[QUOTE=polkm;47732426][thumb]http://i.imgur.com/RqcKtv5.png[/thumb]
:v:
:suicide:
yeah I'm trying to make the caves look less like big poops[/QUOTE]
The floor is lava!
Huffman Trees!
[code][...]
Base 2:
|0
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|||0 a
|||1 r
||1
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|||||0 o
|||||1 m
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|1
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|||||||0 j
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11101000100001001110111110111011000001100101111101110001011110011000010100101101101110101111101110111110011010111100110010100010100001101010101010010001111111010011010011100010011011100110100001101111111001110100000101110011000111010011010001000010110111110010100101100
[...]
Base 8:
|0 t
|1 e
|2 a
|3 r
|4
||0 s
||1 w
||2 v
||3 p
||4 k
||5 g
||6 j
||7 z
|5
||0 .
||1 y
||2 B
||3 c
||4 d
||5 q
||6 x
||7 T
|6
|7
||0 F
||1 u
||2 h
||3 l
||4 o
||5 m
||6 i
||7 n
70327747646245067675644747543731006421341272373744001776572567665571136547135372652251137750
[...][/code](The messages are the same.)
However, unlike with the two cases above it currently is extremely suboptimal for anything that doesn't partition properly in the current base.
The [URL="https://www.youtube.com/watch?v=umTbivyJoiI"]Computerphile[/URL] [URL="https://www.youtube.com/watch?v=DV8efuB3h2g"]videos[/URL] don't address it, but I think I may have a decent solution in mind.
Won third place in games programming at my uni's graduate exhibition, for my realtime mesh slicing system (think Metal Gear Rising implemented worse).
[t]https://pbs.twimg.com/media/CFDWjLeWAAEPxZg.jpg:large[/t]
[vid]http://a.pomf.se/kglmst.mp4[/vid]
New feature: meatsurfing
[QUOTE=mastersrp;47732357]For some it goes against DRY. For some it seems to be overly complicated. For others it is likely the most flexible language you could ever use. It allows you to do a lot of crazy things, both good and bad.[/QUOTE]
I can't imagine any of the flexibility necessitates header files. I can't think of a good reason beyond 'legacy'.
[QUOTE=DoctorSalt;47732822]I can't imagine any of the flexibility necessitates header files. I can't think of a good reason beyond 'legacy'.[/QUOTE]
Self-documenting simple source code that doesn't require any external tools for reading and understanding. I don't see that much outside of C, but it could also just be that the code I've read has been pretty god awful.
It allows you to express your ideas and design choices without the need to expose the functionality.
[editline]16th May 2015[/editline]
You don't actually "need" header files though. C source files can do the exact same as well.
[QUOTE=DoctorSalt;47732822]I can't imagine any of the flexibility necessitates header files. I can't think of a good reason beyond 'legacy'.[/QUOTE]
Even Stroustrup himself doesn't particularly enjoy header files :v:
The quicker they're gone, the better. I imagine people will as quickly as possible transition into the module system once it appears (or so my optimistic brain tells), if not for the wins in compile time, as this is a major paint for people working in C++, especially with template-heavy code.
[B]I got drunk and made some stupid shit in a couple hours.[/B]
There's loud noises, ear-rape, shitty outdated memes, and will probably give you a heart attack.
[url]https://dl.dropboxusercontent.com/u/190196785/AdventureGame.zip[/url]
enjoy or something
I've recently gotten back into making games after a long break because some friends and I are making some games together.
I've been programming in other languages for so long and now going back to Gamemaker I'm missing so many features of other languages. I've done programming in Java and C++ and been doing web programming in php and sql. I've also dabbled in Lua and Javascript.
What I'm looking for is a framework to make 2D games in. All I need for functionality is resource management, drawing images/text, playing sounds, basic I/O and networking. I don't really mind what language it is in as long as I can use it with relative ease (I'd prefer to not use C++). I was looking into LÖVE, any advice on this?
I fixed it: [code]Base 10:
|0 m
|1 i
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|3 t
|4 e
|5 a
|6 r
|7
|8
||0 B
||1 c
||2 d
||3 q
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||5 T
||6 s
||7 w
||8 v
||9 p
|9
||0 k
||1 g
||2 j
||3 z
||4 F
||5
|||0 .
|||1 y
||6 u
||7 h
||8 l
||9 o
946529379259137107909908998433788468759769899863427855841783964678296681977805951462950[/code]
This should now work with any base you throw at it unless the memory or stack space runs out.
[QUOTE=Pat.Lithium;47733029]I've recently gotten back into making games after a long break because some friends and I are making some games together.
I've been programming in other languages for so long and now going back to Gamemaker I'm missing so many features of other languages. I've done programming in Java and C++ and been doing web programming in php and sql. I've also dabbled in Lua and Javascript.
What I'm looking for is a framework to make 2D games in. All I need for functionality is resource management, drawing images/text, playing sounds, basic I/O and networking. I don't really mind what language it is in as long as I can use it with relative ease (I'd prefer to not use C++). I was looking into LÖVE, any advice on this?[/QUOTE]
LÖVE is perfect for this!
[QUOTE=DarKSunrise;47731250]none of this has anything to do with header files
header files are just an awful solution for something that modules do a lot better job of solving
[editline]15th May 2015[/editline]
instead of an export keyword like most languages have, you have to manually write everything that you want to export to a header file
this is just stupid error-prone manual labor that should be handled by the language[/QUOTE]
he said handled by the IDE. I was talking about how not everyone uses an IDE.
The point of C is that stuff ISNT handled by the compiler/linker. same as garbage collection. If you manually do eveything, you'll have less unexpected behavior and less overhead
[QUOTE=sarge997;47732894][B]I got drunk and made some stupid shit in a couple hours.[/B]
There's loud noises, ear-rape, shitty outdated memes, and will probably give you a heart attack.
[url]https://dl.dropboxusercontent.com/u/190196785/AdventureGame.zip[/url]
enjoy or something[/QUOTE]
I was enjoying the dickbutt too...
[QUOTE=Profanwolf;47732880]Even Stroustrup himself doesn't particularly enjoy header files :v:
The quicker they're gone, the better. I imagine people will as quickly as possible transition into the module system once it appears (or so my optimistic brain tells), if not for the wins in compile time, as this is a major paint for people working in C++, especially with template-heavy code.[/QUOTE]
You guys are talking about C like it was designed in the 1990s, like java or C#, where computer science has been around for several decades now and there's plenty of good practice and science to go by. C and C++ were designed [b]40-50 years ago[/b]. The reason this implementation is this way or that is because it was this way or that way in 1989, when ANSI C was standardized. C89 is still the default option on most compilers, and MSVC doesn't even have C99 yet. Headers will never go away from C or C++ because it would break compatibility at the most fundamental level. It would change the language itself. If you want a language that's like java or c#, use java or c#
[QUOTE=Rocket;47733379]The question isn't whether or not the language includes header files (it does), but whether or not they are still a good programming pattern (not really).[/QUOTE]
And I don't really see too many languages using them nowadays. However, C is still the standard for OS's, embedded systems, and a lot of other low level projects
[QUOTE=Rocket;47733379]The question isn't whether or not the language includes header files (it does), but whether or not they are still a good programming pattern (not really).[/QUOTE]
I've gotten use to header files, but I find them really tedious to maintain, especially when you change arguments as you're working through a problem.
Grid bugfix development, gonna be talking about binds [url]http://www.twitch.tv/andrewmcwatters[/url]
Btw, for those using c++ and openGL, could you explain what libraries/setups you're using? I'm somewhat confused at all the different [I]things[/I] the process uses, but I'm trying to use freeglut & glew.
AFAIK GLFW pretty much does what freeglut does, but has nuanced differences (including platform support). What is your GL 'stack'?
[QUOTE=DoctorSalt;47733962]Btw, for those using c++ and openGL, could you explain what libraries/setups you're using? I'm somewhat confused at all the different [I]things[/I] the process uses, but I'm trying to use freeglut & glew.
AFAIK GLFW pretty much does what freeglut does, but has nuanced differences (including platform support). What is your GL 'stack'?[/QUOTE]
If you want an all in one package I'd say SDL2 is a good choice. If you want to use separate libraries I'd recommend GLFW, and glew, and you will probably need glm too maybe.
[QUOTE=andrewmcwatters;47733748]Grid bugfix development, gonna be talking about binds [url]http://www.twitch.tv/andrewmcwatters[/url][/QUOTE]
Thanks for watching tonight guys! :) Hope it provided something to anyone viewing.
[QUOTE=ruarai;47733724]Apparently this is machine learning...
[IMG]http://i.imgur.com/wYlFPvq.png[/IMG]
Fear our future linear regression robot overlords![/QUOTE]
...this is analytically solvable (at least if minimising the sum of squared errors).
I know it's probably just an example, but this kind of thing would be so much more interesting to learn about if educators chose problems it's actually an adequate solution for.
[QUOTE=DoctorSalt;47733962]Btw, for those using c++ and openGL, could you explain what libraries/setups you're using? I'm somewhat confused at all the different [I]things[/I] the process uses, but I'm trying to use freeglut & glew.
AFAIK GLFW pretty much does what freeglut does, but has nuanced differences (including platform support). What is your GL 'stack'?[/QUOTE]
I've been using SDL2 for windowing/intput/etc along with GLEW for extension loading (on non-OSX platforms) and then Eigen 3 for math. glm looks to have some additional graphics-focused functions and it probably matches the glsl design a little more, but I needed to get some SVDs so I had to choose something else. I've found its interface to be very nice to work with, and its general capabilities have come in unexpectedly handy at times. Integrating with GL wasn't any more difficult then passing <eigen type>.data() to the glUniform calls. I did have to write my own lookAt/frustum/projection matrix functions though, but I'd already had to do that for a graphics class so it wasn't much trouble for me in that regard (and the aforementioned Eigen interfaces made it a breeze).
EDIT: also using stb_image for image loading, but I should add that I'm not writing a game here, so my asset loading needs are few.
After a long run of cleaning, pruning, and commenting, I decided I wanted to take a different approach with my project.
For a while now I knew that I would have to eventually make a model editor to easily make meshes that work in my engine.
So, I decided to build myself a "Launcher" or whatever, a main program which will either directly hold or launch other relevant tools.
[vid]https://dl.dropboxusercontent.com/u/95010979/ShareX/2015-05-16_00-11-36.mp4[/vid]
I'm not great at UI design, so I try to touch it up with things, but I don't always know if they are good or not.
But for version 1 it will have to suffice.
[QUOTE=DoctorSalt;47733962]Btw, for those using c++ and openGL, could you explain what libraries/setups you're using? I'm somewhat confused at all the different [I]things[/I] the process uses, but I'm trying to use freeglut & glew.
AFAIK GLFW pretty much does what freeglut does, but has nuanced differences (including platform support). What is your GL 'stack'?[/QUOTE]
Glfw glew glm soil
[QUOTE=DoctorSalt;47733962]Btw, for those using c++ and openGL, could you explain what libraries/setups you're using? I'm somewhat confused at all the different [I]things[/I] the process uses, but I'm trying to use freeglut & glew.
AFAIK GLFW pretty much does what freeglut does, but has nuanced differences (including platform support). What is your GL 'stack'?[/QUOTE]
sdl2 glew glm stb_image
[QUOTE=Bumrang;47734817]Glfw glew glm soil[/QUOTE]
This, but with stb_image rather than soil.
[url]https://github.com/nothings/stb[/url]
I love this repo.
[QUOTE=Rocket;47733379]The question isn't whether or not the language includes header files (it does), but whether or not they are still a good programming pattern (not really).[/QUOTE]
Then don't use them? You don't need to use header files when working with C.
[QUOTE=DoctorSalt;47733962]Btw, for those using c++ and openGL, could you explain what libraries/setups you're using? I'm somewhat confused at all the different [I]things[/I] the process uses, but I'm trying to use freeglut & glew.
AFAIK GLFW pretty much does what freeglut does, but has nuanced differences (including platform support). What is your GL 'stack'?[/QUOTE]
C instead of C++, but...
SDL2, GLEW, SOIL, [URL="https://github.com/ebassi/graphene"]graphene[/URL]
[QUOTE=WillKirkby;47732702]Won third place in games programming at my uni's graduate exhibition, for my realtime mesh slicing system (think Metal Gear Rising implemented worse).
[t]https://pbs.twimg.com/media/CFDWjLeWAAEPxZg.jpg:large[/t][/QUOTE]
Well deserved!
We enjoyed your melon hemispheres :v:
[QUOTE=mastersrp;47735082]Then don't use them? You don't need to use header files when working with C.[/QUOTE]
[i]Technically[/i] you don't, but you get a shitton of errors if you don't.
I love header files in that header files always contain all of the documentation, and so you don't have to crawl through thousands of lines of code to determine which function you should use to do what.
[url]https://github.com/medcat/dash/blob/rewrite/inc/dash-common/list.h[/url]
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