Valve are most likely going to be harder to get in terms of IP because of the shitshow that was HDTF.
So I plan on testing out some rules for a programming tennis with some friends
If you guys are interested in the rules: Cooperative Programming Tennis
Sounds cool on paper, however some restrictions make that somewhat exclusive:
The single statement rule seems absolutely daunting in an online and compiled environment. Before reading your doc I was imagining it to be at least on a function level. A line count limit could be a better idea.
Why limitations on language features like typeof checks ?
Why limitations on outdated/unsupported stuff ? That's not encompassing enough, and other rules implicitly state that the program must be runnable by all players.
The projects aren't meant to be large scaled, and are meant to be done over a longer period of time as to not consume too much of it, as many of my friends are to busy to spend too long on it.
I decided to limit features like typeof so that the no documentation rule is a bit harder to work around. It's meant to be more hilarious than practical.
Outfit has this agreement, where they say you shouldn't work on any other projects when working for them. I guess there is good reason for that - avoiding burnout & making sure you write best code for them, and probably some other paranoid shits they thought off.
Still I think it's bs.
While there are many downsides of working for a small company without a lot of formality and procedure, one of the nice things is that I've been able to work on personal projects that I use in work projects rather freely - and they've agreed to let me keep the licensing and IP for myself, so long as I keep letting work use my code in their products.
I'm working on my shader and graphics pipeline system still, and after reading some rather insightful articles think I'll store my information in script files rather than JSON. Sounds odd at first, but the key change is that I can have fields of my script files be functions to calculate these fields at runtime - vital for sizing things like compute textures that depend on screen size - instead of being manual values. I was going to use Lua, but I've heard some criticism of Lua and haven't settled on any one language yet - any alternative suggestions?
Right now it's just programming resource layouts and information, but I'll eventually be adding in behavior scripting and the usual sort of scripting functionality you can expect in a game engine. Terra seems interesting, but I've not looked very deeply into it yet.
Is anybody familiar with vector piezoresponse force microscopy?
https://files.facepunch.com/forum/upload/108652/3311847b-657d-4f26-a906-c06f1944e0cd/image.png
https://files.facepunch.com/forum/upload/108652/e2c6b7aa-3fe1-47af-b310-63f353fbbaeb/image.png
https://files.facepunch.com/forum/upload/108652/859fb027-3df8-48dd-92bc-a4c867c712c6/image.png
This last image set is mine. I was tasked with visualizing that data in 3D using matlab at first. I have no idea what kind of visualization would be useful for that. Would it make sense to represent vertical and lateral amplitudes as a vector pointing away from the topography surface? This is how far i have got.
https://files.facepunch.com/forum/upload/108652/225c2561-fce8-4a0d-9e98-71085ca2f68e/image.png
I don't really know what it is yet, but I have been working on a project in my off time to try learning and exploring new things through. The server was written in Java because deployment would be brainless and I feel like I should probably use Java for something. I am using ThreeJS for the client.
I just implemented an sql client thread that can save an object to a database and recall it later. Login doesn't yet use the sql thread but has it's own sql client for now.
https://files.facepunch.com/forum/upload/134492/ad846943-6a69-456d-8295-1e904f8171a4/persistentobj.webm
Now I need to implement some sort latency compensation to get rid of the rubber banding. I already have client side predictions, just nothing on the server yet.
There's almost no way you haven't already checked this, but is there any chance that the memory is being managed at any point by a smart pointer in a way that it isn't intended to be?
It's funny how writing this is 50-50 either very insulting or very carefully trying not to insult. That's the tech world.
Not so much, I think. There's a lot of precedence where people introduce silly bugs or check hard everything but the obvious. It is probably true to even the most experienced.
It's good to be reminded of every possible option you may not have thought of.
Naturally it's good to be reminded but I mean the part of communicating with "there is almost no way you haven't checked..." makes it either very polite or makes you feel very dumb if you didn't. Or maybe I'm just reading it like that.
The second one.
Im not ever going to take a dump on somebody for asking a question if they've clearly put in effort to fix it and are being as descriptive and specific as possible, and I'd like to hope that most others wouldn't either.
Smart pointers can be fucking weird too: there are a number of blog posts and such dedicated purely to the unexpected and unanticipated ways they can break, and how hard those are to identify
What's different about this from standard SSR?
Not trying to sound rude - my grasp on it the technique sucks, and as such my own implementation is garbage.
I hate Unit Testing
I find it more boring to deal with dumb bugs but I get your point. It would be nice to automate it more.
Since it's unclear what is causing the bug, I wouldn't even know where to begin looking for a managed pointer misbehaving.
In Unreal Engine all pointers that are a UPROPERTY() are managed by Unreal's GC, and there be dragons.
I've been sick for the last couple days so I haven't spent any time investigating it any further.
unit tests are great in the sense that they allow you to prevent other teammates from creating bugs and regressions -- especially when you have code that's not perfect (unlike mine which has always been flawless and has never caused any issues 😉)
what's wrong with lua? the only thing i have against it is that the standard library is really small and doesn't really have a lot of the things that you need
people like to complain about the 1-indexed arrays and "!=" being "~=" and "//" being "--" but that's being very superficial
I fell out of love with Lua – Garry's Blag
this is garry whining about pretty nonsense reasons, don't take it for anything more than a grain of salt. The only real legitimate reasons to not like Lua is no in-built continue and the 1-based indexing. Him saying JS is the future alone should tell you that it's not worth agreeing with that post.
While I do think js is truly taking over in a big way, it's very nitpick-y to suggest ~= is that bad when compared to stuff like false === 0 : false & false == 0 : true.
Regardless of your personal feelings about Lua, it's a simple fact that JS is the future of scripting languages. You need only look at its 'market share' so to speak on github
For now. It's only so popular right now because of Node, which is perpetuating some of the worst programming habits since the dawn of time. I'm not willing to believe that Javascript will remain the "future" of scripting languages. The barrier of entry is low, yes, but even Python is more capable than JS.
I'd argue the same about Lua, but JS has so many poorly nuanced "features". Especially if you're doing something like 3D math, no operator overloads is such a pain, for instance. Callback hell is absolutely annoying (esp. when you consider JS has coroutine-esque ability with await/async that noone uses).
I personally haven't found anything I really dislike about it at all, so far it's been a really nice language to use for what I'm trying to do - I imagine I'll dive deeper once I begin using it to script behavior and more logic-based stuff though.
Might be true but for my use case the competition is not too strong - Python is nice but is harder to make work with threading due to the GIL, and isn't nearly as high-performance as even the base Lua library let alone luajit
Wait what? async/await that no one uses? Or the ability to do coroutine-esque stuff?
I use async/await all the time in my projects (Node)
Ddepends. If you're trying to create a game that's highly scriptable and moldable then a widely popular scripting language will help you build a developer community. Also, if you were, say, starting a company, it will be easier to find developers in more popular languages, and there will be more documentation too. Popularity isn't everything, but its SOMEthing
I use it a ton in my JS projects too, but its incredibly underutilized. It can solve callback hell pretty effectively, too.
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