[QUOTE=proboardslol;49906456][code]
function(){
console.log("hi");
}[/code]
Lambdas[/QUOTE]
The [url=http://json.org]JSON standard[/url] has no such definition; do you mean that your JSON implementation allows this?
[QUOTE=proboardslol;49906456][code]
function(){
console.log("hi");
}[/code]
Lambdas[/QUOTE]
No, thats just defining objects in JavaScript
[editline]hi[/editline]
You might want to check this out
[URL="https://en.wikipedia.org/wiki/Extended_Backus–Naur_Form"]https://en.wikipedia.org/wiki/Extended_Backus–Naur_Form[/URL]
Maybe I'm using JSON liberally. I mean Javascript objects
[QUOTE=proboardslol;49906574]Maybe I'm using JSON liberally. I mean Javascript objects[/QUOTE]
I mean at that point you basically just mean javascript
[QUOTE=geel9;49906621]I mean at that point you basically just mean javascript[/QUOTE]
that's exactly what I mean. It's written in javascript.
[editline]10th March 2016[/editline]
Maybe I don't fully grasp the distinction between JavaScript objects and JSON. I guess JSON are plaintext interpreted as objects?
[QUOTE=proboardslol;49906663]that's exactly what I mean. It's written in javascript.
[editline]10th March 2016[/editline]
Maybe I don't fully grasp the distinction between JavaScript objects and JSON. I guess JSON are plaintext interpreted as objects?[/QUOTE]
json is just data represented in the way javascript would represent that same data. it makes it really easy for javascript to handle said data, but it also makes it very easy for any other language to handle that data. it's not javascript (as you can only store primitives, objects and arrays) but it's javascript's notation.
[QUOTE=geel9;49906678]json is just data represented in the way javascript would represent that same data. it makes it really easy for javascript to handle said data, but it also makes it very easy for any other language to handle that data. it's not javascript (as you can only store primitives, objects and arrays) but it's javascript's notation.[/QUOTE]
okay, well then the language files are stored in outside JavaScript files because inline functions are necessary to define the behavior of grammar and tokens.
Currently working on using stacks to evaluate logical expressions in Java. Got it half working but having some trouble
More adventures in iOS ineptitude: Apparently Swift doesn't have native SQLite bindings, so you either drop down to Objective-C or use a third party library that does it for you.. I'm opting for the easy approach, which is to abuse the user-defaults system (equivalent to Android SharedPreferences) to store JSON data for offline access. I'm genuinely ashamed of my iOS app but in my defense.. Apple isn't giving me much to work with here :v:
[editline]10th March 2016[/editline]
I mean.. How does the "premium" development platform, engineered by one of the wealthiest and renowned tech giants on Earth fall so flat in so many places? Once I'm done with this app I'm going to write up a nice list of reasons that iOS/Swift is the absolute worst.
here everyone doing all this stuff, and just today I learned how to create "Hello World!" in Java
Guess we all got to start somewhere, huh? V:v:V
[QUOTE=NitronikALT;49907954]here everyone doing all this stuff, and just today I learned how to create "Hello World!" in Java
Guess we all got to start somewhere, huh? V:v:V[/QUOTE]
Keep it up man, next thing you know you'll be making the next top selling video game! (if thats what you want to do)
[QUOTE=Verideth;49907986]Keep it up man, next thing you know you'll be making the next top selling video game! (if thats what you want to do)[/QUOTE]
Thus far it seems to be easy to grasp, but it's really one of those things you've got to practice all the time.
I'd love to get to the point where I can make a basic videogame.
It's turning out to be quite fun to do for me in UE4, even though I'm not writing any actual code (just Blueprints)
[QUOTE=fewes;49906321]Tweaking my lighting further to try and find a final shader setup I like.
Also spent some time creating some props (modeled in 3DS Max, exported as flat diffuse + normal + masks and then textured in Photoshop) to futher evaluate the normal mapping:
[img]http://puu.sh/nBHhR.jpg[/img][/QUOTE]
You should double post this, so we can double rate. Looks amazing.
Oh my God, github finally has done it, you can now add your reactions to issues/comments. No more +1 spam for watchers of big projects.
[T]https://imgur.com/40EsLHv.png[/T]
(sorry for off topic post, I'm just too happy right now)
Regarding my spotify party thing, I managed to get voting done. You can now either vote for like/dislike/skip. The party owner can set how many skip votes are required before he creates the party. I still need to see if that will work out tho. Pics tomorrow
[QUOTE=srobins;49907827]More adventures in iOS ineptitude: Apparently Swift doesn't have native SQLite bindings, so you either drop down to Objective-C or use a third party library that does it for you.. I'm opting for the easy approach, which is to abuse the user-defaults system (equivalent to Android SharedPreferences) to store JSON data for offline access. I'm genuinely ashamed of my iOS app but in my defense.. Apple isn't giving me much to work with here :v:
[editline]10th March 2016[/editline]
I mean.. How does the "premium" development platform, engineered by one of the wealthiest and renowned tech giants on Earth fall so flat in so many places? Once I'm done with this app I'm going to write up a nice list of reasons that iOS/Swift is the absolute worst.[/QUOTE]
sqlite has a plain C API (I believe), so you could just use that from within Swift, not that it'd be particularly pretty.
Or use the NSCoding APIs, which have native Swift interfaces: [url]https://developer.apple.com/library/ios/referencelibrary/GettingStarted/DevelopiOSAppsSwift/Lesson10.html[/url]
EDIT: If you just want to store JSON, use Apple's APIs for it directly instead.
[QUOTE=slime73;49909161]sqlite has a plain C API (I believe), so you could just use that from within Swift, not that it'd be particularly pretty.
Or use the NSCoding APIs, which have native Swift interfaces: [url]https://developer.apple.com/library/ios/referencelibrary/GettingStarted/DevelopiOSAppsSwift/Lesson10.html[/url][/QUOTE]
Yeah, it's not really a matter of it being an impossible task, it just blows my mind how much Android provides developers compared to iOS/Swift. It's brutal.
[video=youtube;VhmwBCZTHsE]http://www.youtube.com/watch?v=VhmwBCZTHsE[/video]
Got a new shader working in this shizzle. About to recreate this all in VULKAN and go from there and expand it into an actual toolset for artists. Will be back in 5 years. :)
[QUOTE=srobins;49909208]Yeah, it's not really a matter of it being an impossible task, it just blows my mind how much Android provides developers compared to iOS/Swift. It's brutal.[/QUOTE]
On the topic of Android, decided to tackle the reasonable simple task of making someone else's image upload application to accept files of different MIME types
I've only touched android twice, once to make this application have a lot more destinations, and toying around with basic "Hello, World"-esque applications to understand the basics
While any experianced programmer could do the job quickly, as a essentially a newcomer to Android I've found it relatively helpful in extended knowledge of APIs and whatnot
Just threw in more Mime Types, and implemented a mipmap that should be displayed when anything not an image is used with the application
a few bodges in it, thinking if there's any alternatives to mipmap if it's worth anything
otherwise it's pretty good to work with, not having any troubles with anything
[editline]Double posters should die[/editline]
I have a small feeling this is going to be a bitch to fix
[quote][vid]https://fat.gfycat.com/ShowyLateCanine.webm[/vid][/quote]
Hopefully the quote box shrinks the video, way too big for the forums
No need to press tab to find out if your opponent is a laggy twat, everyone has their ping permanently stamped above their heads!
[IMG]https://dl.dropboxusercontent.com/u/9317774/piiing.PNG[/IMG]
Edit:
I bought two old graphics cards recently for testing (460 + 6770). After fixing a minor compilation issue on the 460, it runs at 60fps. I am quite surprised
[QUOTE=johnnyaka;49908623]Oh my God, github finally has done it, you can now add your reactions to issues/comments. No more +1 spam for watchers of big projects.
[T]https://imgur.com/40EsLHv.png[/T]
(sorry for off topic post, I'm just too happy right now)
[/QUOTE]
I've been trying GitLab for a recent project and it's pretty great. So far I don't think there's a feature that GitHub supports and GitLab doesn't and their development cycles are much more transparent and they release new features much more regularly.
[QUOTE=Darwin226;49911002]I've been trying GitLab for a recent project and it's pretty great. So far I don't think there's a feature that GitHub supports and GitLab doesn't, but their development cycles are much more transparent and they release new features much more regularly.[/QUOTE]
I recently moved all my Bitbucket and GitHub projects over to GitLab.com, after using a privately hosted GitLab instance at work. It's nice! I especially like the built-in CI stuff.
Been trying to get PNG loading working so I can rotate this 2 GiB, 192000x128000px, 69 GiB uncompressed PNG and see if the size changes. Don't ask.
[t]http://i.imgur.com/bqKd4dz.png[/t][t]http://i.imgur.com/tXhS92Q.png[/t]
As you can see, it's going well.
[editline]11th March 2016[/editline]
[t]http://i.imgur.com/4HrYo1E.png[/t][t]http://i.imgur.com/2Ch5h3p.png[/t]
Curse bitmaps and their upside-down-ness.
[editline]11th March 2016[/editline]
[t]http://i.imgur.com/HHjiOra.png[/t]
[QUOTE=Darwin226;49911002]I've been trying GitLab for a recent project and it's pretty great. So far I don't think there's a feature that GitHub supports and GitLab doesn't and their development cycles are much more transparent and they release new features much more regularly.[/QUOTE]
Indeed, GitLab really evolved in the past year. Although I think GitHub will be always #1 for public projects since it's just more common under people.
Uploaded the app to Amazon Appstore. :toot:
[IMG]http://i.imgur.com/PnFriSE.png[/IMG]
[QUOTE=helifreak;49911277]Been trying to get PNG loading working so I can rotate this 2 GiB, 192000x128000px, 69 GiB uncompressed PNG and see if the size changes. Don't ask.
As you can see, it's going well.
[editline]11th March 2016[/editline]
Curse bitmaps and their upside-down-ness.
[editline]11th March 2016[/editline]
[/QUOTE]
How maximum winner ratings make sure you include the 2 gig image in your next post.
In [img] tags naturally.
Absolutely [B]not[/B] overkill with a bleed-corrected depth of field shader in a 2D game.
[img]http://puu.sh/nCExg.jpg[/img]
[QUOTE=fewes;49911464]Absolutely [B]not[/B] overkill with a bleed-corrected depth of field shader in a 2D game.[/QUOTE]
Perfect for a death screen.
[QUOTE=fewes;49911464]Absolutely [B]not[/B] overkill with a bleed-corrected depth of field shader in a 2D game.
[img]http://puu.sh/nCExg.jpg[/img][/QUOTE]
It's incredible watching how much the overall feel of the game has improved and been refined.
This DOF really is overkill but it adds to a certain aesthetic. It's pretty interesting. You're doing pretty great work!
Fixed the upside down and acid overdose.
[t]http://i.imgur.com/Cd3AhDt.jpg[/t][t]http://i.imgur.com/Nb84qj0.jpg[/t]
Accidentally made a jpeg rape simulator.
Anyone got a reference to the relative costs of various OpenGL calls? For example, should you group objects that share textures or should you prioritize objects that share vertex buffers? Which bind calls take the most time?
Are they all the same and you should just minimize the total number of calls you make?
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