• What are you working on?
    5,004 replies, posted
So I was halfway done with implementing my own text rendering, when I noticed that the QT GL-widget has a built in text rendering method that can render TTF. :-)
trying to simulate tissue growth [img]http://i.imgur.com/9JCJayS.gif[/img]
dude your blue cube is growing mold
[QUOTE=DrDevil;49570716]So I was halfway done with implementing my own text rendering, when I noticed that the QT GL-widget has a built in text rendering method that can render TTF. :-)[/QUOTE] Should still go in-house for the experience IMO.
I got Irrlicht setup with mingw. I don't know why, but it looks cool.
i ordered google cardboard because i'm a poor chump
[QUOTE=Dr Magnusson;49570550]For any Scandinavians (or anyone really), Bjarne Stroustup is doing an AMA on /r/denmark today: [url]https://www.reddit.com/r/Denmark/comments/41ud0w/jeg_er_bjarne_stroustrup_datalog_designer_af_c/[/url][/QUOTE] [quote="top comment"]Tabs eller spaces?[/quote] selvfølgelig.
[QUOTE=Nigey Nige;49571832]i ordered google cardboard because i'm a poor chump[/QUOTE] Yeah, well I'm so poor that I had to use an old cardboard box that my cat routinely slept for months!
[QUOTE=cartman300;49569751]Oh [B]of course[/B] you will run into them, 10 minutes into my first actual mono project and i ran into such a case with sockets. Mono is a bitch to work with. [editline]20th January 2016[/editline] And with compression.[/QUOTE] I wasn't aware of that. My experience is more with trying to execute invalid assemblies (in which case Mono sometimes outright crashes while .NET will throw an exception into the program instead. The timing is different too, Mono crashes on the type while .NET only throws when you actually try to use a faulty generic method).
Mono is fucky, can't disagree with that. [editline]20th January 2016[/editline] Currently I am implementing admin console, we have some hackers on leaderboard and we have to, you know, peacefully destroy them.
Considering converting my game to C++. What are your guys thoughts on that?
I redid my car controller script so now they can turn, brake and accelerate without flipping over and crashing everywhere. [media]http://www.youtube.com/watch?v=V-P1invhd3Q[/media] Probably a little overkill for my game but I suppose I can use it for future projects.
[QUOTE=Verideth;49572816]Considering converting my game to C++. What are your guys thoughts on that?[/QUOTE] That's such a broad question. You'll get nothing but pointless opinions.
[QUOTE=Darwin226;49572919]That's such a broad question. You'll get nothing but pointless opinions.[/QUOTE] Well, UE4 is an awesome engine at least imo. C++ is really powerful and for what I'm doing I feel it would be better. C++ is faster so faster terrain generation.
[QUOTE=Verideth;49572931]Well, UE4 is an awesome engine at least imo. C++ is really powerful and for what I'm doing I feel it would be better. C++ is faster so faster terrain generation.[/QUOTE] It's also a lot more tedious to work with vs C#, but if you're okay with that, then go for it.
[QUOTE=Verideth;49572931]Well, UE4 is an awesome engine at least imo. C++ is really powerful and for what I'm doing I feel it would be better. C++ is faster so faster terrain generation.[/QUOTE] If you want control of your data, feed your cache lines and unveil SIMD optimization opprotunities then there's no other choice than C++. Memory access speed is the greatest bottleneck of today's hardware, and no other modern language gives you the control that C++ does. Just because you're writing code in C++ doesn't mean it's automatically going to be fast. C++ only gives you the power to write efficient code.
And power to shot yourself in the foot - twice. With C# you can only lose a finger.
[QUOTE=Fourier;49573120]And power to shot yourself in the foot - twice. With C# you can only lose a finger.[/QUOTE] At least you can commit suicide with the language if you try. [editline]20th January 2016[/editline] C++ just turns you into a vegetable. [editline]20th January 2016[/editline] If they implemented that gun at the start of Fallout New Vegas in a managed language instead of C++, the game would have been much shorter.
But how? C++ is faster therefore game would run faster and whole gameplay would be shorter. [editline]21st January 2016[/editline] ah nevermind I didn't saw the joke
[QUOTE=Anven11;49573052]If you want control of your data, feed your cache lines and unveil SIMD optimization opprotunities then there's no other choice than C++. Memory access speed is the greatest bottleneck of today's hardware, and no other modern language gives you the control that C++ does. Just because you're writing code in C++ doesn't mean it's automatically going to be fast. C++ only gives you the power to write efficient code.[/QUOTE] So what feature exactly does C++ have that let's me make my code more cache local that something like C# doesn't have?
What exactly is the disadvantage of using C++ for writing a game? I'm using C++ right now with Irrlicht because of it's simplicity. Again, I'm not an expert and nearly 100% of I don't know why some of the stuff I make works.
[QUOTE=false prophet;49573358]What exactly is the disadvantage of using C++ for writing a game? I'm using C++ right now with Irrlicht because of it's simplicity. Again, I'm not an expert and nearly 100% of I don't know why some of the stuff I make works.[/QUOTE] It can be a massive pain the ass
You don't get nice error messages without putting a lot of effort into it as you'd get with a scripting language.
You guys know any good VPS hosts that let me use a larger machine (something like 30 cores) but for a short time?
[QUOTE=Darwin226;49573552]You guys know any good VPS hosts that let me use a larger machine (something like 30 cores) but for a short time?[/QUOTE] I think all "Cloud Computing" providers charge per instance per hour. Azure, EC2, CloudSigma have free trials.
Uuuuh... font rendering? Sort of? [t]https://my.mixtape.moe/mitbwj.png[/t]
[QUOTE=Cold;49573720]I think all "Cloud Computing" providers charge per instance per hour. Azure, EC2, CloudSigma have free trials.[/QUOTE] For EC2 (what I know) is that the free trial only covers a small instance, it's not close to 30 cores however they do charge you per hour which is nice. [QUOTE=DrDevil;49573961]Uuuuh... font rendering? Sort of? [t]https://my.mixtape.moe/mitbwj.png[/t][/QUOTE] As someone who has done font rendering before, it looks fine to me :v:
Hey that wasn't that hard! Now to build a better shader for rendering the letters in fancy colors [t]https://my.mixtape.moe/wuzvzy.png[/t] [editline]21st January 2016[/editline] I think I'm slowly turning into an opengl guru fear me [t]https://my.mixtape.moe/awovkd.png[/t]
[QUOTE=Fourier;49572795]Mono is fucky, can't disagree with that. [editline]20th January 2016[/editline] Currently I am implementing admin console, we have some hackers on leaderboard and we have to, you know, peacefully destroy them.[/QUOTE] Will you delete them, move them to a separate public cheater leaderboard, or hide their scores for everyone else? Personally I think option 2 is the most interesting and transparent, but that's mostly my personal opinion on matters like these. [editline]21st January 2016[/editline] [QUOTE=Darwin226;49573355]So what feature exactly does C++ have that let's me make my code more cache local that something like C# doesn't have?[/QUOTE] Most importantly you can control where exactly object instances are put. (In C# [I]can[/I] do this to [I]some[/I] extent, but it's [URL="http://stackoverflow.com/questions/10800063/how-to-instance-a-c-sharp-class-in-unmanaged-memory-possible/13826828#13826828"]ugly[/URL].) The compilers also usually aren't as optimising when targeting the CLR, so e.g. F# didn't constant-fold floats when I last checked. I think the main issue is that almost anything running on the CLR is going to use the heap a lot though, whereas in C++/native you can instantiate just about anything on the stack.
[QUOTE=false prophet;49573358]What exactly is the disadvantage of using C++ for writing a game? I'm using C++ right now with Irrlicht because of it's simplicity. Again, I'm not an expert and [B]nearly 100% of I don't know why some of the stuff I make works.[/B][/QUOTE] I think you just answered your own question...
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