What's a good license to release source code under?
[QUOTE=WTF Nuke;39291490]What's a good license to release source code under?[/QUOTE]
The license that permit people to do what you're ok with. Look it up at tldrlegal
[QUOTE=WTF Nuke;39291490]What's a good license to release source code under?[/QUOTE]
ZLib/PNG, MIT/X11, BSD/new BSD/modified BSD
[QUOTE=WTF Nuke;39291490]What's a good license to release source code under?[/QUOTE]
[url]http://en.wikipedia.org/wiki/Beerware[/url]
[code]/*
* ----------------------------------------------------------------------------
* "THE BEER-WARE LICENSE" (Revision 42):
* <phk@FreeBSD.ORG> wrote this file. As long as you retain this notice you
* can do whatever you want with this stuff. If we meet some day, and you think
* this stuff is worth it, you can buy me a beer in return Poul-Henning Kamp
* ----------------------------------------------------------------------------
*/[/code]
Wrote the worst build system using windows batch files so I can build in Sublime text 2!
[code]
//compile.bat
setlocal ENABLEEXTENSIONS ENABLEDELAYEDEXPANSION
SET PATH=C:\MinGW\Bin;%PATH%
FOR %%%i IN (./src/*) DO (
CALL g++ %%%i -o "C:\MinGW\projects\SfmlFun\SfmlFun\bin\Debug\SfmlFun.exe" -IC:\MinGW\SFML-2.0-rc\include -LC:\MinGW\SFML-2.0-rc\lib -lsfml-graphics -lsfml-system -lsfml-window
)
run.bat
[/code]
Called through sublime text 2's build system.... =D
Edit: Scratch that, not done yet. :D
Edit2: Done!
[code]
setlocal ENABLEEXTENSIONS ENABLEDELAYEDEXPANSION
SET PATH=C:\MinGW\Bin;%PATH%
SET FILES=
FOR %%i IN (./src/*.cpp) DO (
g++ -c C:/MinGW/projects/SfmlFun/SfmlFun/src/%%i -o C:/MinGW/projects/SfmlFun/SfmlFun/obj/debug/%%i.obj -IC:\MinGW\SFML-2.0-rc\include -LC:\MinGW\SFML-2.0-rc\lib -lsfml-graphics -lsfml-system -lsfml-window
)
FOR %%%i IN (obj/Debug/*.obj) do (
CALL SET FILES=%%FILES%% C:/MinGW/projects/SfmlFun/SfmlFun/obj/debug/%%%i
)
g++ -o C:/MinGW/projects/SfmlFun/SfmlFun/bin/debug/SfmlFun.exe %FILES% -IC:\MinGW\SFML-2.0-rc\include -LC:\MinGW\SFML-2.0-rc\lib -lsfml-graphics -lsfml-system -lsfml-window
run.bat
[/code]
[QUOTE=WTF Nuke;39291490]What's a good license to release source code under?[/QUOTE]
Do you want users to do what they want? GPL.
Do you want developers to do what they want? zlib/libpng.
Well shit. Was trying to do a Project Euler problem again in Ruby to see if my Ruby set up in Sublime Text was working right, ended up with this.
[t]http://puu.sh/1Qce7[/t]
I'm not certain on this, but I don't think that's right.
[QUOTE=wingless;39291616]Well shit. Was trying to do a Project Euler problem again in Ruby to see if my Ruby set up in Sublime Text was working right, ended up with this.
[t]http://puu.sh/1Qce7[/t]
I'm not certain on this, but I don't think that's right.[/QUOTE]
Try entering that as an answer, just to be sure
I made a tetris clone! This is the first project I've ever finished, so I'm pretty proud of it (even though it is just a clone). It's in java + graphics2d.
[img]http://i.imgur.com/k5yq0Ih.png[/img]
Here's the source if anyone is interested: [url]https://sourceforge.net/projects/fallingblox/[/url]
I just finished a simple password generator in Flash. I can generate a couple of different types of passwords based on my needs, and [URL=http://filesmelt.com/dl/passcreate2.png]selecting the hash[/URL] copies it to the clipboard.
[IMG]http://filesmelt.com/dl/passcreate5.png[/IMG]
Also because a bunch of people in this thread love Unicode, I added that as a feature too.
[IMG]http://filesmelt.com/dl/passcreate4.png[/IMG]
I haven't embedded any fonts, which explains the missing glyphs. I can't wait to see how many websites will allow me to use ᴁ輪☂␡ﮌ❲ᠨᅗ㈔ᵃඩዲ۽⨡℻ꖝ⧈ᗂ﹚᭷禮⎊Ꮶ⢽څὰচⱺꀓब as my password!
Benchmarked the built-in Split() method for .NET vs RegEx....... Split() wins.
[IMG]http://i.imgur.com/7zInT35.png[/IMG]
In over 400 trials including Plaintext, HTML, JSON, and XML, Split() is on average over 1ms faster than RegEx.
[URL=http://www.codinghorror.com/blog/2009/01/the-sad-tragedy-of-micro-optimization-theater.html]You might want to read this...[/URL]
What's the one trial where split() performs twice as slowly as a regular expression?
[QUOTE=ThePuska;39293536]What's the one trial where split() performs twice as slowly as a regular expression?[/QUOTE]
splitting regex
[QUOTE=ThePuska;39293536]What's the one trial where split() performs twice as slowly as a regular expression?[/QUOTE]
I believe it was an HTML string.
Working on getting good code completion in Sublime Text 2 for c++, went to this [URL="https://github.com/quarnster/SublimeClang/issues/122"]link[/URL] to get some errors to go away. Ran into a post by SuperVee from these forums :D.
Anyways, still can't get the errors to go away, but at least it doesn't fatally crash like when you first install it:P.
[img]http://dl.dropbox.com/u/78160842/sublimeclangbugs.png[/img]
I've learnt so much the last year.
From this (Last January)
[t]https://dl.dropbox.com/u/41041550/Coding/C%23/MinecraftCityPlanner/RandomGrassColor.png[/t]
To this (June)
[t]https://dl.dropbox.com/u/41041550/Coding/C%23/Forgotten%20Voxels/Clusterfuckbutworkingnodesearch.PNG[/t]
And this (September)
[t]https://dl.dropbox.com/u/41041550/Coding/C%23/Forgotten%20Voxels%20Mono/512blocks.PNG[/t]
To doing this (October)
[t]https://dl.dropbox.com/u/41041550/Coding/C%23/Forgotten%20Voxels%20Mono/SSAO%20test.PNG[/t]
And now finally 95% done shadows:
[t]https://dl.dropbox.com/u/41041550/Coding/C%23/OGLFV/shadows_01-20.PNG[/t]
[QUOTE=dije;39294056]I've learnt so much the last year.
[/QUOTE]
I'd rate you gold star but we don't have those anymore. Well done.
Compiler's working (for its current limited feature set)! The only thing I'm leaving out for now is type checking for function arguments. I'll add control structures like if/while etc. once I've got some real code generation going.
Here's my current test code:
[code]const pointer debugout = 0xc000;
const pointer debugin = 0xc001;
function test();
function main()
{
nfc(0xbfff, 0x0018);
nfc(0xbfff, debugin);
nfc4(debugout, 0xbfff, 0x0000, 0x0000);
test();
}
function test()
{
}
function nfc(pointer a, pointer b)
{
}[/code]
So that's showing forward declaration for the empty "test" function. It also checks type signatures for all the declarations - I'm not allowing function overloading (yet). (I've borrowed C's declare-many define-once semantic)
[img]http://i.imgur.com/IOmbOsF.png[/img]
So that code compiles fine, but then when it gets to the linker, the linker complains that there is a conflicting definition of nfc ("nor and fork conditionally", an atomic builtin). Wooo! That's what it's meant to do! :v: That's pretty much all the linker does at the minute, besides checking that main()'s defined. All the local linking (scope) is done during compilation, I've just got to walk the final tree and link all the static vars and function calls, spitting out machine code as I do it.
So close to running on the hardware! Might build a serial programmer as well, I'm using an arduino atm but the code's a bit rough, got a few spare AVRs lying around for something permanent.
[QUOTE=Gran PC;39290468]He's not working on it, I work on it on my free time.[/QUOTE]
[media]http://www.youtube.com/watch?v=eLr9uMp6eF4[/media]
I got bored.
[QUOTE=Hentie;39294503][media]http://www.youtube.com/watch?v=eLr9uMp6eF4[/media]
I got bored.[/QUOTE]
What's happening at 1:43?
[QUOTE=Hentie;39294503][media]http://www.youtube.com/watch?v=eLr9uMp6eF4[/media]
I got bored.[/QUOTE]
How optimized is it - with a shitty connection, for both server and client, is it playable?
I'd say he worked with the leftover code, so not much changed.
I tried using the component framework as entity framework:
[IMG]https://dl.dropbox.com/u/5013896/forum/Facepunch/Programming WAYWO/1.2013/DodecahedronControllers.gif[/IMG][csharp]new ComponentCollection(Time.Instance, Events.Instance, new Position(), new VisualComponent(_dodecahedronVisual));
new ComponentCollection(Time.Instance, Events.Instance, new Position(), new VisualComponent(_dodecahedronVisual), new CirclingTarget(1), new TeleportingController());
new ComponentCollection(Time.Instance, Events.Instance, new Position(), new VisualComponent(_dodecahedronVisual), new CirclingTarget(2), new TeleportingController());
new ComponentCollection(Time.Instance, Events.Instance, new Position(), new VisualComponent(_dodecahedronVisual), new CirclingTarget(1), new ZenoController());
new ComponentCollection(Time.Instance, Events.Instance, new Position(), new VisualComponent(_dodecahedronVisual), new CirclingTarget(1), new ConstantSpeedController(5.0f));
new ComponentCollection(Time.Instance, Events.Instance, new Position(), new VisualComponent(_dodecahedronVisual), new RandomTarget(), new ConstantSpeedController(1.0f));[/csharp]
Time and Events are singleton components. I could use them statically, but that (most likely) isn't faster and more code. Adding more than one controller is valid but not meaningful right now (they write the position directly).
There are few things more bizarre than timing issues in a single-threaded program.
[editline]20th January 2013[/editline]
But seriously, how the fuck do I deal with a Heisenbug? Using a debugger causes it to disappear.
[QUOTE=Topgamer7;39294040]Anyways, still can't get the errors to go away, but at least it doesn't fatally crash like when you first install it:P.[/QUOTE]
See my post [url=http://facepunch.com/showthread.php?t=1240585&p=39273870&viewfull=1#post39273870]here[/url]. I post a dirty fix for this. It would be nice to see someone come up with a proper fix though.
Anyway, content.
[img]https://dl.dropbox.com/u/11093974/Junk/tavern.png[/img]
Shoe for dinner?
[QUOTE=Nikita;39296724]Shoe for dinner?[/QUOTE]
My modeller is an interesting character.
[QUOTE=jalb;39296668]See my post [url=http://facepunch.com/showthread.php?t=1240585&p=39273870&viewfull=1#post39273870]here[/url]. I post a dirty fix for this. It would be nice to see someone come up with a proper fix though.
Anyway, content.
[img]https://dl.dropbox.com/u/11093974/Junk/tavern.png[/img][/QUOTE]
Ah thank you, that would be helpful, I just want it for speeding up typing in my own code :D
[QUOTE=Murkrow;39294891]I'd say he worked with the leftover code, so not much changed.[/QUOTE]
there wasn't a server.lua nor a client.lua in the source code so everything I did was made from scratch
it isn't optimized and doesn't check if the client movements are correct, the client simply sends a snapshot of the player and the server sends snapshots of the rest of the players.
[QUOTE=cody8295;39294602]What's happening at 1:43?[/QUOTE]
the client doesn't spawn goomba, but it died on the server. the client is still sending out messages as if it were still alive.
[editline]a[/editline]
i lied i found client.lua and server.lua lolol
but I didn't look at it once because I couldn't find it before :(
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