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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)The happy programmer room
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0x1A
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« Reply #3040 on: December 11, 2012, 07:40:09 PM »

I just checked my current game code. It's 3970 lines, and I haven't even got the editor done  Epileptic
You're lucky. 3970 is nothing. My last C++ project has about 11k lines of code and there's almost nothing done (mostly just engine stuff) and I'm using SDL, no OpenGL.

Your pain, I feel it
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_Tommo_
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frn frn frn


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« Reply #3041 on: December 11, 2012, 07:59:07 PM »

Your pain, I feel it

no, you can't

Code:
Language                     files          blank        comment           code
-------------------------------------------------------------------------------
Lua                            284          22261           5236         174356
C++                            194          13119           8578          50643
C/C++ Header                   349           9197           8695          22167
Objective C++                    5            288            139            900
Bourne Shell                     1              5              1             14
-------------------------------------------------------------------------------
SUM:                           833          44870          22649         248080
-------------------------------------------------------------------------------

at least I've shaved some 7k lines lately Crazy
« Last Edit: December 11, 2012, 08:26:07 PM by _Tommo_ » Logged

InfiniteStateMachine
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« Reply #3042 on: December 11, 2012, 10:27:47 PM »

Managed to get my OpenCV face detection program working almost as fast as a very expensive commercial library we use.
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Dr. Cooldude
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« Reply #3043 on: December 12, 2012, 07:02:08 AM »

Deleted all the default comments and <summary> blocks in the Game1.cs file of a new XNA project.
This made me realize how clean and structured the Game1 file actually is.
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kamac
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« Reply #3044 on: December 12, 2012, 07:24:09 AM »

I just checked my current game code. It's 3970 lines, and I haven't even got the editor done  Epileptic
You're lucky. 3970 is nothing. My last C++ project has about 11k lines of code and there's almost nothing done (mostly just engine stuff) and I'm using SDL, no OpenGL.

I didn't start on engine at all. I believe engine takes up more space than editor.


If there's almost nothing done, in 11k, then something's wrong with your code I guess  WTF
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rivon
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« Reply #3045 on: December 12, 2012, 07:27:07 AM »

I just checked my current game code. It's 3970 lines, and I haven't even got the editor done  Epileptic
You're lucky. 3970 is nothing. My last C++ project has about 11k lines of code and there's almost nothing done (mostly just engine stuff) and I'm using SDL, no OpenGL.

Your pain, I feel it
I don't have any problem with it. 11k lines is still no problem. I meant that kamac can't complain about his code because most game projects have much much more code. Like 30-50k lines of code. So his 4k is just nothing in terms of code size.

If there's almost nothing done, in 11k, then something's wrong with your code I guess  WTF
There is a lot done. But as I said it's mostly engine stuff. Not much of actual game code.
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InfiniteStateMachine
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« Reply #3046 on: December 12, 2012, 06:50:35 PM »

Deleted all the default comments and <summary> blocks in the Game1.cs file of a new XNA project.
This made me realize how clean and structured the Game1 file actually is.


hahaha I hear that  Beer!
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oahda
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« Reply #3047 on: December 13, 2012, 02:25:54 AM »

Fixed the major bugs of my otherwise finished game yesterday. \ΓΈ/
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Dr. Cooldude
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« Reply #3048 on: December 13, 2012, 03:21:00 AM »

Finally fixed a weird error in my new entity system that caused an almost mysterious StackOverflowException. Found out that I've (for some unknown reason) inherited my World class into my WorldEntity class instead of using composition.

I need to refresh my OOP skills... Tongue
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nospoon
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« Reply #3049 on: December 13, 2012, 08:18:08 AM »

omg the google GSON is just AWESOME.

Loading json entity,weapon and level descriptions done Smiley
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nikki
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« Reply #3050 on: December 15, 2012, 06:27:45 AM »

I am Happy because I've left the great and simple Blitzmax behind for some c#.
After messing about in XNA for a while (few weeks) I decided to use openTK instead and have rewritten my moste used Blitzmax commands in c# and openGL just before lunch.

I will go to the grumpy room i guess when I opt for some non immediate mode render stuff. But that's for another day.
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pixhead
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« Reply #3051 on: December 15, 2012, 10:49:42 PM »

Fixed a peanut-butter-in-my-jelly problem.

For some reason I thought it would be a good idea to hold animations inside the entity state class. Long story short, it was very silly Shrug
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Crimsontide
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« Reply #3052 on: December 17, 2012, 07:35:01 PM »

Finished what was basically a re-write of std::tuple.  Partially to learn all the in's and out's of variadic templates and their implications on template meta-programming, partially to add a few functions/some functionality I felt was missing.

In particular CrossCall() function which allows 'vertical' calling of tuple elements.  For example:

Code:
double Func3 (double x, double y, double z) { return x + y + z; }

Tuple<int,float,double> t1(5,6.0f,7.0);
Tuple<int,float,double> t2(15,16.0f,17.0);
Tuple<double,float,int> t3(15.1,16.0f,23);

auto t4 = CrossCall(Func3,t1,t2,t3);
cout << typeid(t4).name() << " = " << t4 << endl;

prints:
Code:
class xtd::Tuple<double,double,double> = (35.1, 38, 47)

Simple in concept but the implementation was surprisingly tricky in a few spots, so I'm happy  Smiley
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InfiniteStateMachine
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« Reply #3053 on: December 19, 2012, 10:35:10 PM »

yyeeeeeaaar

Showed my face recognizer program that doesn't use expensive 3rd party libraries to the bosses and got the go ahead to continue development with little to no timeline so I have the room to write well structured extendable code Smiley
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Belimoth
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« Reply #3054 on: December 20, 2012, 03:19:46 AM »

...got the go ahead to continue development with little to no timeline so I have the room to write well structured extendable code Smiley

That's beautiful Tears of Joy

Today I implemented tweening in my framework.
First time using reflection in that language so I'm very proud of it.

Look at that gorgeous ball.
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Evan Balster
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« Reply #3055 on: December 21, 2012, 02:18:08 AM »

Math + imagination = FUCKING MAGIC.

I made these

using the aforesaid recipe:

« Last Edit: December 21, 2012, 02:31:48 AM by Evan Balster » Logged

Creativity births expression.  Curiosity births exploration.
Our work is as soil to these seeds; our art is what grows from them...


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InfiniteStateMachine
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« Reply #3056 on: December 21, 2012, 04:58:17 AM »

Released the game I'm working on and feedback so far has been great Smiley
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bateleur
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« Reply #3057 on: December 21, 2012, 10:12:51 AM »

Released the game I'm working on and feedback so far has been great Smiley

Congratulations! Grin

I made these

using the aforesaid recipe

Ooh, very nice! TigerHand Thumbs Up Right
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Quarry
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« Reply #3058 on: December 21, 2012, 10:33:26 AM »

Math + imagination = FUCKING MAGIC.

I made these

using the aforesaid recipe:



That's scarily realistic
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InfiniteStateMachine
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« Reply #3059 on: December 21, 2012, 06:24:20 PM »

yeah I'm going to have nightmares about those eyeballs
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