Geti
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« Reply #3380 on: May 10, 2013, 04:11:20 AM » |
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Ok so it's still not easy to make most games with it. I guess we'll have to wait for someone to make libraries or have time to make full game engines from games they made with D. I wish I could do that but I really cannot spend time on this these days.
> have direct access to SDL using a language >"not easy to make most games"
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Klaim
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« Reply #3381 on: May 10, 2013, 04:21:26 AM » |
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More seriously, I'm talking about 3D libraries, and ones that benefit from D's RAII. Also, I don't like SDL at all.
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Dr. Cooldude
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« Reply #3382 on: May 10, 2013, 01:49:02 PM » |
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Got my sprite sheet system up and working! Now I can sleep peacefully <3
Update: same with my Camera system. It feels good to fight procrastination.
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« Last Edit: May 10, 2013, 03:23:39 PM by Dr. Cooldude »
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Quarry
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« Reply #3383 on: May 11, 2013, 01:01:22 AM » |
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Made a server/client system that uses UDP. I can detect timeouts!
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Dr. Cooldude
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« Reply #3384 on: May 11, 2013, 03:44:40 AM » |
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I can't believe that it once took me a week to learn how to set up a working tile system, and today I did it in only 5 minutes
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Solace
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« Reply #3385 on: May 11, 2013, 03:49:59 AM » |
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Made a server/client system that uses UDP. I can detect timeouts!
Nice work! I have enough problems making my networking stack play nicely with TCP. What kind of game is this for?
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powly
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« Reply #3386 on: May 11, 2013, 03:50:37 AM » |
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Dr.Cooldude, you also once took a long time to learn how to stand up and take a few wobbly steps, but now you don't think that much about walking. Shouldn't be too surprising.
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Dr. Cooldude
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« Reply #3387 on: May 11, 2013, 04:11:44 AM » |
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Dr.Cooldude, you also once took a long time to learn how to stand up and take a few wobbly steps, but now you don't think that much about walking. Shouldn't be too surprising.
Yeah, that's right of course. It just made me kind of happy to see that I can do these kind of things faster now, even though that's completely obvious.
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Quarry
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« Reply #3388 on: May 11, 2013, 05:15:13 AM » |
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Made a server/client system that uses UDP. I can detect timeouts!
Nice work! I have enough problems making my networking stack play nicely with TCP. What kind of game is this for? A real time space shooter, however I ended up with a lot of issues and switched to TCP
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powly
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« Reply #3389 on: May 12, 2013, 04:03:39 AM » |
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Yeah, that's right of course. It just made me kind of happy to see that I can do these kind of things faster now, even though that's completely obvious. Sorry if I was a bit blunt, the moments where you clearly see your improvement are indeed cool, it's way too long since I had one!
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Dr. Cooldude
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« Reply #3390 on: May 12, 2013, 04:56:06 AM » |
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Yeah, that's right of course. It just made me kind of happy to see that I can do these kind of things faster now, even though that's completely obvious. Sorry if I was a bit blunt, the moments where you clearly see your improvement are indeed cool, it's way too long since I had one! Heh, it's cool. I might enjoy this happiness before I get more experienced then
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Dr. Cooldude
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« Reply #3392 on: May 18, 2013, 03:22:27 PM » |
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aberrantmind
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« Reply #3393 on: May 18, 2013, 10:44:25 PM » |
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MUAAHAHAHAH!!?!?! about 2 months in on learning to program, making decent progress! I figured out how to program in c, and how to use media libraries for graphics and junk, and now I've been learning higher level languages, settled on python for now, then will go back to c++
anyways I think in another month or two or so and I can start working on my own game engine. I feel confident enough that I could get started right now with game maker. I fired it up again for a couple of days earlier in the week and I have a much better understanding of coding now, but I want to learn more and try building my own genre specific engines.
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_Tommo_
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« Reply #3394 on: May 19, 2013, 07:27:37 PM » |
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I have finally added a decent shader system to my engine It turned out pretty nice, and I was able to make the mandatory Earth without hacking anything Here's a screenshot, because it turned out pretty cool: Also, yay!
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« Last Edit: May 19, 2013, 07:45:51 PM by _Tommo_ »
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Quarry
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« Reply #3395 on: May 19, 2013, 07:48:02 PM » |
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It only lacks AA
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_Tommo_
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« Reply #3396 on: May 20, 2013, 03:12:03 AM » |
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It only lacks AA
Yeah. The blurry atmosphere should make up for it though, but I messed up the gradient
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Dr. Cooldude
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« Reply #3397 on: May 20, 2013, 04:12:16 AM » |
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I have finally added a decent shader system to my engine It turned out pretty nice, and I was able to make the mandatory Earth without hacking anything Here's a screenshot, because it turned out pretty cool: Also, yay! Nice, congrats! I am still brain dead when it's about 3D APIs such as OpenGL for example, but man I really need to start learning this stuff soon!
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Sir Wolf
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« Reply #3398 on: May 22, 2013, 11:04:58 AM » |
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Started working on my first real team programming effort today. A bit terrifying in part. I spent quite some time just thinking what kind of interface a class should have, because someone else than me is going to come their merry way and have to use that. Am I commenting enough? Too much? Am I polluting the version control log with too frequent tiny commits? I really want to do well, and at the same time I'm not sure whether I spend too much time thinking that stuff when I should be productive.
In any case, this is really exciting for me, and I can't wait to get back to work tomorrow!
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"We don't stop playing because we grow old; we grow old because we stop playing." -George Bernard Shawn
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rivon
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« Reply #3399 on: May 22, 2013, 01:35:54 PM » |
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Sir Wolf: it's best to have a discussion with the team and collaboratively design the system. Then just split the work. That way everyone knows what to expect, how will the system look when it's done.
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