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891032 Posts in 33520 Topics- by 24763 Members - Latest Member: skeevs

June 18, 2013, 05:40:00 PM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)The happy programmer room
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Author Topic: The happy programmer room  (Read 268579 times)
Quarry
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« Reply #2595 on: May 13, 2012, 08:17:23 PM »

Fun stuff, world peace, not-politics...
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Graham.
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« Reply #2596 on: May 13, 2012, 08:20:52 PM »

I hate world-peace. Maybe I should leave.

Any serious emacs users? I'm curious how different it is with the indies.
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bateleur
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« Reply #2597 on: May 14, 2012, 02:50:55 AM »

Any serious emacs users?

Yup, me!

Although I've given up recommending it to other people unless they ask. People want different things from their editors and some of 'em would genuinely prefer a ten minute learning curve to power and versatility. This doesn't seem to stop them from making good games.

(Aside: If you're a fast touch typist it's even possible vim is better than emacs. I'm not, so I wouldn't know.)
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Graham.
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« Reply #2598 on: May 14, 2012, 06:26:00 AM »

Yeah, yeah. I'm not evangelizing, I was just curious. Emacs is definitely not an easy push.

The vim speed thing. That's interesting. But I think once you get hardcore into your own mods if becomes about your workflow. Emacs had the bigger library, and I kind of like lisp, so I figured I was okay with it. I think the more work I do the more time I spend proportionately thinking about how I can upgrade emacs so I have to do less work. Smiley. I'm not even trying to be an evangelist. Hahah, I guess that's just emacs.

For my upcoming C++ work I'll have to hook emacs into Visual Studio to use its intellisense and things like that. Goto definition is everything that's right with boxed IDEs.
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kamac
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« Reply #2599 on: May 14, 2012, 08:18:47 AM »

Yikes. My GUI is working nicely. Though, it looks like turbo pascal's!
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BlueSweatshirt
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« Reply #2600 on: May 14, 2012, 08:24:51 PM »

If you're a programmer and you're not already a mad-awesome touch typist... Well, you're probably new.  Durr...?
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thatredant
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« Reply #2601 on: May 15, 2012, 05:49:26 PM »

Just spent a whole day crunching on my project, Flashpunk makes things simple. Smiley
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Working on a resource-gathering realtime roguelike!

brettchalupa
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« Reply #2602 on: May 17, 2012, 08:05:42 PM »

A bit late to the party, but I finally got all of my domains and hosting off GoDaddy.  Tears of Joy

I ended up moving to Heroku for hosting with Nesta (a ruby CMS). You can see the site here. It's simple & clean right now, which works for me. The fun parts have been getting familiar with SASS and HAML, as well as working with some of the cool stuff Nesta let's you do in combination with Sinatra.

It feels nice to be off of Wordpress, PHP, and GoDaddy.
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eigenbom
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« Reply #2603 on: May 17, 2012, 11:06:39 PM »

Pretty much finished an AfterEffects->ios/cocos2d content pipeline. Supports compositions, keyframed animations, layers with parenting, footages, and polygonal shapes (to be used to specify touch regions and box2d fixtures). Emotion? Hmm, maybe Shocked + Smiley and a bit of Cheesy.
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louroboros
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« Reply #2604 on: May 17, 2012, 11:27:41 PM »

Got my master's thesis (grass rendering) published on this month's Intel Visual Extreme magazine! Woot! If you were at GDC 2012, you might have picked up an issue. The article at page 28.

Sorry for the cheesey title "The Grass is Greener on the other side of advanced in hardware and rendering", I didn't choose it.

[ PDF Link ]

Sweet! A week or so ago I saw this on Youtube while randomly looking at what I call "GPU porn" and I actually went and read through a lot of your paper. Nice work & congrats!  Beer!
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« Reply #2605 on: May 22, 2012, 07:45:01 PM »

Call me a noob if you will(although any good programmer knows that all programmers are noobs) but I just went down the road of component based game objects. Boo-fucking-ya! Before I get too happy though, are there any downsides/warnings I should know before I dive head over heels?
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"Games are made by artists, so to not consider them art is an insult to the artists who work on them." - Some guy on IGN.
Sakar
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« Reply #2606 on: May 22, 2012, 08:02:35 PM »

Only downsides I've found to component systems are

a) Making a good messaging system/way for components to communicate
and
b) Code gets super ugly (but I'm also bad so that's probably at least partially why Tongue)
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BlueSweatshirt
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« Reply #2607 on: May 22, 2012, 08:16:55 PM »

Component systems can get a bit verbose.
And if not worked with properly, basically turn into a big ball of mud.

It can be far more efficient, in the interest of production, to merely plan out where to put which functionality and forego components entirely. Component systems are good in things like Unity because the developers don't know how the user will want to use each bit of functionality. You, as the developer of a game or application, generally know exactly what functionality you need and where you need it. You'll save time and your code will be a lot cleaner.
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Geti
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« Reply #2608 on: May 22, 2012, 09:30:19 PM »

@Jack: I disagree there, components have helped us develop things more rapidly once the systems are in place. Write physics code once then just attach a physics component - sounds a lot simpler than having to manually code in a physicsBody var on all physics classes manually.


Ontopic, we've had a bloody excellently productive week. Water level, wooden blocks, and a bunch of tidying behind the scenes? woot.
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« Reply #2609 on: May 22, 2012, 09:43:41 PM »

I've been looking into component-based designs recently also. After reading up a lot and implementing some stuff I've come to the conclusion that I like the core idea, but C++ is really the wrong language to be trying to express this with.
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