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Messages - daver64

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1
Programming / Re: Roguelike graphics project
« on: March 16, 2017, 11:26:50 AM »
Hi, So I went to take a look and I get a "This blog is open to invited readers only" message.

Cheers
Dave

2
Programming / Re: What's the best simple graphics library for C++?
« on: July 24, 2013, 01:07:00 PM »
I use Allegro 4 and Alleggl. The Alleggl gives accelerated drawing via OpenGL, and I find the combination very easy to use although it does require familiarity with OpenGL itself of course.

3
Programming / Re: Releasing partly obfuscated code
« on: July 06, 2013, 11:10:37 PM »
Obfuscation won't stop someone from figuring out how the code works. If you don't want people figuring it out then the only option is not to release it open sourced ( but even then someone *really* determined can figure it out from the assembler ).

It's actually arguably the worst of both worlds.

4
Programming / Re: My roguelike lost it's lead programmer!
« on: June 28, 2013, 12:09:52 AM »
"  I'll start looking somewhere more productive.  See you around, when the game goes public and you start playing it."


Well, I won't be playing it now, that's for sure, and I certainly have lost interest in applying as this comment indicates to me Krice was spot on the money.

Good luck with it though.

5
Programming / Re: My roguelike lost it's lead programmer!
« on: June 23, 2013, 12:38:42 AM »
Well. I was interested enough to click the link , but it's asking me for my email which I prefer not to give at this stage. I think you need to sort out these barriers to finding out about the project for those of us who are programmers with interest.

Cheers
Dave.

6
Programming / Re: Error handling
« on: May 28, 2013, 10:52:01 AM »
If you're using c++ in QT, then you ought to find it worthwhile looking into exceptions. With a modern c++ compiler they provide a couple of benefits , namely zero overhead and less code to write for checks which makes maintenance less of a headache.

7
Programming / Re: New language
« on: May 26, 2013, 05:41:00 PM »
"JavaScript is okay, although it really, really makes me angry with some of the features it lacks (File IO for example)."

This is not a problem if you use one of the javascripts designed to be extended/embedded , such as V8 or Spidermonkey. They're designed to be extended with C/C++.

I've used them to provide scripting for large scale C++ applications, for example.

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Programming / Re: New language
« on: May 26, 2013, 05:20:06 PM »
Javascript is not too horrible if you're used to a C style syntax. There are a couple of offerings that will give you native code via a JIT that are not too shoddy performance wise as well.

9
Programming / Re: Most popular IDE and curses library?
« on: April 16, 2013, 11:39:27 AM »
I've been happily using QTCreator for a long time now. It's very good if you do a lot of cross platform work between *nix and windows as I do :)

10
Programming / Re: rl oriented scripting language features.
« on: June 28, 2011, 01:17:22 PM »
I have too - scheme can buy you loads IMO, once you know how to get some power from it.

It may interest you to know that Guile, which was designed to embedded, has finally reached version 2.0, and is appareantly much improved.

Hi,
 I keep a modified copy of S7 scheme to hand ( https://ccrma.stanford.edu/software/snd/snd/s7.html ). It's a bit basic , well extremely basic actually :), and lacks the features of a full blown scheme like Guile or DrRatchet, but I've found it very handy for providing a good bit of intelligence to a couple of C++ apps I maintain for work.

Cheers
Dave

11
Programming / Re: rl oriented scripting language features.
« on: June 26, 2011, 10:42:46 AM »
Hi,

I've been a bit busy over the last week or so and have only now just caught up with the thread. Very interesting discussion with much to ponder :).

In fact there is so much material I'll need quite a bit longer working out a proper coherent response!, however one thing I would like to add is that ultimately I don't think it matters too much whether you script or don't script as long as the job gets done.

Cheers
Dave
 

12
Programming / Re: rl oriented scripting language features.
« on: June 21, 2011, 05:07:23 PM »
Hi,

 I'd mention I don't mean to put the case to actually use boost serialize for an actual roguelike, I mentioned it more to point out serialising can be pretty much considered a "solved problem" for c++ ( not just boost, of course, there are others , but boost is the one I am most familiar with ). For my current project I am actually using plain old .ini files, which seem to work just grand, although my thoughts do wander from time to time to using sqlite ( but I guess that is a whole other discussion! :)  ).

Xecutor : mea culpa with the c++ features, seems I had a problem between my eyes and my brain :D.


Currently I'm using VC2010, and enjoying the c++00x features it provides, but it would be nice for it to be more fully fledged. Given time I'm sure things will improve.

Cheers
Dave.
ps: yes, template compilation times can suck somewhat, but I have a reasonably fast box, so most projects I don't really notice, and for big projects it is a good excuse to go have a cup of tea :).

13
Programming / Re: rl oriented scripting language features.
« on: June 21, 2011, 03:12:56 PM »
Hi,

No, c++ as a language doesn't have those , but you didn't mention them in your post either. Although quite how coroutines , for example, will help roguelike development I'm not sure, but since I've only written one roguelike ( not released as its simply not polished enough ) perhaps you could elaborate on how those particular features help :).

For my own endeavors I've quite often considered integrating a Scheme ( its another language I occasionally dabble with ) for scripting purposes, but it always comes back to what I mentioned in my previous post in that it doesn't seem to buy me anything in terms of roguelike dev. I think its the mental gear change when switching from c++ I find too much, especially given how expressive c++ is anyway :).

Cheers
Dave


14
Programming / Re: rl oriented scripting language features.
« on: June 21, 2011, 01:17:12 AM »
Hi,

All of those features you mention are also available to the c++ programmer through the use of libraries. For example, serialisation is very easy and very unobtrusive  to implement with a decent serialising library ( boost , for example ). If by RAD you mean Rapid Application Development, then that has been available for a lot of languages, both compiled and interpreted, for many years.

That is not to say scripting doesn't have its place, for example if you want things easily modded and programmed by people not familiar with the core language of your engine, then it can allow others to modify aspects of the host application.

That being said, for a roguelike being written by a C/C++ developer, its just not worth the mental gear change in my opinion :).

Cheers
Dave.

15
Just a quick post to say "hi" . I'm a long time lurker but have recently signed up :).
As a software developer I've long had a fascination with the genre, but to date have not done anything significant, although lately I've been doing quite a bit of research with a view to having a crack at a roguelike.

Cheers
Dave

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