[QUOTE=No_0ne;50049614]white space is for losers, i do all my coding on a single line[/QUOTE]
[code]import java.net.*;class A{public static void main(String[]n)throws Exception{ServerSocket s=new ServerSocket(Integer.decode(n[0]));for(;;){try(Socket a=s.accept()){byte[]c=a.getInetAddress().getAddress();new java.io.PrintStream(a.getOutputStream()).println(c[0]+c[1]+c[2]+c[3]);}}}}[/code]
[URL="http://codegolf.stackexchange.com/"]Join the club[/URL].
Had to program a multi-agent AI system in Java + Goal + Prolog.
Can't say I am a fan of logic programming, but finally gettings the damn squares to cooperate and think ahead pleases me
[vid]http://webm.land/media/3DpL.webm[/vid]
Hey everybody :godzing:
Now you can preview 3D models!
Just walk up to the 3D model files, and interact with it. The preview of the 3D model will pop up on the file object
They resizes themselves so they won't be too large or too small.
And they rotates to give you the overall looks.
Real-life work will start again tomorrow, halting the momentum of this project (yet again)
[video=youtube;SgExOY9mZMM]http://www.youtube.com/watch?v=SgExOY9mZMM[/video]
It feels relaxing working on visual stuff again. It's interesting fitting something like OpenGL into a purely functional codebase.
[vid]https://dl.dropboxusercontent.com/u/35032740/ShareX/2016/04/2016-04-03_01-17-28.webm[/vid]
[QUOTE=hakimhakim;50053904]Hey everybody :godzing:
Now you can preview 3D models!
Just walk up to the 3D model files, and interact with it. The preview of the 3D model will pop up on the file object
They resizes themselves so they won't be too large or too small.
And they rotates to give you the overall looks.
Real-life work will start again tomorrow, halting the momentum of this project (yet again)
[video=youtube;SgExOY9mZMM]http://www.youtube.com/watch?v=SgExOY9mZMM[/video][/QUOTE]
Oh yeah, there's something I wanted to get your guys opinion on.
What should I name this game/program?
Game description: Walk around in your own computer, interact with files in hard drives, build a plaza out of them. Visit your friend.
What I had in mind: @Plaza, @HomePage, InterDimen
Please give suggestions for this game name :why:
So now that Mono has been open sourced, do you guys think that UE4 will implement C# scripting support?
[sp]That would be the amazing.[/sp]
[vid]https://my.mixtape.moe/sbceug.webm[/vid]
Would anyone be interested in a game manager / launcher? Sort of like a musicbee for games and software? I have a ton of non-steam, non-itch.io games and want a way to organize them but if nobody else will use it, it's not really worth making.
[QUOTE=sarge997;50056598]So now that Mono has been open sourced, do you guys think that UE4 will implement C# scripting support?
[sp]That would be the amazing.[/sp][/QUOTE]
I thought it was already announced that they are going to add it in awhile ago?
[QUOTE=Proclivitas;50056720]I thought it was already announced that they are going to add it in awhile ago?[/QUOTE]
I never heard anything about that?
[QUOTE=sarge997;50056740]I never heard anything about that?[/QUOTE]
Maybe this is what I was reading way back, [url]http://www.infoq.com/news/2014/11/mono-unreal[/url], not official support
[QUOTE=sarge997;50056598]So now that Mono has been open sourced, do you guys think that UE4 will implement C# scripting support?
[sp]That would be the amazing.[/sp][/QUOTE]
It's really annoying that so far all the (large) engines with C# "support" don't actually come with a C#-style interface.
Unity has this weird JS-like API and CryEngine has a pretty thin wrapper around the C++ API afaict.
If they add C# scripting, I really don't expect it to use current idioms.
[QUOTE=Baboo00;50056663]Would anyone be interested in a game manager / launcher? Sort of like a musicbee for games and software? I have a ton of non-steam, non-itch.io games and want a way to organize them but if nobody else will use it, it's not really worth making.[/QUOTE]
Unfortunately, Valve kinda got there first - Steam supports adding pretty much any executable to your library as a Non Steam Game, allowing use of the overlay inside that executable. To match that you'd have to put a ridiculous amount of work in.
Windows developers that use git:
How do you deal with line endings? Why can nobody ever come to a consensus on best practices? Why does the Github for Windows-suggested .gitattributes file still not fix the issue? Why is there so little support for workarounds? Why is Visual Studio being so indecisive with line endings? Why does a git reset --hard HEAD not actually make my working directory clean because of the line endings? Why doesn't Resharper do anything about it? And more interestingly, why is nobody [I]else[/I] asking these questions? Why did the problem come back after 20 commits, and mark every single file as dirty?
I am just so [I]fed up[/I] with having git diff show me shit like
[quote]
@@ -1,999 +1,999
-every line in the entire file
+every line in the entire file
[/quote]
Because one of the tools in the chain is being picky.
[QUOTE=Hypershadsy;50057550]Windows developers that use git:
How do you deal with line endings? Why can nobody ever come to a consensus on best practices? Why does the Github for Windows-suggested .gitattributes file still not fix the issue? Why is there so little support for workarounds? Why is Visual Studio being so indecisive with line endings? Why does a git reset --hard HEAD not actually make my working directory clean because of the line endings? Why doesn't Resharper do anything about it? And more interestingly, why is nobody [I]else[/I] asking these questions? Why did the problem come back after 20 commits, and mark every single file as dirty?
I am just so [I]fed up[/I] with having git diff show me shit like
Because one of the tools in the chain is being picky.[/QUOTE]
I've always use Git Extensions for it and it checks files in with \n and checks them out as \r\n.
[QUOTE=Hypershadsy;50057550]Windows developers that use git:
How do you deal with line endings? Why can nobody ever come to a consensus on best practices? Why does the Github for Windows-suggested .gitattributes file still not fix the issue? Why is there so little support for workarounds? Why is Visual Studio being so indecisive with line endings? Why does a git reset --hard HEAD not actually make my working directory clean because of the line endings? Why doesn't Resharper do anything about it? And more interestingly, why is nobody [I]else[/I] asking these questions? Why did the problem come back after 20 commits, and mark every single file as dirty?
I am just so [I]fed up[/I] with having git diff show me shit like
Because one of the tools in the chain is being picky.[/QUOTE]
I suppose this is how [url=http://xkcd.com/927/]standards[/url] work. Whenever I work on projects that are mostly worked on by linux users, I don't really have to cope with these issues since I'm a linux user myself. Occasionally I come across something that's mostly been worked on by a windows user, and I had to mess around with line endings and terminating newlines. It's hard to get everyone agree on one thing, and I think this subject is even worse than tabs vs spaces.
I don't see the advantage of using \r\n over \n as a window dev myself.
Other than it being properly visible in Notepad, of course.
I was implementing painkillers for Half-Payne today and eventually had to output painkiller count on HUD, I decided just to copy my code for slowmotion charge for now, everything went alright, but the game always crashed telling me that I tried to send [B]bogus[/B] message and I didn't register it.
But I did like below
[code]gmsgPainkillerCount = REG_USER_MSG( "PainkillerCount", 1 );[/code]
after countless rechecking of eveyrthing I wrote, I'm changing my message name in anger
[code]gmsgPainkillerCount = REG_USER_MSG( "SUKA", 1 );
DECLARE_MESSAGE( m_Painkiller, SUKA )
int CHudPainkiller::MsgFunc_SUKA( const char *pszName, int iSize, void *pbuf )[/code]
and it sent my messages flawlessly
for fuck's sake it seems like you can't use message names longer than 10 chars and I had to learn this hard way :suicide:
[QUOTE=Darwin226;50056351]It feels relaxing working on visual stuff again. It's interesting fitting something like OpenGL into a purely functional codebase.
[vid]https://dl.dropboxusercontent.com/u/35032740/ShareX/2016/04/2016-04-03_01-17-28.webm[/vid][/QUOTE]
how can it be purely functional?
one of your methods has a side effect (drawing to frame buffer)
if it was purely functional, "all we have is a box that gets hot" - simon at oscon
[QUOTE=Baboo00;50056663]Would anyone be interested in a game manager / launcher? Sort of like a musicbee for games and software? I have a ton of non-steam, non-itch.io games and want a way to organize them but if nobody else will use it, it's not really worth making.[/QUOTE]
I mean it depends on what you're talking about when you say "game manager". If you just mean a central place to have all your games, as [URL="https://facepunch.com/showthread.php?t=1499629&p=50057530&viewfull=1#post50057530"]jonnopon3000[/URL] said you can add non-Steam games to Steam, then I don't think many people would want to use it. If you're talking about some more organization, possibly although that would probably also be a niche platform.
Also, why isn't it worth making if nobody else will use it? If you wanna make it, why not? It'd probably be good practice anyways.
[QUOTE=maaatts;50058855]how can it be purely functional?
one of your methods has a side effect (drawing to frame buffer)
if it was purely functional, "all we have is a box that gets hot" - simon at oscon[/QUOTE]
[img]http://i.imgur.com/iAXuNg9.png[/img]
Aren't monads just like chaining in OOP?
Just how classes are like structs in C.
[QUOTE=roastchicken;50059457]I mean it depends on what you're talking about when you say "game manager". If you just mean a central place to have all your games, as [URL="https://facepunch.com/showthread.php?t=1499629&p=50057530&viewfull=1#post50057530"]jonnopon3000[/URL] said you can add non-Steam games to Steam, then I don't think many people would want to use it. If you're talking about some more organization, possibly although that would probably also be a niche platform.
Also, why isn't it worth making if nobody else will use it? If you wanna make it, why not? It'd probably be good practice anyways.[/QUOTE]
Oops my bad, I didn't want to discourage the making of any software.
I see a lot of people in my life obsessed with the idea that if there isn't a money-making endgoal to your personal development work or if you can't somehow guarantee that lots of people would use it, then it somehow isn't worth the time no matter your age or profession or affiliations or actual marketing skill. I hate seeing these people end up in patterns of dropping good original ideas at the initial design stages and picking up more "safe" generic ideas which they'll never finish because market saturation.
So what I really meant to say was "if that ridiculous amount of work sounds fun to you or you stand to learn a lot from carrying it out, do eet!"
Would post visual progress if I could - been writing a matrix/vector math library in preparation for gutting and rebuilding ProtoGL's rendering and entity systems in between dealing with nicotine withdrawal symptoms and working on a friend's Android game.
Added support for rotating and flipping normals for skeleton objects. Was a bit tricky since each "limb"s rotation has to be taken into account and SFML does not provide any vertex data other than position, texture coordinates and colors. Solved this by encoding the rotation into the RGB channel of the mesh before rendering normals, decoding them in the vertex shader and passing a rotation matrix to the fragment shader. The result: correct lighting for normal mapped skeleton objects!
(Also the skeleton object in this case is, in fact, a skeleton)
[img]http://puu.sh/o4M85.jpg[/img]
[img]http://puu.sh/o4MaL.jpg[/img]
[img]http://puu.sh/o4MbC.jpg[/img]
So reddit's april fools was essentially a chat room, so I decided to write a bot that takes whatever is said in chat, run it through cleverbot and return the result.
(Bots name is 'CleverRobin')
[t]http://i.imgur.com/SAFNtdc.png[/t]
Also made a chatbot for Robin, but instead made a command interpreter :v: Most useful one was !timeleft to see how long before the voting ended.
[t]http://i.imgur.com/hxe2xRG.png[/t]
Cleverbot is more savage than I remember. You'd think after Tay they'll try to filter out stuff like this.
Ripd some sounds from Max Payne, including sweet painkillers, which replace medkits and have to be used manually. Armor is obsolete to motivate usage of slowmotion.
And the most precious feature of today: appropriate death cam.
[vid]http://webm.land/media/c48L.webm[/vid]
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