Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1073943 Posts in 44022 Topics- by 36025 Members - Latest Member: bdsowers

December 21, 2014, 08:34:06 AM
  Show Posts
Pages: 1 [2] 3 4 ... 70
21  Developer / Technical / Re: looking for fastest 2d rendering lib on: September 12, 2014, 06:40:47 AM
Fastest would be a custom rendering lib that would be suited just to the thing you want to make.

Other than that, I'd give SFML2 a look.

I wouldn't do haxe / love2D, unless you can't do C++. Haxe is flash after all ( = slow as hell, unless it has a proper compiler that outputs .exe/.o, which I doubt ) (figured it can output c++), LUA is bytecode, which does reduce it's performance (would probably be especially visible on raspberry), unless you use LuaJIT.

You can't beat a well coded, C++ app with those, though.

Viable options that aren't C++ (slower, but I guess they're fine):
- lua + love2D
- blitzmax
22  Developer / Technical / Re: The happy programmer room on: September 10, 2014, 08:42:57 AM
Quote
It was mostly an excuse to get some Haskell practice in anyway. Using Parsec was a hell of a lot more enjoyable than my last parsing experience which involved magical C++ template meta-programming with Boost.Spirit.

Yeah, Boost.Spirit is pretty bad. Hand-written parsers 4 lyfe.
23  Developer / Technical / Re: Beautiful fails. on: September 08, 2014, 11:52:15 AM
Custom mipmapping in shader (I scale the texture instead of using normal mipmaps because the latter gave me gaps between textures) & triplanar texturing problems.
24  Developer / Technical / Re: Beautiful fails. on: September 08, 2014, 11:31:00 AM
25  Developer / Technical / Re: Your programming journey on: September 04, 2014, 12:13:21 PM
Nice idea.

When I was 8, I picked up Macromedia Flash MX, and wanted to make some games with it (apparently I didn't really know anything about it, so I wasn't really doing it the "clever way" [scripting alone], but very simple scripts to handle button presses and frame changes + lots of frames). My most notable creations was Gothic I (you simply switched between frames as if you would walk around the world. There were no fights from what I recall. I wouldn't know how to code one), Gothic II (an excellent sequel to my previous Gothic adaptation. 10/10 - would play. This one had "fights". You had to quickly press all the monsters on screen before your HP reached 0), and the best of those - Club Penguin adaptation. It was offline, but had support for two players sharing one keyboard (no splitscreen ofcourse), but it let you kinda build in your house (I don't recall how exactly, but there was plenty of furniture to choose from), and even wear clothes like shirts, boots and hats. My greatest achievement.

Around the age of 13 I made a huge step forward and learned Dark Basic Professional (which was already free at that time). That's when I finally learned what a "variable" is and so forth. My greatest "game" was archery simulator, I think. It was 3D, had actual bow animations and you could shoot actual arrows with simple gravity and world collisions (they'd get stuck in a wall if they hit one). I have also created some kind of 2D map editor (very simple, not useful), isometric map drawing and probably a lot of other useless stuff.

After sticking to Dark Basic Pro for two years (with some simple LUA tests and C coding [I had no idea what a pointer was], and perhaps some other stuff like JavaScript and whatnot), I finally purchased a book about C++. It was like 1200 pages long, but I finished it within two and a half weeks, I think. Using the newfound knowledge, I picked up SFML and did some stuff with it - procedural 2d islands generator (very primitive and I didn't look up any docs on this matter, so it was all based on rand(), no noise functions or whatever), some GUI and more isometric stuff (plus a countless number of tests along the way). After using SFML, I decided to try and learn OpenGL, and I dedicated myself to that for about a year. During that time, I also used App Game Kit to make my first complete game - Spell Breath. Then, after some time I picked up Java to make another android game - Dungeoneering, which development I dropped at some point. Oh, right, I also developed a working language when I was 16/17 (I should probably add floats and GC to it, though. But my main interest was to have a lexer, AST parser and to output .exe files) with C++. It's called caseum and it's useless Wink

Now I'm 18, and decided to try Unity about half year ago, and realised I'd better stick to it for any future 3D games. Unless a better alternative emerges, of course. At the moment I'm doing a C++ project for my dad, and C++/C# project collaboration on unity-related stuff.

I haven't mentioned it, but I went through more languages than that - using them to a fine degree (AS3 - I used that at an intership with one casual game studio, Basic4Android - I used it when I was 14/15 to make my first "dumb" game for android, and one collaboration project (also very simple), Go - I still use it from time to time, and find it nice for quick server tests)
26  Feedback / DevLogs / Re: moonman on: September 02, 2014, 10:57:32 AM
You're kinda persistent to keep doing this game after so many years. Nice attitude. Keep it up Hand Thumbs Up Left

I wouldn't be able to do that for this long myself.
27  Developer / Technical / Re: Open source license for library? Unrestricted but must share enhancements. on: August 21, 2014, 05:18:56 AM
LGPL with adnotation that lets others statically link the library.


It looks like this:

Quote
YourSoftware makes use of the LGPL v3 with the following exception:

As a special exception to the GNU Lesser General Public License, you may use any file of this software library without restriction. Specifically, if other files instantiate templates or use macros or inline functions from this file, or you compile this file and link it with other files to produce an executable, this file does not by itself cause the resulting executable to be covered by the GNU Lesser General Public License. This exception does not however invalidate any other reasons why the executable file might be covered by the GNU Lesser General Public License.
28  Feedback / DevLogs / Re: Return of the Obra Dinn on: August 20, 2014, 12:25:42 PM
You are one proficient and skilled bastard.

PS.
The game looks exceptional, too. Like all of your work.

Also,
Quote
It's great that you write such detailed devlog, very interesting read.
I agree.
29  Developer / Technical / Re: Conditional compilation in Java? on: August 19, 2014, 05:32:56 AM
You might aswell google such simple questions :S

http://stackoverflow.com/questions/14208524/if-in-java-like-in-c-preprocessors
30  Developer / Technical / Re: What are you programming RIGHT NOW? on: August 11, 2014, 12:51:57 PM
Quote
Now I remember why I switched to Linux for programming.

You didn't fancy Visual Studio? Tongue
31  Developer / Technical / Re: What's your favorite programming language? on: July 31, 2014, 02:02:07 PM
A 3D MMORPG written in pascal, and the server written in C#?

 WTF

Link.
32  Feedback / DevLogs / Re: Return of the Obra Dinn on: July 26, 2014, 02:04:28 PM
This is good. Very good.

Outrageously good.
33  Developer / Technical / Re: You've got a gun to your head: Ogre3D, Irrlicht, or Horde3D? on: July 20, 2014, 01:50:07 AM
Ask the gunman to let you wait for polycode's binaries.

...

And while waiting for them, you will probably create your own successful 3D library.

Dual profits.

But if I had to choose out of those three, I'd say Ogre3D.
34  Developer / Technical / Re: The happy programmer room on: July 16, 2014, 07:51:55 AM
yeah I kind of went the other direction, discovering SDL after using SFML

Did you cry? Tongue
35  Feedback / DevLogs / Re: moonman on: July 14, 2014, 11:45:34 AM
It's not the same moonman as initially designed. Release this as moonman 2.

Well, hello there!


Mooman 2 - the sequel to one of the most popular devlogs on tigsource Tongue
36  Developer / Technical / Re: What's your favorite programming language? on: July 13, 2014, 09:32:15 PM
Quote
is it possible to make standalone applications with JavaScript? Like is there a library or framework that does this.

Game Dev Tycoon is made in JavaScript. You can make an .exe (with C++, for example) that is a web browser ( just put chromium inside ), then make it read all javascript code (you should obfuscate it / minimize it) from the end of the .exe itself, and you're good to go.

This way you can not only use javascript, but CSS and HTML too, if you want.
37  Developer / Technical / Re: What's your favorite programming language? on: July 12, 2014, 02:01:17 PM
I think that this should be a poll Crazy

C++.
38  Feedback / DevLogs / Re: Kuiper 2 on: July 11, 2014, 12:22:46 PM
Thanks for the small tutorial on how you did that sprite Smiley Nifty thingie.
39  Developer / Art / Re: show us some of your pixel work on: July 11, 2014, 01:21:00 AM
@Jamsus Yep, that's very noisy. You should typically try to avoid single isolated pixels, except when patterning or highlighting.

Here's a simple figure I drew this morning, and its construction sequence.





I love that style.
40  Developer / Art / Re: GIFs of games being worked on on: July 10, 2014, 09:35:13 AM
Do it. Doooo it.
Pages: 1 [2] 3 4 ... 70
Theme orange-lt created by panic