Search found 6110 matches
- Tue Feb 09, 2016 12:07 pm
- Forum: Programming Discussion
- Topic: Crossplatforming methods in C
- Replies: 3
- Views: 12896
Re: Crossplatforming methods in C
I definitely DO NOT recommend having a clusterfuck of preprocessor conditional compilation statements like that all over your codebase for supporting multiple platforms. That's what the very first revision of libGyro looked like, and it got really gold really fast. That's a messy, totally disorganiz...
- Wed Aug 19, 2015 6:12 pm
- Forum: Programming Discussion
- Topic: Exceptions
- Replies: 7
- Views: 10104
Re: Exceptions
Well, to name one possible example of what might be an option in your engine: trigger Luas garbage collector, insult the scripts author and try again. Especially once you released your toolkit to a large audience who are not as aware of the memory constraints as you and your team are, I could imagi...
- Wed Aug 19, 2015 1:07 am
- Forum: Programming Discussion
- Topic: Programming for Elsyian Shadows?
- Replies: 4
- Views: 8573
Re: Programming for Elsyian Shadows?
A basic Lua understanding and ANY experience with Unity3D will get you more than ready for ESTk. The engine architecture is highly influenced by Unity3D, so use Unity and imagine when you are writing UnityScript/C# Behaviors that you will be writing them in Lua in the future... That's ESTk.
- Wed Aug 19, 2015 1:06 am
- Forum: Programming Discussion
- Topic: Question Regarding Tile Engines
- Replies: 7
- Views: 10231
Re: Question Regarding Tile Engines
...and send only one vertex per tile and inflate it with geometry shader to a full quad for even less transfer overhead. As dandymcgee pointed out, don't do this until you need the performance. I honestly haven't fucked with the geometry shaders enough to know if this would speed things up or not. ...
- Wed Aug 19, 2015 12:54 am
- Forum: Programming Discussion
- Topic: Question Regarding Tile Engines
- Replies: 7
- Views: 10231
Re: Question Regarding Tile Engines
...and send only one vertex per tile and inflate it with geometry shader to a full quad for even less transfer overhead. Sure hope this dude is not targeting a mobile device without support for GLES 3 then... We can't even use geometry shaders because most mobile devices are still cock-blocked at G...
- Wed Aug 19, 2015 12:16 am
- Forum: Programming Discussion
- Topic: Passing a Pointer as a Reference, Deallocating SDL2 objects
- Replies: 7
- Views: 10059
Re: Passing a Pointer as a Reference, Deallocating SDL2 obje
I would argue the way he has it is NOT safe, considering the createTexture() function could easily modify the Renderer pointer passed to it and fuck everything up. It has no business fucking with that pointer, so receiving the pointer by value rather than by reference is far safer if he's not using ...
- Wed Aug 19, 2015 12:13 am
- Forum: Programming Discussion
- Topic: How to build LuaBind?
- Replies: 6
- Views: 9290
Re: How to build LuaBind?
Awesome! Let me know if you have any questions. Don't know if you've been following AiGD, but all of the "Selection View" Dock Widget functionality on the right of ESTk, allowing you to dynamically view and modify contents of arbitrary Lua data AND load/save C++ data as Lua data was all wr...
- Tue Aug 18, 2015 7:35 pm
- Forum: Programming Discussion
- Topic: Exceptions
- Replies: 7
- Views: 10104
Re: Exceptions
Okay, so now I'm confused as shit. I'm looking through all projects for the Engine/Toolkit (Win, Linux, MacOS, iOS), and they definitely all have exceptions disabled, yet they are definitely all using at very least std::vector and std::map without any issue... At least in the Toolkit-specific code, ...
- Mon Aug 17, 2015 6:53 pm
- Forum: Programming Discussion
- Topic: How to build LuaBind?
- Replies: 6
- Views: 9290
Re: How to build LuaBind?
I cannot help you with what you need, as I haven't used Visual Studio in years, and I don't even know what the fuck "bjam" is. The last time I tried to compile LuaBind was for my Dreamcast about 5 years ago, and I gave up and never looked back, because of its massive boost dependency. Now ...
- Tue Aug 11, 2015 1:46 pm
- Forum: General/Off-Topic
- Topic: URL PornSwap
- Replies: 3
- Views: 9619
Re: URL PornSwap
Best topic I've seen in awhile...
Click here to see the hidden message (It might contain spoilers)
- Wed Jul 01, 2015 7:27 pm
- Forum: Programming Discussion
- Topic: Question Regarding Tile Engines
- Replies: 7
- Views: 10231
Re: Question Regarding Tile Engines
That's the basics.
If I were you, and I were using the OpenGL core profile, I would store that giant-ass array of geometry as a VBO GPU-side, and drastically reduce the overhead fo transferring vertices every frame.
If I were you, and I were using the OpenGL core profile, I would store that giant-ass array of geometry as a VBO GPU-side, and drastically reduce the overhead fo transferring vertices every frame.
- Wed Jul 01, 2015 7:20 pm
- Forum: General/Off-Topic
- Topic: Long Time No Siege IV
- Replies: 2
- Views: 5677
Re: Long Time No Siege IV
WHY HELLO THERE MY WEIRD-INTEGRAL FRIEND!!!!
- Tue May 05, 2015 10:57 pm
- Forum: Programming Discussion
- Topic: Compiler talk
- Replies: 6
- Views: 9188
Re: Compiler talk
GCC isn't so bad if you're on Linux or a Mac, but it's a horrible piece of shit on Windows (MinGW), and considering the fact its main benefit to a developer is platform independence, I would dare say that's pretty shitty. Unfortunately pretty much every microprocessor and operating system supports G...
- Sat May 02, 2015 8:34 pm
- Forum: General/Off-Topic
- Topic: Release Party Beverage Sponsor
- Replies: 2
- Views: 6494
Re: Release Party Beverage Sponsor
Holy fuck, we need to talk to these guys...
- Sat Apr 04, 2015 2:19 am
- Forum: General/Off-Topic
- Topic: Beta Backers Group
- Replies: 17
- Views: 14980
Re: Beta Backers Group
JUST APPROVED ANOTHER BIG BATCH OF YOU!
Sorry for the delay, I quit checking daily after I stopped seeing people request to join the group. Apparently some of you were waiting for awhile... Oops.
Sorry for the delay, I quit checking daily after I stopped seeing people request to join the group. Apparently some of you were waiting for awhile... Oops.