jpg[/IMG]
which will involve either a warped projection matrix (hard) or simply a distorted framebuffer (easier but doesn't look as nice). Anybody got experience creating spherical projections?
[QUOTE=VGS_Devs;39206843][URL="http://imgur.com/0yaMr"]http://i.imgur.com/0yaMrl.png[/URL]
I have to develop a flight simulation tool for my University Dissertation. The aim of the tool is to teach beginner pilots how to handle a stalling aircraft.
I will be making another pass on the visuals once I have the physics sorted out, although the retro late 90s simulator graphics are kind of growing on me.
Eventually the project will be using a concave display like this one
[url]http://www.egg-tech.com/blog/images/_products_images_vs-image-geek-full-001.jpg[/url]
which will involve either a warped projection matrix (hard) or simply a distorted framebuffer (easier but doesn't look as nice). Anybody got experience creating spherical projections?[/QUOTE]
Cool, being a pilot myself, I had trouble finding some way to train stalling with someone, as our training plane couldn't stall, and I wasn't allowed to try it on the more expensive performance planes (for obvious reason)
Finally decided to make a video of the game I'm making. It's CNC Generals mixed with Total Annihilation.
[video=youtube_share;pXcnsJ87rOg]http://www.youtube.com/watch?v=pXcnsJ87rOg[/video]
I can play it online but I broke the ingame command prompt, so that still needs to be fixed.
Some noticeable bugs include cliff walls that don't match up to the tops of cliffs, tile-set of map is messed up in some areas, etc. Written in Java.
OpenGL progress:
After getting past the 3D part in [url]www.open.gl[/url] I decided to try and import models myself. Success!
[img]https://dl.dropbox.com/u/99717/ModelLoader.jpg[/img]
[media]http://www.youtube.com/watch?v=URS-Ard13rY&feature=youtu.be[/media]
Clicking exit actually just closed the window so that's why the video stopped.
[QUOTE=cody8295;39204215]Ended up using this one, it's not that bad.
[IMG]http://i.imgur.com/ynqLc.png[/IMG]
Though I don't like the tracks.[/QUOTE]
I'm not sure if I should laugh or cry.
[QUOTE=r0b0tsquid;39204425]"Das structures"
:([/QUOTE]
It's a joke and you know it is.
[QUOTE=cody8295;39207611]It's a joke and you know it is.[/QUOTE]
Yeah, its hilarious.
Guys I hardly know anything of programming, but has anyone a simple FPS engine that they could test an idea.
Basically my idea is: Some of us would like a higher FOV in first person games, but it causes a distorted fish-eye effect which is no good. So could you theoretically creat a shader (or something similar) that creates the opposite effect to counter it, to create a normal looking view? Or is this some kind of troll logic?
I was just thinking but I do not have the skill to test or implement it in any games.
Today I uploaded [url="http://www.newgrounds.com/portal/view/609301"]A Bit of Fun to Newgrounds[/url]!
After even more complaints about slippery controls, I made them super-responsive. Plays better now, in my opinion.
[QUOTE=whatthe;39208255]Guys I hardly know anything of programming, but has anyone a simple FPS engine that they could test an idea.
Basically my idea is: Some of us would like a higher FOV in first person games, but it causes a distorted fish-eye effect which is no good. So could you theoretically creat a shader (or something similar) that creates the opposite effect to counter it, to create a normal looking view? Or is this some kind of troll logic?
I was just thinking but I do not have the skill to test or implement it in any games.[/QUOTE]
The problem actually is that a high FOV normally does [i]not[/i] cause a fish-eye effect. Normal perspective projection gets ridiculously distorted when theta approaches 180, but that doesn't occur with fish-eye projections.
I seem to recall that Dungeon Keeper toyed with high FOVs when you possessed some creatures (flys I think?). I could remember incorrectly though
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