An interpreter-server.
Users upload a script through the World Wide Internet and the script is executed by an interpreter. Basic Idea is like:
User upload script -> message is passed to interpreter-server via PHP and Sockets to begin executing script -> script is executed 24 hours a day unless changed or deleted
Script is for high frequency trading for my fantasy stock website; users get a limited amount of memory with which to work. The builtin functions of the language will be able to buy/sell stocks (as well as other basic shit like math). The buying/selling will just be manipulating a MySQL table of shares owned and net worth and total cash, etc.
[editline]21st October 2015[/editline]
I think I'll have to use multithreading to get the server to work async with lots of scripts
Yeah BUT it would take a bunch of money and resources and regulation to buy real stocks so for now it's just a fantasy trading system
I've pretty much hit the limit to as far as I can go with opengl rendering using QT. As far as I was able to tell, my version of QT doesn't support transformation feedback buffers, so I can't even do any tessellation. Also, I can't really switch over to a newer version of Qt without fucking over a lot of things. Further, before I go and break a bunch of things by trying to finish shoehorning in complete assimp model importing as well as switching everything over to VBO/VAO's, I need to rebuild my mesh pretty much from scratch.
This is why I'm now skipping ahead a little bit to the next phase of my project.
I've started learning GLFW and built myself a secondary application which is going to be a port of the rendering side of my application which I will later build upon for actual engine mechanics.
Although Qt's event system could be handy for scripting engine events, there's too much overhead, plus I really don't need all of their other junk. I'll figure out an event handling system of my own.
The porting thus far has been rather clean and smooth. I've had to recreate several base classes and I expect I will still have several more to go. Luckily, I've really split up all my own classes into a shitload of sub-classes, so as long as I dig deep enough down the rabbit hole and replace a bunch of the initial inheritances, everything else should fall in place rather nicely.
I'm an SDL kind of person, but using OpenGL in QT with QTs built in stuff seems like it was just limiting you so good on ye for moving on.
Using static addresses as table names in Lua? Genius innovation by Dark Souls ® developer From Software.
[IMG]http://i.imgur.com/rMa8jSF.png[/IMG]
[QUOTE=Map in a box;48955817]I'm an SDL kind of person, but using OpenGL in QT with QTs built in stuff seems like it was just limiting you so good on ye for moving on.[/QUOTE]
I started off using it because I wanted a 2D ui around the viewport for doing stuff easily as I learned how to use OpenGL.
I'm still going to keep it for the editor, but I do need a separate clean application too.
[QUOTE=CRASHFORT;48956024]Using static addresses as table names in Lua? Genius innovation by Dark Souls ® developer From Software.
[IMG]http://i.imgur.com/rMa8jSF.png[/IMG][/QUOTE]
Sounds dangerous.
[img]http://i.imgur.com/jRqqaXa.gif[/img]
new enemy type, now even more annoying than the last one
Another dumb screenshot of my dumb game.
[img]http://i.imgur.com/UtTOCPE.png[/img]
"Okay fine, I'll use Visual Studio because I can't get static linking working in mingw.."
[IMG]http://i.imgur.com/YvECck2.png[/IMG]
ffs
[editline]asd[/editline]
nvm, I'm dumb.
[QUOTE=CRASHFORT;48956024]Using static addresses as table names in Lua? Genius innovation by Dark Souls ® developer From Software.
[IMG]http://i.imgur.com/rMa8jSF.png[/IMG][/QUOTE]
That's just them obfuscating... right?
[QUOTE=Karmah;48956108]I started off using it because I wanted a 2D ui around the viewport for doing stuff easily as I learned how to use OpenGL.
I'm still going to keep it for the editor, but I do need a separate clean application too.[/QUOTE]
You could always scrap the QT based editor and go for something based on like: [url]https://github.com/ocornut/imgui[/url]
Where all the editor functionality is in-engine and just built with this, the paradigm for doing UI that way is a bit different, but it massively reduces the amount of boilerplate.
(it's what i'm doing for my engine pretty much)
rudimentary example from me testing controller functionality:
[img]http://i.imgur.com/HeLE0xV.png[/img]
afaik blender is also built on an immediate mode ui, basically you just say "make button" and they only appear *if* you submit the command for that given frame, so the structure for your UI looks more like the one for your code (conditionals and stuff).
It makes it really nice to build debug ui's for stuff, since you don't retain data inside the UI itself, you just use what's in your program already.
You can look at some samples of how people are using it here: [url]https://github.com/ocornut/imgui/issues/123[/url]
(worth a look at least, not telling you to throw away everything :v:)
[QUOTE=Winner;48955671]honestly this would be a pretty cool service for real-world stocks, basically algotrading training wheels and sandbox[/QUOTE]
I swear this exists, but I can't remember what's it called.
[QUOTE=Darwin226;48957495]I swear this exists, but I can't remember what's it called.[/QUOTE]
[url]https://www.quantopian.com/open[/url] ?
For the last couple of months, I've been putting together a little infinite runner with GameMaker, although a few friends have said I should move to Unity or something else - thinking about it but I do like this engine and I'm on a laptop which might not be able to handle the other. I can't capture footage too well so videos are choppy but everything runs smooth in reality!
You move from plain to plain by clicking:
[vid]https://pbs.twimg.com/tweet_video/COlzUR0WgAAiAr7.mp4[/vid]
I found some really nice public domain/free assets which I've been using and re-drawing to make them work better.
[vid]https://pbs.twimg.com/tweet_video/COvl5NCXAAATsbS.mp4[/vid]
Thanks to the GM humble bundle, I have been able to get it working on Android:
[img]https://pbs.twimg.com/media/CPs38zeWcAAWr2Z.png[/img]
I kinda like the idea of it being a mobile game where you use one finger to move the character and your other hand to interact with the field - currently you have to run into keys but click chests to open them and I think it really works. My latest progress is below, you can kill enemies by tapping them but at the moment they have very little health, so they die almost instantly and there isn't much challenge:
[vid]https://empyreangaming.co.uk/misc/latest.mp4[/vid]
[QUOTE=NiandraLades;48958401]For the last couple of months, I've been putting together a little infinite runner with GameMaker, although a few friends have said I should move to Unity or something else - thinking about it but I do like this engine and [B]I'm on a laptop which might not be able to handle the other[/B]. I can't capture footage too well so videos are choppy but everything runs smooth in reality!
[...][/QUOTE][emphasis mine]
It depends. It's true that the larger engines' editors are much more performance-hungry as far as I know.
Check the memory requirements, summing up all the tools you need. For me that's the largest issue when using my laptop to code.
As far as I've heard GameMaker is pretty good for smaller projects like these though.
[QUOTE]I found some really nice public domain/free assets which I've been using and re-drawing to make them work better.
[...][/QUOTE]
Kenney has a Facepunch account, but I don't remember which. He advertised his asset pack here or in the art section once.
[URL="http://www.kenney.nl/"]It seems he has been up to quite a lot since last time I read his website.[/URL]
[QUOTE=Profanwolf;48957471]You could always scrap the QT based editor and go for something based on like: [url]https://github.com/ocornut/imgui[/url]
Where all the editor functionality is in-engine and just built with this, the paradigm for doing UI that way is a bit different, but it massively reduces the amount of boilerplate.
(it's what i'm doing for my engine pretty much)
rudimentary example from me testing controller functionality:
[img]http://i.imgur.com/HeLE0xV.png[/img]
afaik blender is also built on an immediate mode ui, basically you just say "make button" and they only appear *if* you submit the command for that given frame, so the structure for your UI looks more like the one for your code (conditionals and stuff).
It makes it really nice to build debug ui's for stuff, since you don't retain data inside the UI itself, you just use what's in your program already.
You can look at some samples of how people are using it here: [url]https://github.com/ocornut/imgui/issues/123[/url]
(worth a look at least, not telling you to throw away everything :v:)[/QUOTE]
I'll keep that library in mind, as one I finish my port I will end up having to eventually design a 2d UI system for menus and stuff
Working on an arcadey space sim:
[vid]https://dl.dropboxusercontent.com/u/3983801/space01_cut_an.webm[/vid]
[QUOTE=Trebgarta;48959250]I believe you can also render your own GUI using OpenGL![/QUOTE]
Well, yeah. I just have to eventually figure out all the difficult things like font rendering, layouts, alignment, and events.
I met a guy who has to port old COBOL code.
You either have to run DOSBox or use a 32-bit version of Windows to currently run this code.
[QUOTE=Karmah;48960582]Well, yeah. I just have to eventually figure out all the difficult things like font rendering, layouts, alignment, and events.[/QUOTE]
Well if anything it's a good excuse to get all of that implemented. GUI-related rendering will end up being vital to your engine at some point, may as well get it done early so you can make development easier for yourself in the future.
Just a quick screenshot of "stuff"
[IMG]http://i.imgur.com/ll1M3aV.png[/IMG]
[QUOTE=sarge997;48962042]Just a quick screenshot of "stuff"
[IMG]http://i.imgur.com/ll1M3aV.png[/IMG][/QUOTE]
Looks really nice. I'm not sure exactly what the colored 'thing' is, but I like it!
[QUOTE=sarge997;48962042]Just a quick screenshot of "stuff"
[IMG]http://i.imgur.com/ll1M3aV.png[/IMG][/QUOTE]
Winter Survival?
[QUOTE=roastchicken;48963373]Looks really nice. I'm not sure exactly what the colored 'thing' is, but I like it![/QUOTE]
I haven't played winter survival in ages, but I think it's like:
Red: Health or maybe warmth
Blue: Hydration
Green: Hunger
Yellow: Fatigue or something
IIRC it's the quarter circles being closer to the middle is 'good' (or maybe I have that totally backwards)
[QUOTE=ZestyLemons;48964983]I haven't played winter survival in ages, but I think it's like:
Red: Health or maybe warmth
Blue: Hydration
Green: Hunger
Yellow: Fatigue or something
IIRC it's the quarter circles being closer to the middle is 'good' (or maybe I have that totally backwards)[/QUOTE]
You're basically right.
[B]White Circle:[/B] Health "Flashes and changes color from White to Black, depending on how hurt you are"
[B]Red:[/B] Cold "How cold you are"
[B]Blue:[/B] Thirst
[B]Green:[/B] Hunger
[B]Yellow:[/B] Fatigue
When the middle bars start touching the outer health ring, you'll start to lose health, and eventually die.
[QUOTE=sarge997;48965351]You're basically right.
[B]White Circle:[/B] Health "Flashes and changes color from White to Black, depending on how hurt you are"
[B]Red:[/B] Cold "How cold you are"
[B]Blue:[/B] Thirst
[B]Green:[/B] Hunger
[B]Yellow:[/B] Fatigue
When the middle bars start touching the outer health ring, you'll start to lose health, and eventually die.[/QUOTE]
Maybe you can do some kind of icon overlay?
the little facepunch minecraft baby showed up on tested:
[media]https://www.youtube.com/watch?v=wEazj_iLAuM[/media]
nice
working on some python with matplotlib and mpld3, that gives analyst data about storage clusters. I'm still a beginner to python and programming in general but I'm definitely getting better.
has anyone here used red or rebol? they look quite cool.
[QUOTE=Gamerman12;48965736]the little facepunch minecraft baby showed up on tested:
[media]https://www.youtube.com/watch?v=wEazj_iLAuM[/media]
nice[/QUOTE]
oh man that zombie game looks like so much fun
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