[QUOTE=Darwin226;40158390]I've been trying to set up Ruby on Rails on Windows for the past 2 and a half hours....
I think I'm about to cry.[/QUOTE]
Chocolatey should help you with that, I think.
[QUOTE=Darwin226;40158390]I've been trying to set up Ruby on Rails on Windows for the past 2 and a half hours....
I think I'm about to cry.[/QUOTE]
Don't do Rails dev on Windows, some gems rely on things like being able to compile C and we all know that's a pain in the ass
It just won't budge... Ubuntu time I guess.
[QUOTE=Darwin226;40158390]I've been trying to set up Ruby on Rails on Windows for the past 2 and a half hours....
I think I'm about to cry.[/QUOTE]
[url]http://bitnami.com/stack/ruby[/url] works very well
Though I do love RoR, for any serious projects I do right now I use CodeIgniter with PHP. One day I'll get around to actually learning more of rails.
[QUOTE=supersnail11;40160593][url]http://bitnami.com/stack/ruby[/url] works very well
Though I do love RoR, for any serious projects I do right now I use CodeIgniter with PHP. One day I'll get around to actually learning more of rails.[/QUOTE]
What do you think of CodeIgniter vs. Kohana? I've found Kohana to be more logic and extended.
I'm at another FRC regional and our robot is working so much better than the last regional. Also, when the robot can actually drive writing driving code is amazing.
Particle system editor:
[IMG]http://i.imgur.com/oZpMJ4S.png[/IMG]
[QUOTE=adnzzzzZ;40161102]Particle system editor:
[IMG]http://i.imgur.com/oZpMJ4S.png[/IMG][/QUOTE]
Looking nice, is that Gwen?
Doesn't look like it
[QUOTE=KmartSqrl;40157915]Ruby.
Ruby ruby ruby ruby ruby.
I do web dev for a living and Ruby is hands down the best language I've used for it yet. It does an amazing job of getting out of your way and letting you write what you want. Rails is amazing as well, and the great gem ecosystem makes focusing on writing your application way easier too. Say I want to add facebook login to a website. Install omniauth and omniauth-facebook, write a few lines of code to integrate it, and it works.[/QUOTE]
I [b]love[/b] Ruby, but every time I've tried to work with Rails it makes me want to pull my hair out. The gem stuff is part of the reason. Yeah, it's nice to be able to grab a gem that does all the work for you, but then you're saddled with all of that gem's shortcomings, and vulnerabilities, and dependencies.
It says something good about Ruby and bad about Rails that 99% of the Ruby questions on stack overflow aren't about the language itself, but rather how to get gem X to do Y in Rails.
Then again I think most of my complaints about Rails are about web development in general, and Rails is just the lesser of many evils.
[QUOTE=Richy19;40161476]Looking nice, is that Gwen?[/QUOTE]
Love2D.
What GUI? I don't want to continue working on mine.
[QUOTE=Map in a box;40162377]What GUI? I don't want to continue working on mine.[/QUOTE]
[url]https://love2d.org/forums/viewtopic.php?t=9116[/url]
oh god his code is awful, the text input alone is 39kb and has gems such as:
[lua]
function newobject:draw()
local state = loveframes.state
local selfstate = self.state
if state ~= selfstate then
return
end
local visible = self.visible
if not visible then
return
end
local skins = loveframes.skins.available
local skinindex = loveframes.config["ACTIVESKIN"]
local defaultskin = loveframes.config["DEFAULTSKIN"]
local stencilfunc = function() love.graphics.rectangle("fill", self.x, self.y, self.width, self.height) end
local stencil = love.graphics.newStencil(stencilfunc)
local selfskin = self.skin
local skin = skins[selfskin] or skins[skinindex]
local drawfunc = skin.DrawTextInput or skins[defaultskin].DrawTextInput
local drawoverfunc = skin.DrawOverTextInput or skins[defaultskin].DrawOverTextInput
local draw = self.Draw
local drawcount = loveframes.drawcount
local internals = self.internals
local vbar = self.vbar
local hbar = self.hbar
-- set the object's draw order
self:SetDrawOrder()
if vbar and hbar then
stencilfunc = function() love.graphics.rectangle("fill", self.x, self.y, self.width - 16, self.height - 16) end
end
love.graphics.setStencil(stencilfunc)
if draw then
draw(self)
else
drawfunc(self)
end
love.graphics.setStencil()
for k, v in ipairs(internals) do
v:draw()
end
if not draw then
drawoverfunc(self)
end
end
[/lua]
I'm incredibly picky about GUI; I wouldn't use this.
Well back to making mine.
For those of you that havent heard, with the closing of LucasArts, Raven have released the source to Jedi Outcast and Jedi Accademy
[url]http://sourceforge.net/projects/jedioutcast/[/url]
[url]http://sourceforge.net/projects/jediacademy/[/url]
Taking a break from the x-com platformer shooter thingy to work on the framework of an F1 kinematic simulator.
[IMG]http://i48.tinypic.com/25k0v9d.png[/IMG]
It needs a lot of basic work before I can add new features, I'll probably sort it out tomorrow. Just added the gear system but it only uses it on the straight roads of a certain length, really short straight roads could mess it up, etc. Nothing too serious but things I need to sort before I can add more complications.
[QUOTE=Map in a box;40162730]oh god his code is awful, the text input alone is 39kb and has gems such as:
[/QUOTE]
What's wrong with that code?
A [URL=https://github.com/eudoxia0/hm]package manager[/URL] for real-life objects. The dependency resolution part is half done. You just type 'runoff [package name]' at the prompt, and the machine prints out instructions (both human readable assembly instructions, and if possible gcode for a 3D printer or CNC machine), a BOM, a list of suppliers, etc.
Here are some pictures of the web interface:
[IMG]http://dl.dropbox.com/u/27619601/Public%20Pictures/hm1.png[/IMG]
[IMG]http://dl.dropbox.com/u/27619601/Public%20Pictures/hm2.png[/IMG]
Most of those packages are from the [URL=http://opensourceecology.org/wiki/GVCS]GVCS[/URL]. Eventually I hope to make this into a way for people to download hardware, complete with instructions, over the Internet. Open manufacturing should be about more than thermoplastic coat hangers on Thingiverse.
[QUOTE=Eudoxia;40163958] post [/QUOTE]
dear god
Working on a wrapper sort-of-thing for Steamkit in C# for making steam bots:
[code]
public class ExampleBot : CommandBot
{
public ExampleBot()
{
cmds.Add(new CommandQuit());
}
public override void AccountInfo (SteamUser.AccountInfoCallback msg)
{
friends.SetPersonaName("Mattybot");
}
public override void ChatInvite(Chat chat)
{
chat.Join();
}
public override void Message (ChatMessage msg)
{
base.Message(msg);
msg.chat.Send("Fuck off.");
}
}
[/code]
Eventually I want it so writing a bot requires no interfacing with Steamkit at all, but this is where I'm at right now. I don't know shit all about C#'s naming system so I needa run this shit through ReSharper asap.
[video=youtube;uX4Yolo4CRU]http://www.youtube.com/watch?v=uX4Yolo4CRU[/video]
Added collision detection to moveable entities
[QUOTE=Jawalt;40167545][code]
msg.chat.Send("Fuck off.");
[/code][/QUOTE]
msg.[b]c[/b]hat.[b]S[/b]end
hnng lowercase public fields/properties/methods
What I have been working on lately:
A 3D game engine in C++ with openGL: [URL="http://www.eggplantanimation.com/TDML/"]http://www.eggplantanimation.com/TDML/[/URL]
A crappy flight simulator in said engine: [URL="http://www.eggplantanimation.com/PlaneGame/"]http://www.eggplantanimation.com/PlaneGame/[/URL]
The flight sim hasn't been tested on anyone's computer but my own. I would appreciate it if you guys could make sure it runs!
Thanks!
[QUOTE=eggplant;40169226]What I have been working on lately:
A 3D game engine in C++ with openGL: [URL="http://www.eggplantanimation.com/TDML/"]http://www.eggplantanimation.com/TDML/[/URL]
A crappy flight simulator in said engine: [URL="http://www.eggplantanimation.com/PlaneGame/"]http://www.eggplantanimation.com/PlaneGame/[/URL]
The flight sim hasn't been tested on anyone's computer but my own. I would appreciate it if you guys could make sure it runs!
Thanks![/QUOTE]
It crashes on mine, sorry
[QUOTE=eggplant;40169226]What I have been working on lately:
A 3D game engine in C++ with openGL: [URL="http://www.eggplantanimation.com/TDML/"]http://www.eggplantanimation.com/TDML/[/URL]
A crappy flight simulator in said engine: [URL="http://www.eggplantanimation.com/PlaneGame/"]http://www.eggplantanimation.com/PlaneGame/[/URL]
The flight sim hasn't been tested on anyone's computer but my own. I would appreciate it if you guys could make sure it runs!
Thanks![/QUOTE]
Works fine for me.
I would like to call your physics into question, though.
[media]http://www.youtube.com/watch?v=BAvDDOLvvaI[/media]
[QUOTE=Chris220;40169388][media]http://www.youtube.com/watch?v=BAvDDOLvvaI[/media][/QUOTE]
Big Rigs of plane simulators
[QUOTE=Chris220;40169388]Works fine for me.
I would like to call your physics into question, though.
[media]http://www.youtube.com/watch?v=BAvDDOLvvaI[/media][/QUOTE]
You spin me right round baby right round.
Does the engine have anti-aliasing and shader support etc?
[QUOTE=Chris220;40169388]Works fine for me.
I would like to call your physics into question, though.
[media]http://www.youtube.com/watch?v=BAvDDOLvvaI[/media][/QUOTE]
Making proper plane physics, even "casual" ones, is incredibly hard. I tried that a few months ago for two weeks then gave up. If anyone has any examples / articles on the subject, I'm still pretty interested in it.
Sorry, you need to Log In to post a reply to this thread.