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362
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Developer / Technical / Clang.
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on: August 13, 2011, 12:02:43 PM
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Anyone using Clang/llvm? Has anyone tried compiling Clang?
I have this remarkably specific goal that I want to sit down on one machine (probably a mac) and generate win32+mac+linux binaries without having to go to another machine. GCC is starting to chafe me in a couple ways (horrible error messages with stuff like boost, more or less impossible to compile yourself, difficulty of compiling myself means I'm dependent on whoever makes builds to get things like C++0x support) and I'm wondering if Clang might be better at being a cross compiler.
Things I wonder, given my remarkably narrow goals: Is Clang-win32 an acceptable substitute for mingw? Will Clang integrate happily with things like ./configure and cmake scripts? If I compile some stuff using Clang and some stuff using gcc or mingw and link it all together will anything bad happen (like I find happens when I try to mix msvc and mingw libraries)? Can Clang be used with XCode 3?
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363
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Developer / Technical / Re: The happy programmer room
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on: August 13, 2011, 11:50:38 AM
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I'm actually surprisingly comfortable at this point with the idea of locking myself into GCC.
Also with the idea of being told "don't use uintptr_t to store pointers" D:
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364
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Developer / Technical / Re: The happy programmer room
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on: August 13, 2011, 11:28:52 AM
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I'd really like to start using this. Here's hoping acceptance goes smoother than with previous C++ standards  I wonder if people are actually going to start using things like the thread functionality or if we'll continue sticking with a hodgepodge of platform solutions. I also wonder if features like, say, bind or the garbage collection (?!?) turn out to be possible to deploy without it becoming a fiasco. There's some startling stuff in this standard...
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365
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Player / Games / Google Plus Games
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on: August 12, 2011, 07:30:44 PM
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This is a thing that exists now, I guess. How's this work? Can developers make games for it or is it invite-only?
I guess this is just the same as making games for Facebook?
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367
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Developer / Technical / Re: The grumpy old programmer room
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on: August 10, 2011, 11:34:57 AM
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The code platform->initialise(); does not cause the execution of initialise(), instead reliably executes virtual ~Platform() {
}
The sheer genius of XCode bugs never ceases to amaze me, it is like some evil mind coded it with the most obscure behaviour to test those worthy to publish on AppStore. How on earth is this an XCode bug? Also I think you can still get XCode 3 (the version that works) if you dig on the iPhone dev center.
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369
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Developer / Technical / Re: The grumpy old programmer room
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on: August 08, 2011, 08:53:51 AM
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Looks like it can find somewhere an older copy of the declaration of your class, one that by include order is compiled just before your headers?
I ...oh, shitThis comment actually caused me to find the problem The problem turned out to have to do with a #define which should have been visible everywhere, but in fact was visible from some files but not others This meant a certain type was considered larger in some files than in others, which mean different files were finding fields at different offsets Ugh ugh ugh
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370
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Developer / Technical / Re: The grumpy old programmer room
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on: August 08, 2011, 01:03:03 AM
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Okay... this is... one hell of a Heisenbug. Background: - There is a class A. - There is a class B : A with a field "color". - There is a virtual method B::draw() which runs some time after the object is created, which reads "color". It works. - But then I add a new data member to A, an object. Abruptly, B::draw() stops working, when it reads "color" it shows strange values usually equal to 0. The result is the left half of the screen here, which is supposed to be a field of cyan:  So, the heisenbug! I look at this and go: Ok, lots of ways this could happen, memory corruption, whatever. So I try adding some printfs to right after B b = new B(); is allocated: - I print b->color. It prints out as the correct color. - I call a method B::alrg(), a virtual method with its method body in one of my cpp files. It prints out as the correct color. - I call a method B::blrg(), a virtual method with its method body in the header file. It prints out a crazy incorrect color that looks like the "mostly 0s" in the image above. - I call a method B::clrg(), a nonvirtual method with its method body in the header file. It prints out as the correct color. What on earthIncreasingly starting to feel conscious of exactly how much of the time I spend writing C++ software, I spend debugging problems like this. EDIT: ...I change draw(), instead of reading this->color directly, to call this->rightcolor(), a method which returns color and whose body lives in a different file. Suddenly it draws correct colors. Working out elaborate conspiracy theories in my head where draw() is getting inlined when it's called (should be impossible?) and that the common element to the methods on B which misread the color field is that they're inlined... this sounds like nonsense. I want to take one of the minor workarounds I've found and settle for that, but I'm terrified this bug is going to rear its head in a more destructive manner later.
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371
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Player / Games / Re: Limbo Game INCREDIBLE!
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on: August 04, 2011, 11:42:24 PM
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i feel like they shouldn't reward people who waited for the game with new fancy stuff! i bought limbo when it was first released on xbox, don't i get the fancy stuff too? ;_;
I hear the authorization procedure for patches on xbla is kind of hellish
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372
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Player / Games / Re: Limbo Game INCREDIBLE!
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on: August 04, 2011, 10:46:44 PM
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Okay HOLY CRAP I just found out / experienced that the PS3 / Steam version of Limbo has a very well hidden SOMETHING that wasn't present in the XBox version.
If you haven't gotten the "hidden achievement" on the PS3/steam version, or you played on the XBox, i highly encourage doing whatever you can to get there
Spoilertext:
If you collect all the eggs, an entire hidden chapter opens up at a specific point in the game and it's INCREDIBLY SADISTIC
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374
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Developer / Technical / Re: Persistence in online gaming
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on: August 03, 2011, 11:48:10 PM
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What platform?
If it's in a browser, data could be offloaded to a Flash Player instance and saved in its shared object to the user's hard drive.
So everyone would be able to give themselves unlimited gold? You could encrypt the data pretty easily by keeping the encryption key in the game. Of course if it's in a browser, there's Cheat Engine that can give you unlimited score or gold. Note: Server side persistence only moves the problem from "how do I hack my local save file?' to "how do I convince the server that I scored 2.7 quadrillion gold in that last game?". (Though in the server-side case you do have the ability to sift the data and look for patterns or outliers...)
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376
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Developer / Technical / Re: Persistence in online gaming
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on: August 03, 2011, 09:24:39 PM
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Do you have a server component already? What language is it written in?
Can you fit the entire gameworld state in memory comfortably? Are you doing this already?
Is there any chance of the game eventually getting large enough to require a scaling strategy that involves multiple server machines?
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377
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Developer / Technical / Re: Writing simple image editing software
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on: August 03, 2011, 06:04:14 PM
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Another thing that might work is modifying an existing piece of software as a way of seeing how things work. (Note: Paradoxically, sometimes this can actually be *harder* than writing it from scratch! But maybe something to keep in mind.) If you're on OS X a good place to start might be by editing this thing (the version on github is far better than the binary in circulation, although this code has the problem that for whatever reason it gets very slow with large images). If you're on Windows there are apparently old open source versions of Paint.NET. EDIT: Fixed a typo
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380
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Community / Jams & Events / Psychotronix [SF Bay Area-- bad film festival]
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on: August 02, 2011, 08:28:28 PM
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This is a little off format, but I thought this might be of some interest to the indie game crowd as CONNOISSEURS OF NONSTANDARD ART. This is happening this Saturday; anyone interested in a group pilgrimage? http://kfjc.org/promotions/psychotronix/index.phpFoothill College and their radio station KFJC 89.7 has a periodic event they call the Psychotronix Film Festival, in which they show what I believe the curator calls "disposable media": commercials, Scopitones, animated shorts for kids, and terrible, terrible movies. Film created not with the goal of being watched and treasured for years but with the intent of being watched once and forgotten forever. In other words: total garbage. If you are interested in camp, Psychotronix is basically the finest source of camp I have ever found. Imagine watching MST3K, except instead of three robots as company you have 100 or so people who really liked MST3K. I've gone a few times, and have been treated to the following experiences: - A soap commercial starring Ronald Reagan - The first 3D film ever made, from like the 30s (it was basically 20 minutes of things-jump-at-camera scares) - The Charlie Brown Christmas Special, as sponsored by Coca-Cola - Lurch from The Addams Family performing a song called "Do The Lurch" - An experience completely lost to our generation: Getting to watch Looney Tunes cartoons in a crowded room full of laughing people If you are interested in this, it's Saturday Aug. 6, 7 to 11 PM (though it's a good idea to arrive at 6 or 6:30), at room 5015 at Foothill College-- it's about an equal drive from SF and the south bay. You need to bring $5 CASH and another $2 cash for parking (and carpooling is advisable because of the pay-to-park thing). Anyone piqued? 
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