Geti
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« Reply #4560 on: August 21, 2014, 03:37:52 PM » |
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MonoDevelop is horrible. I guess I should try Visual Studio. Would it be any better?
fwiw I've been using sublime to edit and vs to debug these days, works well. Can't stomach editing out of sublime since using it, I've been spoiled
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Sik
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« Reply #4561 on: August 21, 2014, 03:44:40 PM » |
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It needs a complete redesign like the D3D9->D3D10 transition.
That was what happened between OpenGL 2 and 3. Nobody was happy with the end result. Khronos is planning on completely ditching OpenGL anyway (look up "next generation OpenGL", even though it's a misnomer since it has absolutely nothing to do with OpenGL).
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InfiniteStateMachine
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« Reply #4562 on: August 21, 2014, 03:57:59 PM » |
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Yeah my work has now spoiled me with VS and a handful of awesome plugins. I'm also ruined in a fairly expensive way.
Enough that I'm leaning towards paying for my own personal copies of VS/VAssistX
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InfiniteStateMachine
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« Reply #4563 on: August 21, 2014, 03:58:46 PM » |
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It needs a complete redesign like the D3D9->D3D10 transition.
That was what happened between OpenGL 2 and 3. Nobody was happy with the end result. Khronos is planning on completely ditching OpenGL anyway (look up "next generation OpenGL", even though it's a misnomer since it has absolutely nothing to do with OpenGL). That wasn't really a full breakaway, but what your describing is more in line with what I would like to see.
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Sik
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« Reply #4565 on: August 22, 2014, 03:50:55 AM » |
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I wouldn't be surprised if they just end up removing support for non-XInput controllers instead (which would be even worse).
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nikki
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« Reply #4566 on: August 22, 2014, 05:10:09 AM » |
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It needs a complete redesign like the D3D9->D3D10 transition.
That was what happened between OpenGL 2 and 3. Nobody was happy with the end result. Khronos is planning on completely ditching OpenGL anyway (look up "next generation OpenGL", even though it's a misnomer since it has absolutely nothing to do with OpenGL). ai, you got me worried there for a few seconds, looked for some info clicked http://www.extremetech.com/gaming/187796-opengl-4-5-released-next-gen-opengl-unveiled-cross-platform-mantle-killer-dx12-competitor and saw stuff like : is your fairly standard annual OpenGL update .... (OpenGL NG), however, is a complete rebuild of the OpenGL API. ... new version of OpenGL that removes a lot of the abstraction, significantly reducing the overhead and inefficiencies ... so yeah, redesign of openGL for the win, not so much ditching openGL, normality restored. I was beginning to get grumpy you know, glad I am here already
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Jarkko Vallius
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« Reply #4567 on: August 22, 2014, 08:10:15 AM » |
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Downloaded and installed Visual Studio 2013 Express. Sooo much better than MonoDevelop. Thanks guys!
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FTLRalph
Level 1
What?
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« Reply #4568 on: August 22, 2014, 01:07:03 PM » |
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Well, I suppose that's one way to clear off the to-do list.
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Boreal
Level 6
Reinventing the wheel
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« Reply #4569 on: August 22, 2014, 04:15:45 PM » |
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This OpenGL NG initiative sounds awesome. I'm really liking the idea of a redesign of the shading system so that there is a standardized intermediate format. It'll be much easier for me to write a Scheme->IR system rather than a Scheme->GLSL system.
But looking at the tentative "NG consortium" I really hope the Open part of OpenGL remains...
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Sik
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« Reply #4570 on: August 22, 2014, 08:43:34 PM » |
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so yeah, redesign of openGL for the win, not so much ditching openGL, normality restored.
They did say they want to get rid of OpenGL compatibility though... Honestly stuff like that should get a new library name (something I hate about the standard version convention many programs use, different major versions usually mean a completely new API which honestly should mean it should get a different name too since it isn't the same thing anymore)
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MorleyDev
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« Reply #4571 on: August 25, 2014, 04:53:48 AM » |
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MonoDevelop really can't compete with VisualStudio + Resharper for C# development. It's just not fair. And then there's the Resharper for C++ EAP, but at least that has JetBrains also making their own cross-platform C++ IDE as an alternative (in the EAP for the latter, is quite a nice IDE). Meanwhile my 'mad programming skills' continue to prove too much for Visual Studio 2013 (MSVC12) as the compiler seems to simply be giving up and throwing out 'Error 16 error C1001: An internal error has occurred in the compiler.' -__- Meanwhile clang and gnu compile without complaint. Because Microsoft.
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standardcombo
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« Reply #4572 on: August 25, 2014, 12:19:20 PM » |
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Boo. I gave up on Flash 2 years ago. Let me tell you, I can program in Lingo, so flash and I go way back.
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Martin 2BAM
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« Reply #4573 on: August 25, 2014, 01:32:06 PM » |
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I'll be migrating to HaXe, but I have a big codebase and an unfinished game in AS3/AIR so I'm stuck with it at least for a bit longer Anyway, I made an AIR extension to deal with Joystick issues, just released it today.
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Geti
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« Reply #4574 on: August 25, 2014, 06:50:53 PM » |
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Got a painful heap corruption bug just before the end of my LD Jam - storing tasks in an array that could get reallocated bit me in the arse when adding/removing tasks in their own update routines :^(
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Adam_
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« Reply #4575 on: September 11, 2014, 08:32:58 AM » |
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Spent two weeks on rewriting the old cloning system, since it wasn't able to handle a lot of special cases because of a conceptual flaw. The new system can handle all of them and appears to work nicely.
Well, guess what. It's 1.5 times slower than the old one. So that's what you get when spending a ridiculous amount of time to make things work correctly: An algorithm that spends a ridiculous amount of time doing so.
Damnit.
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« Last Edit: September 11, 2014, 08:58:42 AM by Adam_ »
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Martin 2BAM
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« Reply #4576 on: September 11, 2014, 10:48:21 AM » |
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The grumpy old programmer jinx:
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Sik
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« Reply #4577 on: September 11, 2014, 06:55:50 PM » |
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Don't forget having to fill in empty comments (i.e. the token that starts a comment (like //) but no actual comment following it).
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Geti
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« Reply #4578 on: September 11, 2014, 09:01:38 PM » |
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Martin, story of my life. Don't forget having to fill in empty comments (i.e. the token that starts a comment (like //) but no actual comment following it).
Wait, who does that? Don't do that!
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Sik
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« Reply #4579 on: September 11, 2014, 09:20:32 PM » |
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It happens if you're writing code quickly, you add placeholders where you know where comments will go before thinking what to write (which you'll have a more clear idea when you're done writing that block of code). Of course the thing is that those placeholders should last at most a couple of minutes (and definitely shouldn't be commited!), the problem is when you forget to fill them...
Not any different from writing both the opening and closing parenthesis of a function call before starting to fill in the arguments, really.
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