[QUOTE=amcwatters;49457320]I like C.[/QUOTE]
...but I also like C#. :)
¿Por qué no los dos? etc.
[editline]5th January 2016[/editline]
Also, thx to the FPers helping get Grid on the front page of HN through [url]https://news.ycombinator.com/item?id=10844397[/url]
I'm working on covering more documentation for the engine and outreach at the moment, so every little bit helps I think. As I also mentioned in the Planimeter thread, if you think I'm doing anything wrong or not putting emphasis on the right parts of the engine, or the particular way something is designed from a technical standpoint, or whatever really. I'd like to know so I can improve the software.
I've got my fair share of C++ and C# projects I'm working on, should really look into switching over to .Net Core though. Getting some small compatibility problems due to doing all my C# developing on Linux.
On that note, does anyone know of a good C# based game engine (Not Unity), that works cross-platform? Been wanting to do some game coding in managed languages as a counterpoint to all the other games I've done before - mostly in C++.
[QUOTE=awcmon;49458723]aren't Rust executables pretty big? it's a problem when you're working on embedded systems that only have 64KB memory or some shit. sounds ridiculous, but I had to do it before. there wasn't enough memory for me to use any libraries but the one provided so you can manipulate the I/O on the board[/QUOTE]
It all depends on how much stuff you link in, it's entirely possible to cram everything you need into a very tiny space if you just forfeit everything you'd need to forfeit in C as well.
The win in Rust is the compile-time safety you get which lets dangling pointers and the like be an impossibility.
I've been writing tools in Python for work for 3 hours and I already want to kill myself.
But then I turned off tabs-to-spaces conversion in my text editor.
Who does my text editor think he is? Everyone knows tabs > spaces. [sp]There now you have something else to argue about.[/sp]
[QUOTE=ace13;49461451]I've got my fair share of C++ and C# projects I'm working on, should really look into switching over to .Net Core though. Getting some small compatibility problems due to doing all my C# developing on Linux.
On that note, does anyone know of a good C# based game engine (Not Unity), that works cross-platform? Been wanting to do some game coding in managed languages as a counterpoint to all the other games I've done before - mostly in C++.[/QUOTE]
[url]http://www.monogame.net/[/url] ?
I think we should stop with the whole C war since it won't lead to anything (see Vim vs. Emacs).
But my opinion is that you shouldn't give C shit because it's low level, that's like criticizing x86 assembly because it doesn't support structures.
C is wonderful for low level shit like operating systems and embedded applications. It's like the simplest (not as in easiest) and most elegant possible procedural language. Kind of like how Scheme is the simplest dynamic functional language IMO.
Criticizing C for not having classes or virtual functions is kind of like criticizing Java for not having pointer arithmetic and unsigned integers IMO.
It doesn't need to have those thing because it's not meant for such things. You wouldn't write an OS in Java, the same goes for C, you wouldn't write a web application or current-gen AAA video game in C.
Just thought I'd share my shitty opinion.
[QUOTE=plutgamer;49461696]I think we should stop with the whole C war since it won't lead to anything (see Vim vs. Emacs).
But my opinion is that you shouldn't give C shit because[...][/QUOTE]
"Let's stop the argument, but here is my argument:"
[QUOTE=Trebgarta;49461665]Why didn't I know about win-build before?
It offers to install libraries like SDL, libxslt, libxml2 for me. Is there a catch?[/QUOTE]
What are the odds, I was JUST looking for exactly this.
I like C++ :downs:
[QUOTE=WTF Nuke;49461823]I like C++ :downs:[/QUOTE]
Is this an insult?
[QUOTE=DrDevil;49461792]"Let's stop the argument, but here is my argument:"[/QUOTE]
Yeah, I realized that after I typed it out. :v:
[QUOTE=Anven11;49461840]Is this an insult?[/QUOTE]
No, I just really really love C++ and I don't care who knows it.
[QUOTE=WTF Nuke;49461851]No, I just really really love C++ and I don't care who knows it.[/QUOTE]
Good, me too. I'm so happy that I get to work with a C++-only game engine and not some bullshit dynamically typed scripting language.
Installing Windows.
Downloading (official image) from internet was faster than installing on USB key, please kill me now
[QUOTE=Fourier;49461960]Installing Windows.
Downloading (official image) from internet was faster than installing on USB key, please kill me now[/QUOTE]
And? 200mbps masterrace
[img]http://i.imgur.com/8Bjc7Xb.png[/img]
sorry
[IMG]http://www.speedtest.net/result/4971375597.png[/IMG]
(this was while watching youtube and doing FTP work)
And I still have 1 ms ping.
If we would be playing online games, I'd fire arrow to your knee first.
:snip: no need to go offtopic
Rust will be a passing fad like D ever did.
[QUOTE=ichiman94;49462123]Rust will be a passing fad like D ever did.[/QUOTE]
Rust has strong company backing it and ideas that so far have not been done. It also aims to be good at a specific domain, not at everything.
It might stick around.
I like Rust.
I wish it would have better pattern matching though, but I am not using it yet so who am I to whine about it :v:
I like what Jonathan Blow is trying to accomplish with his Jai language. Is anyone here following this project?
For those of you who don't know what I'm talking about: check out [URL="https://www.youtube.com/playlist?list=PLmV5I2fxaiCKfxMBrNsU1kgKJXD3PkyxO"]Jon's YouTube channel[/URL].
[QUOTE=Fourier;49462365]I like Rust.
I wish it would have better pattern matching though, but I am not using it yet so who am I to whine about it :v:[/QUOTE]
What's wrong with the pattern matching?
Anyone here have experience with setting up agreements, and employee payments as an indie? Please contact me.
[QUOTE=bootv2;49462645]I feel like getting back into games programming, does anyone know a good tutorial about structuring your engine? I don't want to end up with spaghetti that's barely debuggable like last time I created a game.[/QUOTE]
If you're into books or have a university e-book system, 3D Game Engine Design by David H. Eberly is a [b]really[/b] good source of information. It uses a lot of sample code from NetImmerse and I've used this book countless times in my university work.
[url]http://www.geometrictools.com/Books/Books.html[/url]
[url]http://www.amazon.com/Game-Engine-Design-Interactive-Technology/dp/0122290631[/url]
Geometric tools is also a good place I frequent for research too.
[QUOTE=bootv2;49462645]I feel like getting back into games programming, does anyone know a good tutorial about structuring your engine? I don't want to end up with spaghetti that's barely debuggable like last time I created a game.[/QUOTE]
Are you trying to write a game engine, or write a game? Two very different beasts. I'll assume you meant how to structure your game code, not engine. If that's the case, I'll once again highly recommend [URL="http://gameprogrammingpatterns.com/"]Game Programming Patterns[/URL], which is free to read online.
[QUOTE=Silentfood;49462687]If you're into books or have a university e-book system, 3D Game Engine Design by David H. Eberly is a [b]really[/b] good source of information. It uses a lot of sample code from NetImmerse and I've used this book countless times in my university work.
[url]http://www.geometrictools.com/Books/Books.html[/url]
[url]http://www.amazon.com/Game-Engine-Design-Interactive-Technology/dp/0122290631[/url]
Geometric tools is also a good place I frequent for research too.[/QUOTE]
[url]http://smile.amazon.com/gp/product/1466560010/ref=pd_lpo_sbs_dp_ss_1?pf_rd_p=1944687742&pf_rd_s=lpo-top-stripe-1&pf_rd_t=201&pf_rd_i=1568814135&pf_rd_m=ATVPDKIKX0DER&pf_rd_r=1MAZGT7RY7S3025H60ZK[/url] is a great book, it doesn't necessarily teach you how to actually build an engine, but it gives you a 1000 page high level overview of EVERYTHING involved in game development, like every aspect of it. It is up to date in C++ 11 for when it does show you common practices/data structures/algorithms. It's a fun read too.
[QUOTE=Tamschi;49459757][fixed second link]
The [I]buffer[/I] parameter's documentation is incorrect, so it's easy to see why someone would get the wrong impression.
Personally I use something like [code]public static byte[] ReadBytes(this Stream stream, int count)
{
var buffer = new byte[count];
stream.ReadBytes(buffer);
return buffer;
}
public static void ReadBytes(this Stream stream, byte[] buffer) => stream.ReadBytes(buffer, 0, buffer.Length);
public static void ReadBytes(this Stream stream, byte[] buffer, int offset, int count)
{
while (count > 0)
{
var read = stream.Read(buffer, offset, count);
if (read == 0) throw new EndOfStreamException($"Reached end of stream with {count} bytes to read remaining.");
offset += read;
count -= read;
}
}[/code] when I don't have a [I]BinaryReader[/I] anyway (and think it's incredibly silly those aren't built-ins).[/QUOTE]
Ya, I just copied BinaryWriter/Reader to extension methods. I get that BinaryWriter/Reader come from a time before extension methods but you would think by now someone at microsoft would have done the same.
[QUOTE=Darwin226;49460014]Hey man, what's up?[/QUOTE]
Not too much. Don't really have any side projects ongoing at the moment. Aside from brain surgery, 2015 was pretty uneventful ([URL="http://i.imgur.com/97UQgle.png"]mri pre-op[/URL]).
holy shit
[QUOTE=high;49462945]Not too much. Don't really have any side projects ongoing at the moment. Aside from brain surgery, 2015 was pretty uneventful ([URL="http://i.imgur.com/97UQgle.png"]mri pre-op[/URL]).[/QUOTE]
[QUOTE=amcwatters;49463150]holy shit[/QUOTE]
holy shit.
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