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Messages - 岩倉 澪

#1
My favourite language by far is D! Jai looks like it is going to be pretty awesome too.
#2
PC, Mac & Vintage Computers / Re: Piworld
March 15, 2015, 06:31:38 AM
Just to give another update, progress has slowed as I'm working my way through the arcsynthesis opengl tutorial/book, got a job (!), and took another small break to help write an updater on linux for a friend's game: https://gist.github.com/miotatsu/8ce61942603aa8194cf9
#3
PC, Mac & Vintage Computers / Re: Piworld
March 09, 2015, 09:13:25 PM
The hotswap module now uses the SDL2 shared object API
https://github.com/miotatsu/piworld/commit/94a3d0a846a310710ceac1a7a90af0184e361ace
This makes it much closer to supporting cross-platform debug builds of the game :)

Piworld also has a placeholder github pages site now.
https://miotatsu.github.io/piworld/
#4
PC, Mac & Vintage Computers / Re: Piworld
March 05, 2015, 08:58:25 PM
handmadehero.org

The new module provides a function called "cassert."
assert is a special function in D that lets you crash the program in debug builds if there is an unrecoverable error and print an error message to the standard error stream, like the assert macros in C/C++. However, Often I want to print an error that is a C string, because I interface with C libraries like SDL, but I also want to avoid the garbage collector.

For example, with assert, I can't do this:

auto window = SDL_CreateWindow("An SDL2 window", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, width, height, SDL_WINDOW_OPENGL);
assert(window, SDL_GetError()); //doesn't work because SDL_GetError returns a C string and assert takes a D string

Normally you would just convert the C string to a D string, but that would require a dynamic memory allocation.
The easy way to do that would be to just call std.conv.to!string, but that uses garbage collected memory, which isn't acceptable.
You could write yourown string conversion routine that malloc's unmanaged memory, but I found it simpler to just write my own assert function that takes a c string!

Now I can write an assertion like this:

cassert(window, SDL_GetError());

and if the window was failed to be created I'll get an error message like:

platform.cassert@platform/walrus.d(42): Failed to create window because you lost the game
core.exception.AssertError@platform/cassert.d(18): Assertion failure

#5
PC, Mac & Vintage Computers / Re: Piworld
March 05, 2015, 09:51:06 AM
Took a break from graphics study to get caught up on handmade hero. I'm caught up now, and pushed a new module today:
https://github.com/miotatsu/piworld/blob/master/platform/cassert.d
#6
Was pretty surprised to see this topic since I hadn't seen the other topic first :P

Glad that codewalrus won't be disappearing, I really like the community here and came here rather than omnimaga because some of the community members I remembered and respected well were here, and it is really nice to have a small and friendly place to discuss code/game dev projects. :)

If juju needs help with keeping it up in the future I'd be more than happy to donate to help pay the costs
#7
Media Talk / Re: What comics do you read?
March 01, 2015, 06:51:12 AM
xkcd, oglaf, dinosaur comics, Doodle Time by Sarah Andersen, and wolf pupy

I also like but don't actively follow cyanide & happiness, and pusheen the cat if that counts.
Commit Strip had some good ones but it was kind of hit and miss to me.
I tried to read homestuck once and I was pretty into it but I think I got discouraged by the huge size of it and the crazy fan culture
#8
PC, Mac & Vintage Computers / Re: Piworld
March 01, 2015, 04:39:11 AM
I liked how that looked as well, so probably, but it isn't important for actual gameplay so I won't be implementing it or worrying about it for quite a while
#9
PC, Mac & Vintage Computers / Re: Piworld
February 27, 2015, 09:56:20 PM
ahh I see what you are saying now. The actual textured models should look like that at 4K /hopefully/.
#10
PC, Mac & Vintage Computers / Re: Piworld
February 27, 2015, 12:33:51 AM
That tile is already scaled up to 4K
#11
PC, Mac & Vintage Computers / Re: Piworld
February 26, 2015, 11:18:55 PM
at different aspect ratios I'll letterbox, so stretching won't happen
#12
PC, Mac & Vintage Computers / Re: Piworld
February 26, 2015, 09:17:50 PM
yep, alpha transparency  :P
#13
PC, Mac & Vintage Computers / Re: Piworld
February 26, 2015, 06:48:49 AM
Houston, we have alpha!
#14
PC, Mac & Vintage Computers / Re: Piworld
February 24, 2015, 11:52:12 PM
I'll most likely be doing all the art myself, but I'm not against using other people's art (with credit) if it fits the games style and has an appropriate license, so OGA isn't out of the question
#15
PC, Mac & Vintage Computers / Re: Piworld
February 24, 2015, 08:30:49 AM
I do have a sketch of a brand new protagonist character in my notebook along with notes on the players height, I used the sketch of the character for scale when designing how thick the tiles should be. I haven't done any more work on the character other than that yet, but I do have an idea in my mind of what I want it to look like.

For a rough idea, think of the later pokemon games
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