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Messages - Krice

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It could be useful to have a link to them.

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Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: July 12, 2017, 07:05:58 PM »
For me, it's much harder to find specific stuff withing ~1200 files (every class had own file)

It depends on stuff. Classes don't need to have their own file, but it's a good rule. Sometimes you can group classes that are in the same category etc. I'm using IDE to arrange files/classes to virtual groups with proper titles so it's easy to find stuff no matter how many files there are. However Kaduria (my biggest project) has "only" 364 files which in C++ is divided by 2, because each class has a header and source file. So it's not that many files and I'm estimating there could be something like 400 files in the final version.

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Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: July 12, 2017, 08:41:39 AM »
wonder why most people say that managing 1 big single file is hard (and bad practice), but managing hundreds-to-thousands small files is the only good approach, because it's simple and easy to manage...

Try it sometimes yourself. Of course if you have modular source code then it's even better to put them to their own files, because you can work from low level routines to high level (in best case scenario anyways). In a single file it's simply harder to find stuff, no matter how you look at it. And finding stuff in large projects is actually quite important. Not to mention keeping track of everything, I don't even know how people remember what they already have programmed if there is only one file.

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Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: July 11, 2017, 09:15:14 AM »
Do you still have only 1 source file? I had problems with my Level class file which had I think nearly 6000 lines. Splitting it has been a good decision, now each class is about 1K lines which is much more manageable. And not only that, they are arranged to logical parts from simple to complex. Managing 6000 lines of code in one file is hard if you have different tasks in that class. But then again your decision to keep everything in one file must come from some kind of stubborn decision some smart people often seem to do.

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Programming / Re: Help me find a better language than C++
« on: July 08, 2017, 06:24:01 AM »
It sounds like you entered this thread with your mind already set on bashing every language that isn't C++.

I wish it was that simple, but it's not. C# is not that bad, I like how they removed the need for header files, but that's a modern invention because then the IDE has to keep track of what is in the project files. I'm not sure what to think about the automatic reference/value -system and garbage collection, I guess they are ok. What I don't like about C# is that it's so closely tied to Windows programming. I wish there were a simple graphics library (like SDL) and then you could add Windows features if needed. It's possible to go around that and work with pure source code, but you still need some kind of connection to Windows app level.

As a great philosopher once said, "if there were a better way to do it, we would be all using it." Don't we all wish there was a better language than C++? I've tried to look for one, but no luck yet. I'm programming a project with C#, but those Windows parts are already somewhat annoying. There is so much you need to know if you want to set up a working piece of some control etc.

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Programming / Re: Help me find a better language than C++
« on: July 07, 2017, 06:33:29 AM »
Quite a few programming languages do this.

They are all bad languages. "Compiling" to C sounds super safe, we all know C is such a great language in that.

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Programming / Re: Help me find a better language than C++
« on: July 05, 2017, 08:42:03 AM »
I'd give Nim a shot.

Why? It doesn't even have a compiler, it compiles to C (and some other languages) which is lame.

By the way, it's possible that C++ is the best language. If so, sad.

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Programming / Re: How to maintain a large Level class?
« on: June 30, 2017, 08:36:01 AM »
I think for me at least the big revelation was that you don't have to create a class structure which has "useful" classes for each level of inheritance. In this case only the last level of inheritance is ever used as an object. It doesn't even make any sense to create objects from lower level of classes. But the split to different "levels" of functionality is such a great way to make the source code cleaner and more manageable which is important in large projects.

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Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: June 27, 2017, 09:39:31 AM »
but I think this reduction, and this change, will be what I need.

We'll see it. I'm obviously more talented than anyone on this planet, but I made a mistake for not concentrating on -one- area of interest. It's enough for any individual, because we are just human, a species that has only recently left the jungle. Now it's too late for me, so I don't have to worry about it anymore. I missed my opportunity to become 100% good at something, at least in age that would have done something good for me.

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Programming / Re: How to maintain a large Level class?
« on: June 26, 2017, 02:43:33 PM »
I planning to split the base class to two types of classes. One for tile based "low level" class with only tile and object generation, then next level has routines which generate shapes (rooms, corridors, rivers, etc.) and finally the Level which has gameplay operations. I think there could be even three splits for shapes and then the main sequence of generation (which creates stuff in certain order). Yes, I think this starting to look better.

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Programming / How to maintain a large Level class?
« on: June 25, 2017, 01:21:45 PM »
I have a Level class from which some special level types are derived, but most of the code is in Level class. It has also a member Level_Map class which is kind of strange, because it could have more low level generation code. Also, there are separate classes for most feature generation (corridors, rooms, rivers, etc.).

Since Level has roughly two main operations: generation and then actions that happen in level during the gameplay, my plan is divide the class to "base" class with generation and actual Level class with gameplay operations. In a way Level_Map is redundant so it could be a part of that base class.

The deriving style is probably not important, because I just want to split the class to those two main operations, because it's so huge. I may have to open the base class to public access I guess. I'm mostly thinking out loud, but if someone has more experience on OOP I'm happy to know your opinions.

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Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: June 24, 2017, 09:34:59 PM »
Maybe you are still trying to do too many things at the same time. I know what it is, but I'm possibly different kind of personality, because I don't need to get results fast and I know it's not going to happen fast. Roguelike projects are deceiving, because it feels like you should be able to finish one in some countable amount of time, but it's often not that easy. So many developers have found it out the hard way.

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Announcements / Re: Larn-NEXT (now at Xvart)
« on: June 24, 2017, 06:37:05 AM »
Is there something that useful in C++17 compared to C++11 which has better support on stranger platforms. I think newer C++ versions are getting weird, like they try to change it to Haskell or something.

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Programming / Re: Recommended Language/Development
« on: June 22, 2017, 10:43:48 AM »
(Python is very easy to pick up for someone who's never programmed)

It's just a language. I think Python is quite large and complex language so it being easy, well, how you want to think about it. What even makes it "very" easy? Give some tangible examples or get out.

In my opinion easy language is something which is easy to set up/install and feels like it's easy for that person. Some people I guess feel that functional programming is easier than object-oriented programming etc.

The language is 1% of creating a roguelike. 99% is content and game design.

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Events and News / Re: Roguelike Radio podcast
« on: June 20, 2017, 11:49:29 AM »
It's just his voice, man.

His? I thought he was she. Well, you never know these days. Sounded like something is wrong anyway, I hope it's nothing bad.

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