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41
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Developer / Technical / Re: What's a good laptop to buy?
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on: April 09, 2009, 09:16:15 AM
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the main problem with netbooks is keyboard rather than screen size. I wouldn't even consider coding on those tiny things  btw, the white macbook is on your price range The keyboards on most of the 10" Netbooks aren't all that bad. I can touch type on my Asus EEE 1000HE without any issues at all. It's not significantly smaller than my sister's 12.1" HP. Then you have small hands  I tried all kinds of netbooks. Including 10'' ones and the HP onw with supposedly the best keyboard among netbooks. I can't work with them. Or that maybe I have exceptionally large hands  I have to agree with the original poster in that there is no particular reason to consider a MacBook if he isn't an Apple fan already. You can get an equivalent system from a different manufacturer for a much more reasonable price point.
I'm not an apple user myself. But you miss the point. OP looks for a mobile device. Macbooks (not pro) are slim and light. I didn't hold an M1330 myself but from the pictures, the difference is huge. But you're right they are expensive and there are better notebooks for the same price if you *only* care about technical specifications.
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44
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Developer / Technical / Re: What to use for game development in C++
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on: April 07, 2009, 02:40:09 AM
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considering that it uses directx, you can check winelib-dev d3d headers to see if they already implemented opengl wrappers for the parts you need  That is a potentially awesome, certainly underutilized solution. wine team wants to port the d3d as a separate lib but so far no one did the job. I successfully ported few applications with it. some of them only took a recompile. but most of the time replacing the window and input handling helps a lot (which is really simple considering that SDL can be used almost on any project).
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45
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Developer / Technical / Re: What to use for game development in C++
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on: April 06, 2009, 10:31:13 PM
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Mattias' Pixie Game Engine seems very clean and easy to use. If you read his blog, you'll get an idea of what he's shooting for with it, and I wholeheartedly recommend it. I'm in the process of porting it to Linux, but it's not there yet. It's also public domain - which is totally awesome. considering that it uses directx, you can check winelib-dev d3d headers to see if they already implemented opengl wrappers for the parts you need 
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47
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Developer / Technical / Re: What's a good laptop to buy?
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on: April 06, 2009, 11:37:11 AM
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the main problem with netbooks is keyboard rather than screen size. I wouldn't even consider coding on those tiny things  btw, the white macbook is on your price range
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49
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Developer / Audio / Re: Atmosphere/Mood Music
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on: April 06, 2009, 02:07:32 AM
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insane statement??? that's an insane overreaction  I think everyone but you understood the OP. take it easy. just send the game musics you like 
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51
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Developer / Audio / Re: Atmosphere/Mood Music
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on: April 05, 2009, 02:30:24 AM
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Then sure. Environmental themes as well.
Damn, now I have absolutely no idea what kind of music you're talking about, because all game music is emotional and/or environmental. I think he means anything other than effect sounds,walking sounds etc... think of kyntt stories or aquaria soundtracks
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52
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Jobs / Collaborations / Re: The MONOCLE ENGINE
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on: April 03, 2009, 02:08:22 PM
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I'm not as familiar with the GNU licenses as I could/should be, but I remember the Adventure Game Studio bloke saying that he couldn't make the engine open-source because someone could just change the license and try to sell the engine for profit. Also, he worried that, with a released source, anyone could basically hack any game made with the engine and release the game as their own.
But I dig this project being open source. Are there protections against people abusing the license?
GPL: You can use it commercially but you have to release the code of your work. LGPL: Permits commercial use as long as you don't link the library statically. You don't have to release your work's code but if you *modify* the library code, you have to release the modified part as LGPL. zlib/libpng: Very permissive license. Use it commercially. Link to it statically. Change the code. Do whatever you want. These are some of the most used open source licenses. LGPL is OK for a game engine. Also "abusing the license" is not a concern for people releasing open source code. And why would anyone buy a game engine while it's freely available? Think about it, if AGS releases the code and someone tries to sell it, who in the world would buy it?
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56
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Developer / Technical / Re: Which to learn?
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on: March 24, 2009, 02:08:34 PM
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... with Processing to get the hang of coding? I haven't tried it myself, but I hear it's very intuitive.
wow! Processing looks incredible! Are there any games made with it? I would like to try some. Looking at the examples, it looks like there is not much it can't handle for a decent 2D game -although it's not designed for game development-
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57
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Developer / Technical / Re: Which to learn?
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on: March 24, 2009, 01:41:51 PM
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Could I suggest stopping this thread now? It is no longer helpful to the OP and well on the way into Holy War territory (especially the old trite "C++ vs. Java" one, which no one in the industry cares about any more).
as long as people makes good arguments I don't see why we have to close the thread. So far it's been a very civilized conversation and I don't see your point.
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58
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Developer / Technical / Re: Which to learn?
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on: March 24, 2009, 11:41:08 AM
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It's time for a little renting  Although this may seem like a hate-writing read it carefully, it has some really good points. http://yosefk.com/c++fqa/defective.html@OP, For 2D games you don't need the low-level freedom or performance of C++. It's that simple. There are so many other important parts that will make your life much more easier. I strongly recommend python, java, c#, lua or anything high-level with proper memory management.
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59
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Developer / Technical / Re: Which to learn?
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on: March 24, 2009, 12:01:04 AM
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I haven't used C#, and I don't know if there's anyway to get it working for OSX, but I think it looks like a decent language as well.
There is Mono (which is an almost complete reimplementation of -currently- .NET 2.0 and C# compiler) I'm a hard-core C guy myself and when I write in C++ I find my self struggling with the same quirks of C which in summary is excess low-levelness for games. (This didn't sound english but anyway  ) I'm hacking C# for a couple of months now and I'm really really loving it. It looks like MS analyzed very well where C++ fails and they made a very clean and compact high-level language. I can't say much in comparison to Java since I didn't use it that much but Java always looked too bloated to me. Also as an end-user, .NET apps feels a lot faster than Java apps. I don't know if that would be the case if you benchmark them properly though.
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Developer / Technical / Re: Which to learn?
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on: March 23, 2009, 09:53:03 PM
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If you don't need high-tech 3D features may I suggest C# with Tao Framework. It's cross platform. And I think everyone would agree that the syntax is much better and newbie friendly.
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