ENIGMA Forums
Contributing to ENIGMA => Function Peer Review => Topic started by: RetroX on March 21, 2010, 02:02:35 pm
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Here's my idea.
Yes, r4 isn't even released, yet. But we can still help; I mean, most of us know C++ enough to help make some of the functions.
This includes functions that may be useful and aren't on the list.
If it's already made, then... oh, well, I guess. Also, it's not official or anything at this point, unless Josh decides to make it that way.
Here's the list that hasn't been updated (http://enigma-dev.org/progress.htm).
Also, even if you don't know C++ or aren't coding anything, you can still post suggestions.
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I is doing collisions.
Everyone keep your grubby hands off dem collisions.
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I is doing collisions.
Everyone keep your grubby hands off dem collisions.
Rite.
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Nice to see so many people taking interest in coding things.
... :P
They probably want to wait for a new working version before they start coding. Those who will do any coding for the project at all, I mean. I don't blame them, really.
Besides, 'Whitespace' will make it so they can implement their functions in C++ just as it will look if included in the release, and will let them test their new functions themselves.
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"Whitespace?"
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Half-ass name for a C++ script resource.
Cuz I stick it between C++ whitespace, besically.
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Half-ass name for a C++ script resource.
Cuz I stick it between C++ whitespace, besically.
:raise:
Still confused
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It's a single script that you can use to implement some C++ functions for use throughout the game. You can define your own global variables, your own structures, your own types, your own functions... Whatever you could need, really. Just like with any other library in ENIGMA.
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Also, completely random and useless functions that I made for another program:
template<typename type>
inline type csc(type value) { return 1/sin(value); }
template<typename type>
inline type sec(type value) { return 1/cos(value); }
template<typename type>
inline type cot(type value) { return 1/tan(value); }
template<typename type>
inline type acsc(type value) { return asin(1/value); }
template<typename type>
inline type asec(type value) { return acos(1/value); }
template<typename type>
inline type acot(type value) { return atan(1/value); }
template<typename type>
inline type acot2(type valuey,type valuex) { return atan2(valuex,valuey); }
template<typename type>
inline type csch(type value) { return 1/sinh(value); }
template<typename type>
inline type sech(type value) { return 1/cosh(value); }
template<typename type>
inline type coth(type value) { return 1/tanh(value); }
template<typename type>
inline type acsch(type value) { return asinh(1/value); }
template<typename type>
inline type asech(type value) { return acosh(1/value); }
template<typename type>
inline type acoth(type value) { return atanh(1/value); }
template<typename type>
inline type acoth2(type valuey,type valuex) { return atanh2(valuex,valuey); }
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R1 used templates for parameters for a while. I thought it was a great idea at the time, praised Dylan for it... It's a terrible idea in retrospect.
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well, I was avoiding repeating them for float, double, and long double like cmath does.
probably is a bad idea