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Messages - bb010g

#31
"Code" a MP4? Please be more specific. Also, what resources have you already looked at?
#32
Drawing & Animation / Re: Walrii fanart
November 16, 2015, 04:20:02 AM
But normally vibrissae don't look that...contrasting. See this and this.
#33
Drawing & Animation / Re: Walrii fanart
November 16, 2015, 03:58:47 AM
That hair is making me uncomfortable.
#34
Quote from: DarkestEx on August 09, 2015, 09:50:08 PM
Preliminary specifications:
- ARMv7 Core @ 120 MHz
- 128 KB builtin RAM
Ok, why the extreme dirge of RAM? How much of a problem can 128 MB be? What do you expect to do with 128 KB? Why did you even consider a VM on that?
#35
Question: How long until you can actually test some code on the Microcat? Do you have any test programs in C right now? Can they run?
#36
Other / Re: Unofficial CW Teamspeak
November 08, 2015, 12:00:39 AM
Quote from: Streetwalrus on November 06, 2015, 10:08:35 AM
We also tried another web-based voip thingy which I forgot the name of, it was suggested by @bb010g on IRC a while ago but I couldn't get it to work on my end.
Discord. It's pretty awesome.
#37
If you want a nice, small, efficient language that can dance with the bare metal and be pleasant to program, Forth is your language. Your bootloader may very well be programmed in a variant of Forth.

Even if you don't end up picking Forth for the Microcat, read this.
#38
Elm is actually pretty nice FRP. Check out their examples; they even have live code adjustment! The benefit here is that he hasn't really programmed a full on language before. Functional programming is less brain-melting if you haven't hardened it with years of procedural or OO first. Plus, if he doesn't care for Elm after trying it out, I gave plenty of alternatives. :)
#39
Quote from: DJ Omnimaga on November 03, 2015, 08:40:00 AM
Regarding Unreal Engine 4 and the like, if you get into computer programming, I hope that you try to make your games so that they don't require insane computer specs.
With regards to UE4 performance wise, it can be toned down pretty well. Engine/framework choice generally shouldn't be a problem for performance.
Quote from: Cumred_Snektron on November 03, 2015, 08:10:37 AM
I myself started with Java in OpenGL, but you can do OpenGL in a lot of other languages too. It gives ypu a really good idea how engines work behind the scenes, but it might take a while before you can make bigger projects. Also once you get into shaders you'll learn what power a GPU really holds O.O. Since shaders are programmed in GLSL which looks a lot like specialized C (and maybe Java), i recommend one of those languages (but considering C has no objects you might want to look at c++ too), but again, there are a lot op OpenGL bindings.
I would warn away from starting out with OpenGL directly. Game frameworks exist for a reason. Also, Java is not the best language for development in general. It's verbose, and that does hurt putting your program in your head.
Quote from: Cumred_Snektron on November 03, 2015, 08:10:37 AM
As for UE4, i like the engine and it looks good, but its like 4 gigabytes and takes like a year to compile. Also thr blueprints feel a bit like "look ma i can code" and "i've programmed my owm mod in modmaker" type programming which i don't really like, but thats personnal
Why the heck are you compiling UE4? (Compilation times for the games made have always been fine for me at least.)
Honestly, I don't care what Blueprints feel like. I don't care whether they're visual, and I don't care whether they're used by noobs. Plenty of Java has been written by noobs. Noobishness shows itself in the quality of the algorithm, not in the choice of the language. The import thing is that Blueprints are easy to deal with. I can prototype with them easily, and do 75% of what I want to do. I'm not here to format my C++, I'm here to make a game. That's why UE4 allows you to mix Blueprints and C++ so easily. They're made for early work and trying things out. You don't want or need to jump to C++ immediately. They even provide utilities to move your Blueprint code over to C++ when ready.
I dislike PHP due to its design, but that doesn't mean legitimately good code can't be made in it and I can't appreciate that code. Working code is working code, and Blueprints are well designed, even though they're visual. Get over yourself.
Quote from: Streetwalrus on November 03, 2015, 09:19:59 AM
I love C for this kind of stuff but it can be a bit of a hassle for some things. You might wanna check C++ out (although I don't recommend it, it's overly complex for a beginner), and D seems pretty cool as well.
C's nice until you actually want to do objects and don't have RAII. I'd wait on doing pragmatic C++ until the Core Guidelines get sorted out. @Streetwalrus Do you know of any good D frameworks? I pointed out Piston for a similar reason; Rust is a very nice language that's similar to C++ in feel but tons safer and with (IMHO) nicer design. Nim is pretty similar in wanting to be a fast, nicer C/C++ (more C/Python-ish to me). There's nim-csfml there, and some other stuff. Just nimble search game.

Most of the languages and frameworks I brought up were brought up to give you a spectrum to choose from, both language and game wise. As @add said, the important thing is to just pick something and start coding. Keep in mind that you're writing a game though. Just write for yourself at first. Don't worry about speed unless you think it feels too slow. You probably won't need to ever write something in a different language for speed here, especially if you stick to the language & library set I gave you. Read through that getting started link. Go make something. If you want, post it here. If you don't, don't. It's your code, your hobby. Do what you want, as long as you do something.
#40
DO YOU NOT CARE ABOUT THE CHILDREN GOING TO RAVES? IF JUST ONE LIFE IS SAVED, IT'S WORTH IT!
CHILD HATER!
#41
On the bright side, calculators don't have mouses either. Except for Doors CS... <_<
#42
Have you even thought about why touch-screen phones are so popular these days?
#43
If you want to try out 3D, just go download a copy of Unreal Engine 4 and go through their tutorials. (You'll probably be using a mix of Blueprints (which are amazing) and C++ (less amazing, due to UE introspection boilerplate, but still nice).) As a bonus over Unity 5, you can play around with any of the source code for UE4. Any of it. Also, 2D support is continuously improving.

If you want 2D, you've got a couple solid choices. Elm is pretty awesome, and runs on JS. If you want a bit more nostalgic experience, go with Voxatron or PICO-8 (which you get with Voxatron). LÖVE for Lua isn't too fancy, but it works.

If you want to dig a bit deeper, Piston for Rust is cool. If you want to dig even deeper, go straight to OpenGL. There's a solid set of bindings for Julia. (Julia is actually a really nice language. It's well designed and, due to being foremost for scientific work, is blazing fast.)

The main thing is to just to pick something and get started! Don't try a big project at first. Start small, get comfortable, remake some stuff, work your way up. Also, go subscribe to /r/gamedev if you already haven't from that last link.
#44
Edit: Could you give a rundown of how [video] works?
#45
Quote from: Streetwalrus on November 01, 2015, 12:58:12 AM
Feel free to suggest improvements, but we won't let you redo it from scratch...
More, you're free to do remake or reproduce anything you want on here from scratch, but that's at your own discretion. Its future use here is neither guaranteed nor denied.

Quote from: Ephraim Becker on November 01, 2015, 12:59:14 AM
What exactly is SMF?
https://lmddgtfy.net/?q=SMF
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