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Developer / Technical / Re: Producing .exe by code
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on: February 21, 2012, 11:52:17 AM
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I write C++ software and often wonder if there is an easy-to-automate-in-a-makefile-or-something way to bundle resources inside of the .exe file on Windows. Right now I dump all my files into a folder named "Internal" which is sitting in the same folder with the exe. By using PhysFS I can bundle all of my resources into a single zip file, but that still requires two files (the exe, then the zip). It would be nice to just distribute one file and maybe a Readme (like is possible on the mac, where there is this "package" concept that allows you to place files inside of the .app).
not clean, or easy, but how about this:http://msdn.microsoft.com/en-us/library/7zxb70x7(v=vs.80).aspx
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Developer / Technical / Re: The happy programmer room
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on: January 16, 2012, 04:49:45 PM
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 Dem sexy, sexy voronoi diagrams. Possibly/potentially for a kinda spy turn based strategy game or something. I'm not 100% sure where I'm going with it yet...
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Player / General / Re: Teaching Game Dev to Kids?
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on: January 03, 2012, 04:40:39 PM
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I've so far been through 3 different levels of "formal" programming teaching, once at middle school level (?) when I was 14/15, being taught javascript and html, once at high school level (?), aged 16/17/18 and once at University level.
The main problem that I found with all the courses is that they found no way to teach creativity, and the overall picture while coding. Every course taught just the basic structure of the language, with no real links between each section of it, for example, one of my friends hadn't realised you could put a loop WITHIN a function. I realise that this could be hard, that there is no way of teaching every possible interaction between the fundamentals, but it's still something that needs to be addressed.
I would like to propose a new way of teaching programming: Example. At the start of the term/course, give all of your students a set of example programs (incredibly well commented of course), of varying difficulty levels, and encompassing as much of the basics of the language as you can. Then, as you go through lessons, teach from the examples. Say you were talking about loops, or if statements, find examples of the structure from some of the programs (maybe 2-3 examples) and show what the structure is being used to do. This way, it teaches the kids how structures (like loops) are used as a TOOL, instead of being the means to an end. This way, I think, students would think more about the bigger picture than what each specific part of the code does, and end up being better programmers.
Of course, that's just to do with programming, not the overall game dev, but that's my 2c
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Player / General / Re: RIP Dennis Ritchie
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on: October 14, 2011, 03:47:40 AM
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tbh, where I am I'm a couple of hundred meters from a computer the size of a building... but that's uni for you 
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Player / General / Re: RIP Dennis Ritchie
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on: October 14, 2011, 02:23:42 AM
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Serious futurists also predicted that computers would never become widely adopted because they were much too large.
citation needed (i've heard people predicted this, but never anyone i'd call a futurist) "I went to see Professor Douglas Hartree, who had built the first differential analyzers in England and had more experience in using these very specialized computers than anyone else. He told me that, in his opinion, all the calculations that would ever be needed in this country could be done on the three digital computers which were then being built — one in Cambridge, one in Teddington, and one in Manchester. No one else, he said, would ever need machines of their own, or would be able to afford to buy them"
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Player / General / Re: ITT DRAGONMAW ANALYZES YOU
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on: October 12, 2011, 10:21:04 AM
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i wouldn't mind being analysed, you know, if you're not busy or anything.
14113, Y U BRITISH? um, because I am, sorry if that bothers you, I'll try not to next time.
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Player / General / Re: What are you reading?
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on: October 01, 2011, 03:19:27 PM
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Neal Stephenson's latest book, Reamde. Seems pretty good so far. You've gotta love the cover:  I REALLY want to read this, even though the British cover is nowhere near as good 
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Developer / Technical / Re: downloads limits suck IOS sucks
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on: October 01, 2011, 03:07:20 PM
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Put simply: optimise, optimise, optimise. Find something you dont really need, strip it out. Optimise again. Got 5 different skins that are just 1 skin recoloured? Turn that bitch into 1 and recolour in on the fly.
To give you an idea of how lucky you are, for my course at uni we have to program attiny-13 chips. Those bitches have 1k of memory, that means that the entire program must fit in 1024 BYTES of space. When you get to that level you start to take a whole new look at what you really need.
As some other people have said, try using different formats for your data. If you've got anything in a raw form, recodec it. Keep searching for the smallest, and the most efficient way to do things. That being said though, if you're using a new format which shrinks an image file from 50k to 10k, but the code to actually use the new format takes up 20k more space than the old one then it might be a good time to rethink it...
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Developer / Technical / Re: The happy programmer room
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on: October 01, 2011, 03:00:19 PM
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Meh, I'm fully aware that the stuff I make isn't good enough to be paid for, and by the time I get good enough there'll probably be a new version of visual studio out  But thanks for the advice though! I didn't really consider that when signing up for it...
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