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1846
Announcements / Re: Install script - Ubuntu
« on: July 04, 2010, 05:24:43 pm »
Build directory.
Nice change, Ism.
Nice change, Ism.
1847
Off-Topic / Re: Help coding something...
« on: July 04, 2010, 03:39:45 pm »
Yes, you can. It won't work because you can't assume that all types passed to a generic mixed() will have even operator+. If you could presume all available operators for both types, you'd be fine.
1848
Announcements / Re: COmputers SUck
« on: July 03, 2010, 09:34:30 pm »
I never liked SDL. Then I found out it had proprietary segments, and now I hate its guts as well as those of all involved with it, in any way. SDL can go fuck itself.
...Still, thanks for the suggestion.
...Still, thanks for the suggestion.
1849
Announcements / Re: COmputers SUck
« on: July 02, 2010, 06:51:03 pm »
This is retarded. >=\
Somebody else do the goddamn timing function. Clearly THIS, of all things, is just above my ability. <_<"
I assumed it was my vsync screwing it up. I'll look into fixing that...
I've not implemented the Windows counter yet, though.
Somebody else do the goddamn timing function. Clearly THIS, of all things, is just above my ability. <_<"
I assumed it was my vsync screwing it up. I'll look into fixing that...
I've not implemented the Windows counter yet, though.
1850
Off-Topic / Re: Help coding something...
« on: July 02, 2010, 06:45:59 pm »
Not while treating it as a plain variable. Allowing operator behavior of -two- types is the difficult part; if it was one or the other, you could use the template magic to make it work, and it would only error if an operator was called that was unsupported. But since, in the case of string and double, only some 8 operators are shared in common, that's problematic.
You could look at boost::variant better than I did. From what I can tell, they scraped something together with accessors. If I were you, I'd recommend overloading operator+(void) and operator-(void) to fetch either type explicitly (Has to be as good as or better than what boost did, but I didn't read very far in).
You could look at boost::variant better than I did. From what I can tell, they scraped something together with accessors. If I were you, I'd recommend overloading operator+(void) and operator-(void) to fetch either type explicitly (Has to be as good as or better than what boost did, but I didn't read very far in).
1851
Off-Topic / Re: Perfect low-level game framework
« on: July 02, 2010, 06:18:06 pm »
Sure, it's not detrimental, but it's little things like that which ultimately pile up. I'm just saying that the superior choice, however more or less convenient it would be, is to make the user explicitly switch context. Like surface_set_target in GM.
And yes; I was planning on making some GUI functions in ENIGMA that would potentially allow you to switch the current context to a new window. The only reason I'm making it, though, is for other pieces of ENIGMA to use; it's not really helpful in games. I just figure I may as well offer it up for use.
And yes; I was planning on making some GUI functions in ENIGMA that would potentially allow you to switch the current context to a new window. The only reason I'm making it, though, is for other pieces of ENIGMA to use; it's not really helpful in games. I just figure I may as well offer it up for use.
1852
Off-Topic / Re: Perfect low-level game framework
« on: July 02, 2010, 03:31:14 pm »
Our ideals are only slightly off.
"The API would be object-oriented."
By this, I figure you mean
"BMP, PNG, WAV, OGG and OGV"
I'd not settle for anything not supporting XM. And MP3 is a major plus.
"Contexts: Having many contexts at the same time. Then one'd just apply the functions(begin, end, etc.) to a different context and it'd "just work". OpenGL isn't very context-friendly, since you can only have one active context at any given time."
Easily implemented, major efficiency damper. Each draw function would have to check that the correct context is bound, and the user would have to specify that context every single time. That's annoying to user and GPU.
I don't know what you've used that you're acting as though video is some magically aloof resource that can't be treated as a texture. Must have been one fucked up little library. Happens when libraries do too much for you, I imagine. I can't think of a reason any respectable video renderer wouldn't have FBO's/contexts usable as textures.
"The API would be object-oriented."
By this, I figure you mean
Code: [Select]
Gaming.Engine.Code.Functions.Drawing.Images.SpritesInParticular.Rendering.DrawSprite(
resources.images.sprites.byIndex(0),
self.locals.drawing.images.sprite.index,self.locals.position.mouse.x,self.locals.position.mouse.y
);
But I'll be damned if I'd put up like that in anything other than Java*. Yes, now that I see your example code, I've noted that you're content with just DrawUtils::DrawRect. But eh, I vastly prefer draw_rectangle, personally."BMP, PNG, WAV, OGG and OGV"
I'd not settle for anything not supporting XM. And MP3 is a major plus.
"Contexts: Having many contexts at the same time. Then one'd just apply the functions(begin, end, etc.) to a different context and it'd "just work". OpenGL isn't very context-friendly, since you can only have one active context at any given time."
Easily implemented, major efficiency damper. Each draw function would have to check that the correct context is bound, and the user would have to specify that context every single time. That's annoying to user and GPU.
I don't know what you've used that you're acting as though video is some magically aloof resource that can't be treated as a texture. Must have been one fucked up little library. Happens when libraries do too much for you, I imagine. I can't think of a reason any respectable video renderer wouldn't have FBO's/contexts usable as textures.
1853
Announcements / Re: COmputers SUck
« on: July 02, 2010, 03:09:34 pm »
Clearly it's only slightly retro-compatible <_<"
1854
Off-Topic / Re: Google V8
« on: July 01, 2010, 09:28:07 pm »
Yahoo games only work in Internet Explorer.
...That's why my mother uses it.
...That's why my mother uses it.
1855
Off-Topic / Re: Google V8
« on: July 01, 2010, 03:58:04 pm »
Yep. And I refuse to have any ties whatsoever to VStudio. I figure Google will make it happen eventually.
1856
Off-Topic / Re: Google V8
« on: July 01, 2010, 12:04:25 pm »
GM defaults to the instance scope. local. It also keeps lists of other scopes to check first. The first of those is the script scope, declared with "var". The second is the global scope, declared with "globalvar". Execute_string gets its own script scope, and so won't share a var declared in the calling scope. However, execute_string will also default to the calling instance scope if the variable isn't on either list.
var foo; will print "old".
Just foo="old"; will print new.
var foo; will print "old".
Just foo="old"; will print new.
1857
Off-Topic / Re: Google V8
« on: July 01, 2010, 01:04:44 am »
Ah, right. I was focusing on the execute_string() part and managed to totally ignore his means of declaring it in the first place. In either case, the behavior is the same. V8 would have no way of accessing a temporarily created scope. So really, it will show "new" so long as neither have "var", in both ENIGMA and GM. So, yes, retep, that's exactly what it means.
1859
Announcements / Re: COmputers SUck
« on: June 30, 2010, 07:57:39 pm »
Oh, fuck timing. I'll deal with both of those things, now.
1860
Off-Topic / Re: Google V8
« on: June 30, 2010, 04:50:16 pm »
The global accessor for foo invoked by V8 would access enigma::instance_event_iterator->inst, executing the code-generated fetch for foo, returning this->foo, thus far reading "old", and assign it to "new". The printed result would be "new".
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