[QUOTE=ZenX2;39383003]Do you guys remember Polycode, that love2d-like framework that could use C++ or lua and do 2d and 3d? I was thinking about wanting to get into 3d stuff and I remembered that it seemed pretty easy to use. I found that website was gone, and it said that it was being released soon.
It turns out that the author had bigger plans, wanting to make something like an open-source unity.
[url]http://forums.tigsource.com/index.php?topic=30306.0[/url]
I'm pretty excited, he's said he's releasing it early february
[editline]27th January 2013[/editline]
Here's the 2D editor
[img]http://25.media.tumblr.com/31a1c1552ef78314b6407e37c34f3440/tumblr_meubzuKi9u1ruj54lo1_1280.png[/img][/QUOTE]
I had wondered what happened to that project! I'm glad to see it still being worked on. I do hope that, it being open source, that you can replace the different parts in a modular fashion.
I'm eager to see how this plays out. I'm more fond of a 3D & 2D solution to LÖVE. Not a Lua solution to Unity...
I've been working on the former privately for my own game, though. It also presents me with the ability to port from LÖVE, so it would be nice to see something different come out, too.
[QUOTE=ZenX2;39383003]Do you guys remember Polycode, that love2d-like framework that could use C++ or lua and do 2d and 3d? I was thinking about wanting to get into 3d stuff and I remembered that it seemed pretty easy to use. I found that website was gone, and it said that it was being released soon.
It turns out that the author had bigger plans, wanting to make something like an open-source unity.
[url]http://forums.tigsource.com/index.php?topic=30306.0[/url]
I'm pretty excited, he's said he's releasing it early february
[editline]27th January 2013[/editline]
Here's the 2D editor
[img]http://25.media.tumblr.com/31a1c1552ef78314b6407e37c34f3440/tumblr_meubzuKi9u1ruj54lo1_1280.png[/img][/QUOTE]
As awesome as this project looks im very skeptical of how well it will run, back when polycode was a framework I mentioned to him he never deleted any pointers thus it created huge memory leaks.
His response was: you dont need to delete pointers because the OS deletes them for you
Here are the rest of the screenshots from the thread, my excitement for this increased with each one
[t]http://25.media.tumblr.com/3b40fb66a6fe936a656e658d32db027e/tumblr_mf6to7vvpP1ruj54lo1_1280.png[/t]
[t]http://25.media.tumblr.com/43e7f8f7ef998ea6a18680b90cf89ae4/tumblr_mf6xh0wf0H1ruj54lo1_1280.png[/t]
[t]http://25.media.tumblr.com/2ac9f7ca8f6b6f04765e11bccb56c4ee/tumblr_mfed29gjGE1ruj54lo1_1280.png[/t]
[t]http://25.media.tumblr.com/d00f066e4bec0652d0b06629346194f7/tumblr_mfiu5yC3xN1ruj54lo1_1280.png[/t]
[t]http://www.ivansafrin.com/storage/polycode_arial.png[/t]
[t]http://25.media.tumblr.com/6bcd313a4a27c390476d7e72e76f9f31/tumblr_mguhlmma3M1ruj54lo1_1280.png[/t]
I think I'm going to have to move my game back to this
[QUOTE=Richy19;39383604]As awesome as this project looks im very skeptical of how well it will run, back when polycode was a framework I mentioned to him he never deleted any pointers thus it created huge memory leaks.
His response was: you dont need to delete pointers because the OS deletes them for you[/QUOTE]
lmao hes been working on this for how many years now?
[editline]27th January 2013[/editline]
that's okay, he's probably just learned along the way
[QUOTE=adnzzzzZ;39356033]Got camera shaking working!
[video=youtube;HVqIrs2KkvY]http://www.youtube.com/watch?v=HVqIrs2KkvY[/video][/QUOTE]
Looks kinda like super crate box.
My Global Game Jam game this year... finished in 42 hours without sleep.
Put up on the Google Play store.
and [url=http://dl.dropbox.com/u/44836631/CuBeats/CuBeats/CuBeats.html]HERE[/url] you can play the web version.
[img]http://grimpunchmakesonegameamonth.files.wordpress.com/2013/01/ss-2013-01-27-at-12-57-12.jpg[/img]
[url]https://play.google.com/store/apps/details?id=com.grimpunch.games.ggj13[/url]
[QUOTE=TM Gmod;39384819]My Global Game Jam game this year... finished in 42 hours without sleep.
Put up on the Google Play store.
and [url=http://dl.dropbox.com/u/44836631/CuBeats/CuBeats/CuBeats.html]HERE[/url] you can play the web version.[/QUOTE]Nice! The mechanics are really fun, but the texture quality and overall visual quality in game could be a lot better.
I went from a particle visualization program to this strange game. Ignore the numbers, and castles should protect the population drop, not kill it.
[media]http://www.youtube.com/watch?v=N0q145RShVw[/media]
oh yeah that money rate is completely fucked
[QUOTE=CmdrMatthew;39385015]Nice! The mechanics are really fun, but the texture quality and overall visual quality in game could be a lot better.[/QUOTE]
I agree! :D Programmer art is balls.
Working on the map editor for SAS Commando, I'm quite proud of my self for some reason. :v:
[IMG]http://img254.imageshack.us/img254/6254/sascommapeditor.png[/IMG]
I just found out that Code::Blocks released 12.11 back in November! No idea what was added, but it has a fancy new splash screen that I'm diggin'.
I need to hire an artist and coders to work in-office. I have no idea how to do that.
[QUOTE=garry;39387889]I need to hire an artist and coders to work in-office. I have no idea how to do that.[/QUOTE]
From what I've gathered around the 'net about standard programmer hiring practices, you basically have to present a complex and unrealistic problem (bonus if it's unsolvable), and then give your applicants 30 minutes to scribble out the solution on paper with a pen that doesn't have any ink left (forcing them to carve it into the paper).
You select the winner by timing them and pick out the one who lasted the longest without breaking down.
Alternatively you could present them with a problem that you recently faced in production and how they would handle it and then compare that to how you handled it.
Make them write fizzbuzz that proceduraly creates Fizz and Buzz images. Two birds, one stone.
-snip, wrong page-
[QUOTE=garry;39387889]I need to hire an artist and coders to work in-office. I have no idea how to do that.[/QUOTE]
Do you ever take on people for summer placements?
[QUOTE=false prophet;39388036]Make them write fizzbuzz that proceduraly creates Fizz and Buzz images. Two birds, one stone.[/QUOTE]
I second this idea. Give them a simple practical programming task they have to solve on paper in a language of their choice.
[QUOTE=garry;39387889]I need to hire an artist and coders to work in-office. I have no idea how to do that.[/QUOTE]
I'll work for you.
[QUOTE=Dr Magnusson;39387932]From what I've gathered around the 'net about standard programmer hiring practices, you basically have to present a complex and unrealistic problem (bonus if it's unsolvable), and then give your applicants 30 minutes to scribble out the solution on paper with a pen that doesn't have any ink left (forcing them to carve it into the paper).
You select the winner by timing them and pick out the one who lasted the longest without breaking down.
[/QUOTE]
This is too kind. Instead he should ask a series of questions related to small minor corner cases about specific language implementations that don't matter anymore because they are no longer used, like why would placing the most commonly used functions in your MS Basic code at the top of the file make it run faster, or why a lot of code written for the Borland compiler treats the return keyword as if it were a function (return(x == 4), etc.)
Then when they give a satisfying answer he can scream at them "YOU DON'T KNOW. YOU WEREN'T THERE!" before slamming the door in their face and making himself a 7&7 and wondering where he went wrong in life and how he can create a bunch of certifications to root out these whippersnappers, and some cargo cult phrases to help him identify those whose skills are beneath him ensuring that he will always be the senior dev.
So, basically, fizzbuzz.
[sp]The answer to the MS Basic question is because the way the runtime worked, it would store functions in a singly linked list, so calling the 4th function named in your file would have a lookup overhead of O(4), the 5th O(5), etc. etc.
The answer to the second is that the borland compiler took a shortcut and wasn't properly conforming and wouldn't return the result of any binary expression, it would simply return the left hand side, so return x == 4; would generate code as if it were written as return x; // == 4; The more you know --==*[/sp]
I'm not so worried about testing/vetting them. I'm more worried about finding capable people locally.
Yeah, and I don't think anyone far away would be willing to drop there lives and come code/live with Garry :v:
[QUOTE=Chandler;39388609]This is too kind. Instead he should ask a series of questions related to small minor corner cases about specific language implementations that don't matter anymore because they are no longer used, like why would placing the most commonly used functions in your MS Basic code at the top of the file make it run faster, or why a lot of code written for the Borland compiler treats the return keyword as if it were a function (return(x == 4), etc.)
Then when they give a satisfying answer he can scream at them "YOU DON'T KNOW. YOU WEREN'T THERE!" before slamming the door in their face and making himself a 7&7 and wondering where he went wrong in life and how he can create a bunch of certifications to root out these whippersnappers, and some cargo cult phrases to help him identify those whose skills are beneath him ensuring that he will always be the senior dev.
So, basically, fizzbuzz.
[sp]The answer to the MS Basic question is because the way the runtime worked, it would store functions in a singly linked list, so calling the 4th function named in your file would have a lookup overhead of O(4), the 5th O(5), etc. etc.
The answer to the second is that the borland compiler took a shortcut and wasn't properly conforming and wouldn't return the result of any binary expression, it would simply return the left hand side, so return x == 4; would generate code as if it were written as return x; // == 4; The more you know --==*[/sp][/QUOTE]
I'd assume return was handled like an operator with it's precedence set too high.
[QUOTE=sarge997;39388731]Yeah, and I don't think anyone far away would be willing to drop there lives and come code/live with Garry :v:[/QUOTE]
To be honest, if I had the skills and the opportunity to work at a place like facepunch, I'd totally go for it. I think it's the perfect mix between indie development and working at a big place like EA. You have a lot of freedom in designing your games/products, while you don't have to worry about paying for your next meal.
I just wrote a fully dynamic Forth stack-machine using boost::signals2. That simply means that you can dynamically register new instructions (or words as they're called) or override core ones at run time.
[cpp] GForth(unsigned stackSize = 64, unsigned memorySize = 256):
myWords(), myStack(), myMaxStack(stackSize),
myMemory(memorySize), myMemMap(memorySize), myMemPtr(0)
{
// register core instructions in the constructor, those can be overridden later if need be.
registerWord(";", [](GForth&) {} ); // NOP / lexical line delimiter, purely cosmetic
// stack
registerWord("DROP", &GForth::idrop); // discard first value on the stack
registerWord("DUP", &GForth::idup); // duplicate top two values
registerWord("SWAP", &GForth::iswap); // swap top two values
// memory
registerWord("LOAD", &GForth::iload); // pop address, push value from address
registerWord("STORE", &GForth::istore); // pop value and address, store at address; mark as data
registerWord("ISTORE", &GForth::iistore); // pop value and address, store at address; mark as code
// basic math
registerWord("+", &GForth::iadd);
registerWord("-", &GForth::isub);
registerWord("*", &GForth::imul);
registerWord("/", &GForth::idiv);
registerWord("%", &GForth::imod);
// basic logic
registerWord("!", &GForth::inot);
registerWord("=", &GForth::ieq);
registerWord(">", &GForth::igt);
registerWord("<", &GForth::ilt);
// I/O
registerWord("IN", &GForth::iin); // input number from stdin
registerWord("OUT", &GForth::iout); // output number to stdout
registerWord("CIN", &GForth::icin); // input character from stdin
registerWord("COUT", &GForth::icout); // output character to stdout
}[/cpp]
The architecture/language is very simple, no registers, no line delimiters, code and data are mixed but there's a bit-map to distinguish code from data, if a code instruction is encountered it gets executed, if it's data it gets pushed on the stack. (and I haven't implemented jumping yet but that's easy, not implementing labels though)
For example:
[code]30 12 + OUT[/code]
Would output 42. 30 is first pushed on the stack, then 12; + (ADD) pops two values from the stack and adds them then pushes the result; OUT pops a value and prints it. If you replace the first two literals with IN, you'd get a simple calculator.
I'm going to use this for my new artificial life simulator project. Instead of going blind like before the the genome will dynamically allocate readable and/or writeable "ports" in the VM for physical signals and contextual commands available to that specific genotype. For instance, each sensor (cilium) would have its own input port, each flagella would have an output port to control movement, all depending on the physical traits of said genotype.
The best part is that the genome will always be aware of what's available and therefore it can construct allele sets for mutations and crossovers. Physical traits (which are processed at an earlier stage) are first evaluated to determine those.
[QUOTE=garry;39388670]I'm not so worried about testing/vetting them. I'm more worried about finding capable people locally.[/QUOTE]
good luck with that, you'd most likely need to move people out to you
[QUOTE=garry;39388670]I'm not so worried about testing/vetting them. I'm more worried about finding capable people locally.[/QUOTE]
Any serious game dev employer will cover moving expenses Google/MS style. There is no other good way to make talent come to you.
How else would skilled artists and developers work on-site? I'm wondering why a majority of people here seem to think finding apt candidates within his location is more viable than the alternative. If they're really worth hiring, bring them in from out of the area. More often than not, though, they're not going to be a stones throw away from the workplace.
[QUOTE=amcfaggot;39390379]How else would skilled artists and developers work on-site? I'm wondering why a majority of people here seem to think finding apt candidates within his location is more viable than the alternative.[/QUOTE]
Exactly. Expecting hot shot developers to throw their life away for a startup seems really naive to me.
Either you live with the local talent, or you bring them to you. Heck, a candidate that gives no second thought to moving so far away simply for a job would worry me more than comfort me.
Sorry, you need to Log In to post a reply to this thread.