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1076012 Posts in 44157 Topics- by 36123 Members - Latest Member: gas13

December 30, 2014, 01:23:06 AM
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381  Developer / Technical / Re: The happy programmer room on: August 01, 2011, 08:29:59 PM
I Kiss Perlin noise.



[ Video ]
Man all of your videos are just amazing.

How do you go about the process of exporting your graphics demos to videos?
382  Developer / Technical / Re: The grumpy old programmer room on: August 01, 2011, 08:22:45 PM
I hear

That Clang is clean enough

It's possible to compile it yourself

This may not be true
383  Developer / Technical / Re: The grumpy old programmer room on: August 01, 2011, 08:16:40 PM
Feeling glad I followed my "don't touch boost" impulse and went with antlr :O

The documentation is a mess and I just cold stopped for a week because I couldn't figure out how to interpret the "getting started" page, but now I'm moving again & I don't have to use boost :O

I wonder at what point I can start using Clang. I'm afraid that would mean switching to XCode 4 and/or Lion.
384  Developer / Business / Re: Lodsys and patent lawsuits on: July 31, 2011, 09:08:21 AM
Because being sued by patent leeches who invented nothing and contribute nothing is just part of software development. It's like being concerned about earthquakes.

At some day in the future all worthwhile software development will be done covertly and illegally
385  Developer / Technical / Re: period binary function with varying wavelength? on: July 27, 2011, 10:32:15 PM
Hey Zovirl!

Consider what you get if instead of thinking of it as a closed-form "function", you just switch between 1 and 0 every rand(20) units. ON AVERAGE the resulting "square wave" will have a period of about 10, it will be nice and chaotic on small scales but the aggregate will be very uniform.

from random import random
i, next, bit = (0, 0, False)
def next_sq_v():
    global i, next, bit
    if i >= next:
        bit = not bit
        next = i + 20*random()
    i += 1
    return bit

while True:
    print("\tx" if next_sq_v() else "x");
386  Developer / Technical / Re: The grumpy old programmer room on: July 25, 2011, 10:11:37 PM
PCCTS was folded into ANTLR. It's supposed to be the same now I think except that the tools are written in java.

Allegedly the problem I was having with ANTLR is that they recently upgraded binaries for 3.4 to the site but the docs still describe 3.3

Supposedly the 3.4 docs are only a few days away?! I shall see.
387  Developer / Technical / Re: The grumpy old programmer room on: July 24, 2011, 11:49:14 PM
So today I am looking at this thing called ANTLR. It's an LL parser generator, at first glance it seemed to be a bison/flex alternative with a more modern toolset. I look at it a bit more and am actually very impressed-- it appears to offer significantly less nonsense than some other compiler compilers, it supports more than one language within a single toolset*, and it comes with this super fancy IDE for writing grammars. I'm happy. I write a grammar.

Then I start trying to integrate the C target into my program.

I almost immediately discover that the C target documentation CONSISTS ENTIRELY OF LIES. There's a main document which is on the website and included with the source as a .doxy; almost every line of this document refers to at least one function that doesn't exist. Ancillary documentation on the website apologizes for its own state of disrepair, then refers you to the examples. It doesn't link the examples, but with some hunting they turn out to exist on github; they don't compile. A wiki exists, but appears to be years out of date and contains many statements like "when the C++ target is completed in late 2008...".

What I think happened, judging from some things I accidentally stumbled across on the mailing list, is that at some point whoever maintains the Antlr C target refactored all the code, overhauled the API, and renamed everything, but then didn't change any of the documentation to reflect their changes. If this is the case, this seems to indicate that I can avoid these problems if I simply downgrade to whichever version of Antlr is accurately described by the documentation; unfortunately, I'm given little clue which version that might be.

* At first I thought this was the coolest thing about the tool, in retrospect it probably should have been a red flag. "Supports more than one language target" probably necessarily means "some language targets are better supported than others". This at least seems to be the case here, it appears the Java target is the "main" one and most of the others just scramble to keep up using contributions from random volunteers.
388  Player / Games / Re: My Little Pony on: July 24, 2011, 06:13:14 PM
Jeff Minter buying My Little Pony pasta shapes:

http://campl.us/cz8a

This is alarming because it seems to imply there is horse meat in the pasta
389  Player / Games / Re: Lollipop Chainsaw on: July 23, 2011, 11:20:01 PM
I like the chainsaw itself.
390  Developer / Technical / Re: Code Factorization to multi platforms game on: July 22, 2011, 01:01:36 AM
Instead of using OpenAL I think Android uses OpenSL ES. Which is different from OpenAL, somehow, and a huge pain. Looking around people have got OpenAL working on Android tho.

Here is my attempt to make a many-platform C++ framework, I got as far as unified sound/graphics/controls on PC/iPhone/Android/WebOS but unfortunately the Android support is spotty and only works on 2.3.

I think using SDL 1.3 or Airplay SDK would be an excellent plan. Get someone else to do the platform compatibility work for you.
391  Developer / Technical / Re: POLYCODE (2D and 3D engine) on: July 17, 2011, 11:39:22 PM
I wrote some WORDS, about Polycode. Included are usage instructions for my MinGW-based fork of Polycore.
392  Player / Games / Re: My Little Pony on: July 17, 2011, 07:01:32 PM
Though it might be interesting to just post that in every single thread and see what percentage of games it applies to
393  Developer / Technical / Re: The grumpy old programmer room on: July 17, 2011, 05:15:55 PM
Oh

My solution was to rename the variables to like _nearPlane and _farPlane

That worked fine
394  Developer / Technical / Re: The grumpy old programmer room on: July 17, 2011, 12:30:04 PM
Crud, 3 days left in my Flash Builder trial. Better finish building anything I'm going to be building with that quick. D:

Can the open source / flex tools use Flash Builder files or am I going to have to make new buildfiles when I transition away from FB?
395  Developer / Technical / Re: The grumpy old programmer room on: July 17, 2011, 11:34:46 AM
Can't use "near" and "far" as variable names with mingw because something called "windef.h" #defines them to something strange. If you try to you will get cryptic error messages that do not point toward the actual problem. What on earth? Is this a problem with MSVC also?
396  Developer / Technical / Re: The grumpy old programmer room on: July 15, 2011, 12:02:58 AM
Could you post the code?

It sounds plausible file A is including file B which includes file A.

Probably you're doing something like

Quote
// FILE A.h
#include "B.h"

class A {
    B* b;
};

// FILE B.h
#include "A.h"

class B {
    A* a;
};

You ought to be doing

Quote
// FILE A.h
class B;

class A {
    B* b;
};

// FILE B.h
class A;

class B {
    A* a;
};

It's usually a good idea to try to minimize the extent to which headers include other headers.
397  Player / Games / Re: My Little Pony on: July 14, 2011, 06:27:24 PM
Is the second season out yet? I'm only partway through the first.

Is the writing still as good without Faust as involved as she used to be?
398  Developer / Technical / Re: The grumpy old programmer room on: July 13, 2011, 08:27:11 PM
Quote
            old = dict( (bin(self.map_hg_get(old_refs[r])), 1)
                       for r in old_refs)

HEY

YOU'RE TRYING TO WRITE PYTHON LIKE IT'S PERL

STOP IT
399  Player / Games / EA buys PopCap on: July 12, 2011, 01:28:59 PM
Damn it

http://www.giantbomb.com/news/electronic-arts-purchases-popcap-jeff-green-for-750-million/3476/
400  Player / Games / Re: Jazzuo's BACK!! (New Game!!) on: July 11, 2011, 11:08:41 PM
This looks incredibly fun
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