• What are you working on? December 2011 Edition
    3,353 replies, posted
[QUOTE=Yogurt;33885355]A funky-looking IDE?[/QUOTE] Sex for your eyes.
Woah.. Nice IDE. I've been looking for a nice "standalone" ide for a while. I have a question though. How do you guys debug your programs when you don't use MS visual studio?
[t]http://img848.imageshack.us/img848/1806/lopensteamworksmicrosof.png[/t] [del]Huh? Can anyone tell me why this is happening? I even have the .lib listed in Link, and I've tried to include the appropriate header files, but that didn't change anything either. Am I doing anything obviously wrong?[/del] This was an extern "C" issue. Resolved. [editline]24th December 2011[/editline] [QUOTE=thisBrad;33885628]Woah.. Nice IDE. I've been looking for a nice "standalone" ide for a while. I have a question though. How do you guys debug your programs when you don't use MS visual studio?[/QUOTE] I admit I'm really bad with this, but when I'm not able to use a debugger, I just systematically use printf's or that sort of thing to help me track down bugs.
[QUOTE=thisBrad;33885628]I have a question though. How do you guys debug your programs when you don't use MS visual studio?[/QUOTE] gdb [editline]25th December 2011[/editline] [QUOTE=amcfaggot;33885629]Huh? Can anyone tell me why this is happening? I even have the .lib listed in Link, and I've tried to include the appropriate header files, but that didn't change anything either. Am I doing anything obviously wrong?[/QUOTE] Since when could you wrap C# in C++?
Don't you mean C? For Lua modules, if you're writing bindings in C++, you have to extern "C" your entry point for Lua so it can be seen. Otherwise, it fails to load the module.
[QUOTE=thisBrad;33885628]How do you guys debug your programs when you don't use MS visual studio?[/QUOTE] Honestly, I haven't had a need for a debugger in months. Making good use of the standard template library in C++ really helps, and printing/drawing stuff conditionally is much more convenient. That said, all of the significant bugs I've had in the last few months could have been found very easily using Valgrind's memcheck utility. On debuggers, GDB seems like a good contender - but if you make a mistake with the STL...well, print your stuff out and check your lifetimes, because digging through that with GDB is no fun. (I'm using NetBeans for C++ and I'm not looking back.)
[QUOTE=amcfaggot;33885703]Don't you mean C? For Lua modules, if you're writing bindings in C++, you have to extern "C" your entry point for Lua so it can be seen. Otherwise, it fails to load the module.[/QUOTE] Steamworks is C#.
[QUOTE=Jookia;33885779]Steamworks is C#.[/QUOTE] Steamworks is C++, Voidy uses imports for C# because he really likes C#
[QUOTE=amcfaggot;33885789]Steamworks is C++, Voidy uses imports for C# because he really likes C#[/QUOTE] Oh!
I uploaded another youtube video showcasing the progress of our networking. Included is poor sportsmanship, terrible jokes, an island that doesn't really exist but actually does, low disk space, and of course, 7 seconds of UI so you guys can continue to rate me artistic. [media]http://www.youtube.com/watch?v=Ke2j2lj0Ug0[/media]
[QUOTE=voodooattack;33884820]Just compiled Cataclysm with Visual Studio. [IMG]http://dl.dropbox.com/u/27714141/cataclysm_vs.png[/IMG] I plan to ditch the item code, replace it with data files, and add scripting bindings. What do you guys think, should I go with JS or Lua?[/QUOTE] Definitely JavaScript. [editline]25th December 2011[/editline] [QUOTE=jalb;33885896]I uploaded another youtube video showcasing the progress of our networking. Included is poor sportsmanship, terrible jokes, an island that doesn't really exist but actually does, low disk space, and of course, 7 seconds of UI so you guys can continue to rate me artistic. [media]http://www.youtube.com/watch?v=Ke2j2lj0Ug0[/media][/QUOTE] Dat UI.
[QUOTE=Jookia;33885839]Oh![/QUOTE] If you find a way to wrap C# in C++, tell me though. :v:
[QUOTE=amcfaggot;33886194]If you find a way to wrap C# in C++, tell me though. :v:[/QUOTE] You can embed a Mono runtime into your C++ application if you wanted to, and you can invoke C# methods from it. [url]http://www.mono-project.com/Embedding_Mono[/url]
gunna shoot someone next time I see this: [IMG]http://img707.imageshack.us/img707/8789/screenshot2011122422184.png[/IMG]
[QUOTE=robmaister12;33886304]You can embed a Mono runtime into your C++ application if you wanted to, and you can invoke C# methods from it. [url]http://www.mono-project.com/Embedding_Mono[/url][/QUOTE] I don't know a thing about Mono, but what I have read about it in the past were arguments over why it was bad on system x, y, or z and because of reasons 1, 2 and 3. The negatively oriented discussions I've repetitively seen in the past have made me associate the name with the disease rather than the actual platform.
[QUOTE=amcfaggot;33885324]I think we should post content. Here's what I'm working on. [img]http://img820.imageshack.us/img820/6467/cusersandrewdocumentslo.png[/img][/QUOTE] [IMG]http://i.imgur.com/sJgzt.png[/IMG] Is there any plug-in for VS2010 or Code::Blocks that has that bar at the right? It looks like it could come in really handy in larger projects. [editline]24th December 2011[/editline] Shit I mean right not left :v:
I tell ya what, if more IDEs used minimaps, it would make my experience developing so much more fun and relaxing. The minimap that Sublime Text 2 uses makes me hard. I also enjoy looking at the textual structure of my files. Everything looks so organized from a zoom-out point of view.
[QUOTE=amcfaggot;33886487]I don't know a thing about Mono, but what I have read about it in the past were arguments over why it was bad on system x, y, or z and because of reasons 1, 2 and 3. The negatively oriented discussions I've repetitively seen in the past have made me associate the name with the disease rather than the actual platform.[/QUOTE] I've personally used Mono on Linux, and I've been able to compile a lot of things on my friend's mac with it, and they all ran perfectly (I'm not using XNA though, just OpenTK and the standard library). The JIT runtime works on x86, AMD64, ARM, PPC, SPARC, SPARCv9, S/390, and S/390x, and there's ongoing work to get a JIT on HPPA, MIPS, DEC Alpha, and IA64. From a legal standpoint, if you're using .NET 2.0 and below (the ECMA/ISO standards) Mono is completely legal. [url]http://www.microsoft.com/openspecifications/en/us/programs/community-promise/default.aspx[/url] As for everything above .NET 2.0, you just have to trust that Microsoft won't go an sue someone for using C#. But doing so will be a huge PR disaster for them and it'll scare everyone away from C#, which is not in Microsoft's interests. I've heard people going on about how Microsoft could just shut down Mono if they wanted to, but that would be really hard to hold up in court just because Mono has existed for so long without Microsoft trying to stop it in any way. As for performance, it's just about the same as the .NET runtime, Mono even has some nice libraries like Mono.SIMD which allow SIMD instructions from managed C#.
Yeah that editor looks amazing. The only problem I'm having is that the visual studio debugger/intellisense babysit me when I'm developing. [editline] [/editline] Actually the thing I will probably miss the most is [IMG]http://img854.imageshack.us/img854/6072/screenshot2011122422561.png[/IMG]
As for the minimaps in Visual Studio: [url]http://visualstudiogallery.msdn.microsoft.com/d0d33361-18e2-46c0-8ff2-4adea1e34fef?SRC=Home[/url]
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Most of my projects are born from small problems that arise when I'm doing things. I came up with this idea one day when I was sorting some files, it's also helping me further learn C#; as it's my second project. [t]http://puu.sh/btqs[/t] The basic idea of it is that you load a folder that has images, you then load all the folders that you can sort to. (the right side of the program) When you click one of the folder names, it moves the file to that folder and chooses the next file. It's not yet in working condition but I thought I'd show you guys and get feedback.
[QUOTE=robmaister12;33886732]As for the minimaps in Visual Studio: [url]http://visualstudiogallery.msdn.microsoft.com/d0d33361-18e2-46c0-8ff2-4adea1e34fef?SRC=Home[/url][/QUOTE] I wish that worked worked for me, I've known about it for about 3 months now. Is there any alternative?
[QUOTE=Bumrang;33886888]I wish that worked worked for me, I've known about it for about 3 months now. Is there any alternative?[/QUOTE] Next closest thing is this: [url]http://visualstudiogallery.msdn.microsoft.com/1c54d1bd-d898-4705-903f-fa4a319b50f2[/url]
[QUOTE=voodooattack;33884820]Just compiled Cataclysm with Visual Studio. snippity I plan to ditch the item code, replace it with data files, and add scripting bindings. What do you guys think, should I go with JS or Lua?[/QUOTE] Oh wow, could you please upload that theme? It looks so nice :3
So even though this is nothing compared to what everyone else here has been working on i thought i might share what i have been working on in the last few months. I think the last thread i posted this too but i don't remember. Anyway i have been working on a basic opengl 2d game engine. I am going to use this at uni next year for a project instead of the electives (which my university has like 2 I.T electives). Anyway here are the features. [CODE]Features 2d basic box Collisions Sprites and image loading Colour changing on sprites Easy inheritance implementation Camera system Mouse and keyboard event handling. Error handling Console System Properties system File system Timer System Event System(Needs neatening up) Entity system that handles drawing and collisions. Text Support Log system[/CODE] As you can see most of that is just behind the scenes stuff. This is so when i make a game it will be quick and easy. I call it BGE. The latest feature which i am very proud of is text. I have never done any opengl before i started this project and im now starting to learn a bit more of the basics. I didn't know of a good way to do text and i couldn't find any good libraries so i thought of another way. I created an image and draw the text on the image using java's built in system. I then used that image and made it a sprite in my sprite system. Then i drew that sprite as a texture. Its still a bit buggy because the java text width calculator thing makes the sprite too big and the collisions stuff up. Anyway here is a video showing some features like sprite animations(the mouse cursor). My camera system (which also can zoom in and out) and my custom collision handling and movement system. [video=youtube;ji25UsDdZsk]http://www.youtube.com/watch?v=ji25UsDdZsk&feature=youtu.be[/video]
Does the text rendering only support a single font or can it work with any font? Cause right now I'm working on font rendering, and it's way more involved that I would have imagined if you want to position the characters properly...
[QUOTE=robmaister12;33887707]Does the text rendering only support a single font or can it work with any font? Cause right now I'm working on font rendering, and it's way more involved that I would have imagined if you want to position the characters properly...[/QUOTE] Mine supports any font your computer and java.awt can because it actually just puts whatever string with whatever font onto an image then converts that image into a texture.
I'm working on a new project during the winter break. My goal is to finish a simple, 2d top down version of animal crossing by the end of my break. I'm going to try to post time lapse videos daily of my progress, here's my first video: [media]http://www.youtube.com/watch?v=lrqkWZXW_PE&feature=youtu.be[/media] By simple, I mean the main functionality, such as housing, NPC'S, furniture, items, basic clothing using skeleton animation, game time events, fishing, planting, and bug catching. I don't plan on getting a 100% replica of the game done by 2 weeks. For example, I doubt I'll have a ton of furniture, or full fledged NPC dialogue, or tons of clothing. I just want the functionality to be there, so I could easily add onto it.
Just whipped up the rudiments of a isometric tile rendering system. [i](click for full size)[/i] [t]http://i.imgur.com/LMYCa.png[/t] Happy Holidays, Facepunch!
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