[vid]https://a.uguu.se/drtcpx_thread_fail.webm[/vid]
Esoteric languages are hard
[QUOTE=Verideth;49477653]Yeah I know HTML isn't a language but I mean, you get it haha.[/QUOTE]
But the L in HTML means Language haha
[QUOTE=Jcw87;49475182]I added continue to LuaJIT some time ago as part of a module that would replace the Lua implementation in Garry's Mod. It's not really useful for that anymore, but it's still LuaJIT with a continue keyword. There's no bitwise operators though (but who needs them when you have a perfectly usable bit library).
[url]https://dl.dropboxusercontent.com/u/20789739/gmod_luajit.rar[/url]
Just remove the gmod bits and you should be good to go.[/QUOTE]
You should submit a patch to LuaJIT with this.
[QUOTE=deyoppe;49477261]Well, his rand() example is objectively simpler and easier to digest for a novice than the "correct" way to do that. I put correct in apostrophes because it's all up to what the random number is used for. I doubt that for a "guess tha numbah :v:" you need anything more than that. The important thing is that he knows that this implementation has its faults and should not always be used. From there on, it's his choice.
As for readability, it's subjective as well, based on previous experiences with other languages and/or tools. It is intuitive only if you already used it or something similar to it. You can't say whether it's readable or not without being biased.
Unless it's perl.[/QUOTE]
The sad state of web development means that the most readable code I've read for a long time was actually Perl code :(
I really like Perl though, and it can actually be incredibly easy on the eyes. But it is mostly unfortunate that a lot of code being flung around these days is not really worth talking about, especially in web development. I mean, a few of the more "moderrn" CMS systems are horrible to work with, horrible to read, and horrible in their function.
Oh right, what am I actually working on?
Well, I did a thing with Perl today, which was a real quickie prototype to get something going. I don't have anything to show off, but it was essentially just a Perl prototype of a shitty shell script I had written, that would check every single site on our servers if they returned HTTP/1.1 500, and make a report back to us so we could fix it.
It's a prototype, because it's supposed to be an application that runs in real-time later on, or at the very least in intervals of a minute or so, and automatically fixes any sites that it can, and anything that it doesn't know how to fix, it reports back after trying a few things on it's own, and waiting for them to take effect.
[QUOTE=KmartSqrl;49478178]But the L in HTML means Language haha[/QUOTE]
I knew that but I thought it was markup?
I know so little HTML lmao
Added input and made game of life in it as an example.
[media]https://www.youtube.com/watch?v=Elz4ymoTcec&feature=youtu.be[/media]
Guess now i can say i made a game engine :v: Just gotta clean it up
[QUOTE=Verideth;49478366]I knew that but I thought it was markup?
I know so little HTML lmao[/QUOTE]
It is a language that allows you to create a Hyper Text DOM using tags. It is not considered a [I]programming[/I] language and will result in a weird look if you place it under "Programming Languages" in your resume.
hey man how come you're never online on steam anymore
is it the timezones
[QUOTE=Verideth;49478366]I knew that but I thought it was markup?
I know so little HTML lmao[/QUOTE]
The M stands for markup so it's literally a markup language.
I was planning on adding game capturing to ShareX. The only question is how to make it as friendly and unobtrusive as possible. Using and communicating with OBS to do the game capture is easy enough. The problem is that it relies on dll injection which is a bit heavy handed. You kind of want to inject early otherwise you are waiting a second or 2 for the first screenshot. I'm thinking maybe a separate hotkey to inject/enable capturing for the foreground process. That or try doing some sort of background process that remembers game processes and auto injects into them. I'm guessing you probably want this always injected so you don't have to think about it. The only problem then is OBS has been known to cause the occasional crash for specific games.
For anyone curious [url=http://pastebin.com/BcQkpWky]here[/url] is some C# code to read the shared texture from obs.
which design do you prefer? bat girl or umbrella girl? agree bat, disagree umbrella
[IMG]http://vgy.me/m8UHh8.png[/IMG]
[QUOTE=Protocol7;49477108]I'm not going to disagree with the validity of your code but maybe, just maybe, what you're suggesting might make no sense to another programmer. Honestly for the intended purpose I think you're nitpicking.
rand() might be less desirable for any number of reasons but for RNG most people are familiar with it and it hasn't presented itself as problematic for the majority of us.[/QUOTE]
so much shit code is written with this mentality though
why wouldn't you want your code to be correct instead of 'good enough' when the correct way is actually so easy? it's amazing to see people in this thread push against doing it right when it takes so little effort to implement
[QUOTE=adnzzzzZ;49479910]which design do you prefer? bat girl or umbrella girl? agree bat, disagree umbrella
[IMG]http://vgy.me/m8UHh8.png[/IMG][/QUOTE]
The one on the right is a way too obvious Skullgirls Umbrella, the one on the left I don't recognize.
Left.
[QUOTE=adnzzzzZ;49479910]which design do you prefer? bat girl or umbrella girl? agree bat, disagree umbrella
[IMG]http://vgy.me/m8UHh8.png[/IMG][/QUOTE]
What's the context? Right now it's kinda' hard to judge when they're each such different characters.
I'd rather play with the character on the right, no matter the context. Can't relate to the character on the left at all.
It's weird as fuck
I liked the left one in the ludum dare game, actually worked rather well in a sprite form.
[url]http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=7173[/url]
[QUOTE=krail9;49479964]so much shit code is written with this mentality though
why wouldn't you want your code to be correct instead of 'good enough' when the correct way is actually so easy? it's amazing to see people in this thread push against doing it right when it takes so little effort to implement[/QUOTE]
You're not necessarily wrong. But AFAIK this specific instance is only really valid in C++ as many other languages provide natural ways to generate random numbers in a range, so this is kind of an isolated problem. It's also important to note software engineering is basically all tradeoffs. There's many valid ways to do something; it's up to the software engineer to pick the "best" one, and in many situations (especially this one) the problem is likely negligible.
And this isn't necessarily a matter of doing it "right," especially because in many situations the problem with rand + modulus is probably invisible or doesn't matter.
So, I'm looking for some genuine critique of the art style I'm going for. Does it look shit? Is it ok? I genuinely don't know - I really want to release a game with this fighting concept, so I'm willing to drastically adjust the art. Feel free to bit a bit horrible
Here's lots of pictures. I'm specifically not giving a video here, because I think the animations will obscure the way the characters look, which is mainly what I want feedback on. Do you like the capes? Do they look silly? Are the swords overly bulky and big, or do they look stylised? Would you play a game with such simple art? (not counting the level design at the moment, I have a lot of ideas for that!). Are the character's lack of faces charming or disconcerting? Do you like the rayman style bodyparts, or is it too simple? So many questions
So here's lots of screenshots
[t]https://dl.dropboxusercontent.com/u/9317774/artstyle.PNG[/t]
[t]https://dl.dropboxusercontent.com/u/9317774/art2.PNG[/t]
[t]https://dl.dropboxusercontent.com/u/9317774/art3.PNG[/t]
[t]https://dl.dropboxusercontent.com/u/9317774/art4.PNG[/t]
[t]https://dl.dropboxusercontent.com/u/9317774/art5.PNG[/t]
(if you stare into the abyss)
[t]https://dl.dropboxusercontent.com/u/9317774/upclose2.PNG[/t]
Give it a non-realistic shading model.
[QUOTE=Ott;49481116]Give it a non-realistic shading model.[/QUOTE]
If its because of the ridiculous specular on the floors, thats in the todo list to fix. If you think the characters would look better, this is a quick shot with only diffuse lighting, is that what you mean? Or a cell shaded model?
[t]https://dl.dropboxusercontent.com/u/9317774/picture.PNG[/t]
Edit:
Here's one with a less aggressively realistic specular shader (regular phong)
[t]https://dl.dropboxusercontent.com/u/9317774/less.PNG[/t]
And here's one where the specular on the floor is much reduced
[t]https://dl.dropboxusercontent.com/u/9317774/nofloor.PNG[/t]
Sorry for the spam by the way everyone
Edit 2:
So i tried a simple colour discretisation toon shader, which appears to be the way that you do cel shaded shaders like the blender example
[t]https://dl.dropboxusercontent.com/u/9317774/simple_discretising.PNG[/t]
[t]https://dl.dropboxusercontent.com/u/9317774/closertones.PNG[/t]
The complete lack of surface features on the cylinders makes the same two-tone lighting look quite bad in my opinion, as there's then no high or even mid frequency content in the image whatsoever. AO wouldn't really work here either
if you're going to post a shit ton of large images, please use [t] tags in place of your [img] tags.
[editline]8th January 2016[/editline]
i haven't posted content in forever, so here. it's for an engine I'm writing.
[vid]http://files.catbox.moe/6e40c2.mp4[/vid]
Like this
[t]http://i.stack.imgur.com/EdKom.png[/t]
[img]http://i.imgur.com/6aUmKeF.gif[/img]
i added ladders and the climbing thereof
[QUOTE=Icedshot;49481153]If its because of the ridiculous specular on the floors, thats in the todo list to fix. If you think the characters would look better, this is a quick shot with only diffuse lighting, is that what you mean? Or a cell shaded model?
[t]https://dl.dropboxusercontent.com/u/9317774/picture.PNG[/t][/QUOTE]
i like this one, but what you need is some kind of global light source so things are less dark.
found some job description that had the line
[quote]High Level Languages (C, C++, Visual C++, VB)[/quote]
one of my friends quipped
[quote]as opposed to low level languages, like assembly and mechanical computing[/quote]
he wasn't far off
[QUOTE=awcmon;49482382]found some job description that had the line
[QUOTE]High Level Languages (C, C++, Visual C++, VB)[/QUOTE]
one of my friends quipped
[QUOTE]as opposed to low level languages, like assembly and mechanical computing[/QUOTE]
he wasn't far off[/QUOTE]
Sorry, I don't get it?
it's not often you see C/C++ being called high-level languages. in fact, a few pages back, people were complaining about it being too low-level.
Oh, I guess. Although I would argue that C++ is definitely a high level language.
[QUOTE=WTF Nuke;49482520]Oh, I guess. Although I would argue that C++ is definitely a high level language.[/QUOTE]
Round 2, begin.
I tried to write out a post describing why I think C++ is a higher level language, but I failed. I think it just comes down to what you define as a high level language. But there is a HUGE layer of abstraction that C++ provides (as a multiple paradigm language) over say C. If you truly wanted to, you could use C++ as a functional language, or an OOP language, or a data driven language, or whatever. Surely C++ has stronger suites in something like OOP or data driven than it does in functional, but the level of abstraction you can achieve are huge. Especially when you consider CTRP and other meta concepts that are specific to C++.
Foot placement IK works:
[img]http://i.imgur.com/XvNsb41.png[/img]
Shadows are fucked:
[img]http://i.imgur.com/dhYB19O.jpg[/img]
Something tells me the shadow system wasn't designed for something of this scale.
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