[QUOTE=Berkin;52451962]shell:fonts is fine if you don't have 1,631 fonts installed like I do; then it becomes a bit of a pain. But I want to be able to also preview whatever text I want, filter by available styles, and inspect glyphs more closely than the Character Map allows.
I'm considering also adding some features for organizing and tagging fonts, but I don't want to overcomplicate the app too much.[/QUOTE]
Out of curiosity, have you looked at modifying your stackpanel to virtualize? Kills smooth scrolling but significantly increases performance for large lists (only the visible items need to be rendered). I use it in [URL="https://github.com/Sidneys1/BatchImageProcessor"]BIP[/URL] for the main thumbnail panel - makes a world of difference. You could also add checkmarks for enabling/disabling kerning and ligature support so people can see the difference between those features.
Are you databinding (MVVM) or coding bindings (MVC) all the things?
I've been spending the summer working on an overhaul/sequel to [URL="http://store.steampowered.com/app/480450/Floppy_Heroes/"]a game I released a year ago[/URL].
There's not much implemented yet, but any feedback on the new visual style would be greatly appreciated.
[vid]https://fat.gfycat.com/IdleBriefEasteuropeanshepherd.webm[/vid]
[QUOTE=Sidneys1;52453060]Out of curiosity, have you looked at modifying your stackpanel to virtualize? Kills smooth scrolling but significantly increases performance for large lists (only the visible items need to be rendered). I use it in [URL="https://github.com/Sidneys1/BatchImageProcessor"]BIP[/URL] for the main thumbnail panel - makes a world of difference. You could also add checkmarks for enabling/disabling kerning and ligature support so people can see the difference between those features.
Are you databinding (MVVM) or coding bindings (MVC) all the things?[/QUOTE]
It's MVVM and the font list is actually a ListBox with an item template that just puts in a TextBlock with the assigned font.
[editline]10th July 2017[/editline]
I also added the kerning and ligature toggles. Thanks for the suggestion!
[vid]https://giant.gfycat.com/SophisticatedVapidAphid.webm[/vid]
[QUOTE=xDarkFieldx;52453361]I've been spending the summer working on an overhaul/sequel to [URL="http://store.steampowered.com/app/480450/Floppy_Heroes/"]a game I released a year ago[/URL].
There's not much implemented yet, but any feedback on the new visual style would be greatly appreciated.[/QUOTE]
Holy shit. This is some weird-ass blast from the past. Did you base this on some ancient flash(?) stick figure game of the same mechanics?
[QUOTE=xDarkFieldx;52453361]I've been spending the summer working on an overhaul/sequel to [URL="http://store.steampowered.com/app/480450/Floppy_Heroes/"]a game I released a year ago[/URL].
There's not much implemented yet, but any feedback on the new visual style would be greatly appreciated.
[vid]https://fat.gfycat.com/IdleBriefEasteuropeanshepherd.webm[/vid][/QUOTE]
Dragon Ball Z meets Minecraft?
[QUOTE=Perl;52456652]Holy shit. This is some weird-ass blast from the past. Did you base this on some ancient flash(?) stick figure game of the same mechanics?[/QUOTE]
My main inspiration was a 2006 game called Ragdoll Masters:
[video=youtube;FNFNvYu5Zn4]https://www.youtube.com/watch?v=FNFNvYu5Zn4[/video]
My font browser now allows the user to view copyright and license info for any font.
[img]http://i.imgur.com/1ZhhD4v.png[/img]
[QUOTE=xDarkFieldx;52457031]My main inspiration was a 2006 game called Ragdoll Masters:
[video=youtube;FNFNvYu5Zn4]https://www.youtube.com/watch?v=FNFNvYu5Zn4[/video][/QUOTE]
Nice, that's the exact one! I used to play the hell out of it as a kid
[QUOTE=CmdrMatthew;52451099]Been doing more work with the IDE. Added some simple project support for building and debugging my language, Jet as well as the basics of syntax highlighting. Turns out C++'s regex engine is slower than molasses so have just been doing it with a custom parser.
[img]http://i.imgur.com/I6YAHyn.png[/img[/QUOTE]
[url=http://wiki.tcl.tk/462]Custom parsers are where the fun ends and madness begins[/url]
[URL="https://www.owasp.org/index.php/Main_Page"]I find it weird that I didn't know about OWASP, seem like a good compilation of security practices[/URL]
[QUOTE=CmdrMatthew;52451099]Been doing more work with the IDE. Added some simple project support for building and debugging my language, Jet as well as the basics of syntax highlighting. Turns out C++'s regex engine is slower than molasses so have just been doing it with a custom parser.
[img]http://i.imgur.com/I6YAHyn.png[/img][/QUOTE]
You should look into FLEX, it's a pretty fast C parser that generates code based on a regex file you supply it with.
[url]https://github.com/westes/flex[/url]
Unless you actually want to write a custom parser
I'm trying to make some 2D grids in a 3D world to aid the user in creating things
Somebody in here once upon a time (I guess within the last 3 years) was working on some game/editor which only had a 3D viewport, but exposed 2D grids to the user to help them build walls quickly and such.
I can't remember who that was, I wanted to look at their videos for inspiration. Anyone remember what I'm talking about?
What I have right now are like waffle sections of grid that fade out and follow the cursor, but I'm not super satisfied with it right now.
[QUOTE=Karmah;52461145]I'm trying to make some 2D grids in a 3D world to aid the user in creating things
Somebody in here once upon a time (I guess within the last 3 years) was working on some game/editor which only had a 3D viewport, but exposed 2D grids to the user to help them build walls quickly and such.
I can't remember who that was, I wanted to look at their videos for inspiration. Anyone remember what I'm talking about?
What I have right now are like waffle sections of grid that fade out and follow the cursor, but I'm not super satisfied with it right now.[/QUOTE]
Ziks? Or was it Layla?
[QUOTE=Ott;52461380]Ziks? Or was it Layla?[/QUOTE]
I think it was both. Ziks' editor was for VR, though.
Yeah it was both.
Will a Bachelor's degree in Computer Science and Digital Audio also be applicable for just regular computer science jobs?
Am I doing this javascript hipster dev thing right?
It's a webpack plugin that wraps the code into a convenient emoji encoded bundle.
[url]https://github.com/Mechazawa/emojify-webpack-plugin[/url]
example: [url]https://nnmm.nl/?9CA[/url]
[QUOTE=Ott;52462457]Will a Bachelor's degree in Computer Science and Digital Audio also be applicable for just regular computer science jobs?[/QUOTE]
If you're competent in those areas it shouldn't be a problem. If it is, I wouldn't want to work in such a place anyway.
Thinking about writing an opengl based terminal, but I can't seem to wrap my mind around implementing my own streambuf and how it would play into using fmtlib.
I decided to record a video of some of the things I've implemented in my editor
[video=youtube;oJEYEYsW5K8]https://www.youtube.com/watch?v=oJEYEYsW5K8[/video].
The 3D ui elements are glowing because of an oversight on my part. I switched the order of a few rendering passes and had them render into the final lighting buffer, but never changed the shaders to prevent them from also writing into the bloom buffer.
But it isn't terrible so I may just end up keeping it :v:
I had to make a quick program so I could test a C++ library, but I also needed GUI and I don't like using .NET with C++, so I resorted to Qt
It's been a long time since I used Qt, back those days to connect GUI elements I could only write simple things such as
[code]connect( ui->bandwidthSpinbox, SIGNAL( valueChanged(double) ), this, SLOT( onBandwidthSpinboxChange( double ) ) );[/code]
onBandwidthSpinboxChange would just multiply the value by 10 and pass it to QSlider (which can't work with floating point).
Today I understand lambdas, and Qt supports it
[code]connect( ui->bandwidthSpinbox, &QDoubleSpinBox::valueChanged, [=]( double value ) { ui->bandwidthSlider->setValue( value * 10 ); } );[/code]
[URL="http://i.imgur.com/l8mHyd6.png"]Which is nice and inline oh ffffffffffff[/URL]
You have to write it like this :downs:
[code]connect( ui->bandwidthSpinbox, static_cast<void (QDoubleSpinBox::*)(double)>(&QDoubleSpinBox::valueChanged), [=]( double value ) { ui->bandwidthSlider->setValue( value * 10 ); } );[/code]
[QUOTE=suXin;52463490]I had to make a quick program so I could test a C++ library, but I also needed GUI and I don't like using .NET with C++, so I resorted to Qt
It's been a long time since I used Qt, back those days to connect GUI elements I could only write simple things such as
[code]connect( ui->bandwidthSpinbox, SIGNAL( valueChanged(double) ), this, SLOT( onBandwidthSpinboxChange( double ) ) );[/code]
onBandwidthSpinboxChange would just multiply the value by 10 and pass it to QSlider (which can't work with floating point).
Today I understand lambdas, and Qt supports it
[code]connect( ui->bandwidthSpinbox, &QDoubleSpinBox::valueChanged, [=]( double value ) { ui->bandwidthSlider->setValue( value * 10 ); } );[/code]
[URL="http://i.imgur.com/l8mHyd6.png"]Which is nice and inline oh ffffffffffff[/URL]
You have to write it like this :downs:
[code]connect( ui->bandwidthSpinbox, static_cast<void (QDoubleSpinBox::*)(double)>(&QDoubleSpinBox::valueChanged), [=]( double value ) { ui->bandwidthSlider->setValue( value * 10 ); } );[/code][/QUOTE]
Just checked it out on 5.9.1 with gcc being 4.8.4, works perfectly fine for me. They even show the same exact syntax with no static casts or anything in their own documentation .
Their documentation shows it works with lambdas: [url]https://wiki.qt.io/New_Signal_Slot_Syntax[/url]
But it also shows the use of static casts:
[code]
QObject::connect(
socket, static_cast<void ( QTcpSocket::* )( QAbstractSocket::SocketError )>( &QAbstractSocket::error ),
[socket]( QAbstractSocket::SocketError ) {
qDebug() << "ERROR " << socket->errorString();
socket->deleteLater();
}
);
[/code]
The reason why you need the cast is because there are multiple valueChanged signals: [url]http://doc.qt.io/qt-5/qdoublespinbox.html#signals[/url]
This is a really annoying part of older Qt code, they never considered ambiguous overloads.
If you look at the error log, you'll see that the Func1 template parameter is the problem, which is the valueChanged method, not the lambda.
[QUOTE=Ott;52462457]Will a Bachelor's degree in Computer Science and Digital Audio also be applicable for just regular computer science jobs?[/QUOTE]
If by computer science jobs you mean just regular run of the mill programmer jobs, most definitely. If you're talking about research/scientist positions you probably will want a masters/phd.
[QUOTE=Proclivitas;52464949]If by computer science jobs you mean just regular run of the mill programmer jobs, most definitely. If you're talking about research/scientist positions you probably will want a masters/phd.[/QUOTE]
Working for an R&D firm is possible with a bachelors, though. Or less: we have a software developer here that doesn't have a degree in CS (wish I could be the second). If you get a masters, expect slightly more responsibility and higher pay but probably not outright better hiring prospects or a higher-level position. a PhD is the expected [I]minimum[/I] to lead a research division of even smaller R&D firms like ours (60 employees, 26 last year though) and two out of the four divisions here are lead by people with multiple PhDs (and our CEO has two as well).
If anyone's interested I can explain more about what kind of work you'll likely do and such, but that's mostly going to be related to my work in the space industry through mainly NASA/DARPA/DoD grants in the US. For larger firms doing internal R&D for their products, I have no input.
[editline]edited[/editline]
I have been stuck on the hardest problem I've encountered yet in any programming work thus far, at work. And I can't even really talk about what it is, except that its the core of making our 3D-printed launch packaging for NASA :c
[QUOTE=Tamschi;52451131]Is the banding from the raymarching steps, and if so do you think you could reduce it by sampling the texture based on the slope you hit?
(This is a pixel rather than a geometry shader, right?)
[/QUOTE]
Whoops, just realized I missed this post.
I do alter the number of steps based on the slope, from 8 when looking straight down to 32 on extreme angles, though as the depth scale increases the more steps seem to be required to fix it. Running a depth scale of 0.075 seems to look good enough for now.
[QUOTE='[aL`H]solokiller`og;52464665']The reason why you need the cast is because there are multiple valueChanged signals: [url]http://doc.qt.io/qt-5/qdoublespinbox.html#signals[/url][/QUOTE]
Yeah I know that, otherwise I wouldn't even be able to figure out how to write this mess without the example in their docs.
Anyone here used PyBind11 for binding Python and C++ together? I'm really pleased with how easy this is to use, but I'm still trying to figure out the best way to expose most of my slicer to Python. The hardest part is (somehow) just setting up PODs, sorta made harder in this case as its a simple object from an external library (Polyclipper). Some tips or some more code examples would be nice, mostly.
That and conversions + passing by value are kind of a bitch, but otherwise this should be really great once I have it going. Things are so easy its making me want to write Python bindings for my Vulkan renderer!
[QUOTE=paindoc;52465417]Anyone here used PyBind11 for binding Python and C++ together? I'm really pleased with how easy this is to use, but I'm still trying to figure out the best way to expose most of my slicer to Python. The hardest part is (somehow) just setting up PODs, sorta made harder in this case as its a simple object from an external library (Polyclipper). Some tips or some more code examples would be nice, mostly.
That and conversions + passing by value are kind of a bitch, but otherwise this should be really great once I have it going. Things are so easy its making me want to write Python bindings for my Vulkan renderer![/QUOTE]
[media]https://www.youtube.com/watch?v=bJq1n4gQFfw[/media]
6:38
[QUOTE=JohnnyOnFlame;52465592][media]https://www.youtube.com/watch?v=bJq1n4gQFfw[/media]
6:38[/QUOTE]
Duh, should've figured it was that simple. Probably going to have to finish that talk this evening. I still want to play with this for my renderer when I get home - Proland had a kinda neat way of setting up "scenes" but it used XML and got a gross fast. I'm wondering if making it so I can launch scenes would be feasible, as I use a base scene class right now to take care of the boring/consistent setup functions. then i just feed the scene class a list of things to render and tweak a few parameters as needed and away it goes
otherwise I'm desperately attempting to get this python stuff working so that engineers/scientists here will just let the MATLAB slicer die, already
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