GOOD.
GOOD.
I found it strangely addictive.
NOT SO FAST. You forgot the one thing that can beat you. Compile time computation B)
I'm about to make you my friend.
#include <cstdlib> #include <cstdint> #include <cstdio> constexpr auto sum(uint64_t n) -> uint64_t { return n != 0 ? n + sum(n - 1) : n; } auto main () -> int { printf("%llu\n", sum(100000000)); }
And in case you were thinking "oh hey, that's cheating, how long did it take clang to compile it"Code:% /usr/local/bin/clang++ -o suck-it-down john-romero.cpp -std=c++11 -stdlib=libc++ -fno-exceptions -fno-rtti -O4 % time ./suck-it-down 5000000050000000 ./suck-it-down 0.00s user 0.00s system 46% cpu 0.006 total
Code:% time /usr/local/bin/clang++ -o suck-it-down john-romero.cpp -std=c++11 -stdlib=libc++ -fno-rtti /usr/local/bin/clang++ -o suck-it-down john-romero.cpp -std=c++11 -stdlib=libc++ -fno-rtti 0.04s user 0.03s system 74% cpu 0.093 totalBlow it up. B)Code:; ModuleID = 'john-romero.cpp' target datalayout = "e-p:64:64:64-i1:8:8-i8:8:8-i16:16:16-i32:32:32-i64:64:64-f32:32:32-f64:64:64-v64:64:64-v128:128:128-a0:0:64-s0:64:64-f80:128:128-n8:16:32:64-S128" target triple = "x86_64-apple-macosx10.7.0" @.str = private unnamed_addr constant [6 x i8] c"%llu\0A\00", align 1 define i32 @main() nounwind uwtable ssp { entry: %call1 = tail call i32 (i8*, ...)* @printf(i8* getelementptr inbounds ([6 x i8]* @.str, i64 0, i64 0), i64 5000000050000000) nounwind ret i32 0 } declare i32 @printf(i8* nocapture, ...) nounwind
Edited:
I should note, if you compile it without optimizations, it will segfault on run. womp womp :(
After several days of texturing a simple cube not working, I finally figured out that SOIL is outdated for OpenGL texture loading. Fuck.
At least I can still use the image loading functions because I really don't feel like implementing raw libpng.
And it works, now on to more useful things.
I have a question, someone posted a link for a site where programmers can hire designers and viceversa or help eachother out, i have been looking but can't seem to find it. ex. i am looking for a pixel artist to do some work and i want to pay for it.
Anyone got a site that fits that description or is similar could you post it for me?
Try requesting here: http://facepunch.com/showthread.php?t=1204549
Maybe you find someone. :D
That works more like a good will thread i really want to be able to contact someone who's work i like and pay them for the art.
I know this site exists because i visited it maybe a year ago just can't remember anything that identifies it.
Why are you declaring your functions like that? It looks horrible, more characters to type and is harder to read.
Edited:
Here is some eye bleach people:
constexpr uint64_t sum(uint64_t n) { return n != 0 ? n + sum(n - 1) : n; } int main() { printf("%llu\n", sum(100000000)); return 0; }
doing the new C++ function syntax allows you to see the entire parameter list and return type all next to each other, with the name on the left (instead of mixed in between the functions actual type signature)
It's a style I picked up from OCaml, F#, and python where the same style of syntax is (mostly) used. (i.e., def sum (parameters:types) -> return-type, or let x (n:int) : unit = blah;;)
It also makes getting the type signature of a function super easy with a regex.
The more you know.
It's a personal preference, nothing more, and you'll just have to deal with it.
If you're really serious and have the budget to back you up, I'd recommend nitrome. They're really pixel-perfect.![]()
I recognize that page and they don't sell art?
Does not really matter because i do not have that kind of budget i am really looking for freelancers.
You have to contact them via their business email on the contact page. But yeah, it'd probably be very expensive.
why are you declaring your functions like that? it looks horrible, it's really hard to ack/grep for and it's harder to read
Edited:
here is some sanity people:
constexpr uint64_t sum(uint64_t n) { return n != 0 ? n + sum(n - 1) : n; } int main() { printf("%llu\n", sum(100000000)); return 0; }
I had this thought now and also when I first saw this image; The clouds look unnatural compared to the ground. It looks as if the sky is sort of slanted down, as if the image of the clouds have been taken with a camera that was tilted upwards. I guess another way to put it would be to say that the farthest clouds are too low. Just me?
I have a feeling that that is due to the material used, not the actual skybox.
I can also do random generated terrain
I just remebered that I am not even going to use terrain in my game.
I can't believe Slick doesn't support Tiled object layers. ಠ_ಠ
I'm this close to just hardcoding everything.
I CAN'T TURN BOXES INTO PROGRAMS :(
See you at gamescom next year!
Screw all of you who disagrees, I like this style
Having all the function names start from the same column looks neat. You don't have to scan where the return value part stops to find it.
I successfully converted all glsl 3.30 shaders to 1.20 versions; and looked up some of my OpenGL functions to determine the minimum version required is OGL 2.0. Is supporting OGL 2.0 and higher enough?
For those of you who couldn't run my game before, can you try again please? If it still doesn't run, paste the log.txt here as it prints a bit more useful information so I can figure out what's up.
win64
win32
The game doesn't support being ran in directories with non-latin characters in them yet still, so be wary of that.
pretty much all computers from 5-7 years ago have atleast 2.0-2.1
Downloading it now to test with Wine.
So it turns out Slick actually does support Tiled object layers and my hissy fit was because you have to set a size for the objects greater than zero.
Ta-dah! Signposts! Also a framework for adding items, triggers, and other cool stuff to the game.
You can compile it for your Linux system by downloading the source from git: https://github.com/naelstrof/Astrostruct
Although from my tests the wine version works fine.
Wine version doesn't run here. I don't have valgrind installed atm, but I'll give it a whirl though.
Running Gentoo with Wine --version outputing: wine-1.5.10 and using Mesa 8.1 radeon 6.14.6-r1 drivers.
Post the log.txt please. (Or wine debug output, eg: "WINEDEBUG="" wine astrostruct.exe > blah.txt 2>&1")
Here you go:
Code:LUA INFO: Scanning config for lua files... RENDER INFO: OpenGL RENDER INFO: Vendor: X.Org RENDER INFO: Version: 2.1 Mesa 7.11.2 RENDER INFO: Renderer: Gallium 0.4 on AMD RV730 RENDER INFO: GLSL Version: 1.20 SIGNAL ERRO: Recieved signal SIGSEGV: please use valgrind to get some debug info and send bug reports!LUA INFO: Scanning config for lua files... RENDER INFO: OpenGL RENDER INFO: Vendor: X.Org RENDER INFO: Version: 2.1 Mesa 7.11.2 RENDER INFO: Renderer: Gallium 0.4 on AMD RV730 RENDER INFO: GLSL Version: 1.20 SIGNAL ERRO: Recieved signal SIGSEGV: please use valgrind to get some debug info and send bug reports!
Alright thanks, it looks as though I'm using a glew extension without checking if it's available. I'll have to install some opensource drivers and debug myself.
Yesterday we met Overv, today he didn't come.
But I met Nifflas and he said he likes my games. Yay.
(He's the guy with the beard)
I'm compiling the linux package, and cmake couldn't find enet. Is this loaded dynamically on Windows as well? Because that *could* cause potential problems, I presume?
Edited:
Also, a little hint on this thing is that, afaik, SOIL is NOT included in most major linux distributions and as such you'll have to find it yourself in order to compile your game/application. Why not include the two files?
Enet is a portable networking library: http://enet.bespin.org/; Which is in the official repositories in Arch Linux, so I assumed it would be included in others.
I thought including pre-built libraries like Soil went against Linux's philosophy to configure, compile, and install their own version for all applications to link against.
Given its simplicity to compile and install, I'd rather not ship with pre-built Soil binaries included.
I wasn't talking about shipping with soil prebuilt, but as source in your sources :)
Also, enet is included in my repository as well, but soil isn't.
I've installed enet, and I was just wondering if you were using it and including it on Windows :)
was he wearing the shirt?
Oh sorry for the misunderstanding, I guess I don't really know what I'm doing as I only have one computer to test builds and binaries.
I hold Windows to the same standard as Linux and as such expect them to compile and install all the libraries they need themselves. Is it wrong of me to do that?
If you feel like you can improve how it compiles feel free to branch the project on github and I'll merge the changes in.
It's extremely inconvenient because third party libraries on Windows are a bitch. In Linux they're a few keystrokes away.
Either way, I do it to, except I don't care about Windows development anymore.
Windows has no method of downloading libraries other than the user doing so themself, so you need to include everything in the windows build
I moved into Uni yesterday. Fun stuff.
Today I went to go take a look around and found the library.
I wanted to see how open they kept their computers, so I went snooping.
Everything was blocked.
No CMD, the C:\ drive was invisible, no notepad..
right click on desktop > new text document > new
I made a batch file and used dir to walk through most of the filesystem. Not much interesting stuff.
The only interesting thing that I did find was a log of all recent log-on usernames and their respective first access dates.
I thought that was funny.
can any of you ogl/math gurus tell me why the hell this isnt working?
http://www.facepunch.com/showthread....1#post37287946