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Member Since 16 Apr 2007
Offline Last Active Yesterday, 10:26 PM

Posts I've Made

In Topic: how to chose open_gl libary?

27 May 2016 - 03:00 AM

I usually choose GLEW for handling opengl extensions, and glfw for the basic window / user input handling. Both of them are simple and stable APIs. If you want a more complete experience, SFML is also a good choice for windowing / input handling, and it works well together with glew.


I don't think using code::blocks is a good idea, if your primary development platform is windows, visual studio could be your main tool, and you can use visual studio code for the other platforms if you need to do some quick work there. (or atom, or sublime, whatever is your taste) Also check out cmake, waf or scons for building your application.

In Topic: Do you usually prefix your classes with the letter 'C' or something e...

26 May 2016 - 09:44 PM

I used to use the C prefix for classes, but not anymore. I find it completely unnecessary, especialy if you have a clear naming convention for variables, and functions that are not CamelCase

In Topic: Introducing Stanza: A New Optionally-Typed General Purpose Programming Langua...

18 May 2016 - 07:40 PM


But I don't have faith that any of these are true, after reading...



Indentation is important in Stanza programs. Be careful when trying out the examples.

And don't use tabs. Stanza won't let you. We don't like tabs.


Well, good for you. But this aggressive, inflammatory approach to user-friendliness just lost you an entire market of potential users who aren't even going to give the time of day to that attitude. It comes across as petty, and that's not something you want a reputation for. If you have a technical reason for blacklisting \t, put that in the documentation instead.


Also, don't forget that languages where identation changes behavior and is really important are extremely error prone.


Just a quick remark.


Does your language work in interpreted mode? Or can you execute it without precompiling? If your language non interpreted, you should compare the speed and it's advantages to precompiled languages, rather than scripting languages (where most of them are interpreted).


One other issue with new languages is usually the IDE support. Especially with intellisense, and all the fancy tools we get used to when using other programming languages. In my experience, a good IDE is usually the biggest factor for productivity. How is that for stanza?

In Topic: Looking for game engine

09 May 2016 - 05:58 PM

You won't find a game engine that does all this, you'll need to grab a more generic game engine and start customizing yourself.

Btw I doubt there are nobassets for a 3rd person actuon game on the unity store. Take another look. Even some of the basic tutorials / samples have something you could build on top of.

Unreal 4 is capable of doing "hand painted 3d", there are samples for toon shaded looks. But I agree that you could target more platforms easily with unity and unity being a bit more lightweight.

Alternatively you could check out Autodesk's game engine, which offers superior integration with their other tools (maya and max), along with some nice scripting features.

In Topic: Vulkan FBX runner with inputs

05 May 2016 - 08:21 PM

First of all, decide what kind of display you'll want. How many meshes and what kinds of effects you want. If your main focus is just to display couple of raw meshes with simple shaders (ie your draw count will be low), you might not want to use vulkan, and just go for opengl.

The rest is straightforward for your platform of choice, get the fbx devkit, and display your data. Though the fbx api could be a mission. :) Depending on your target audience, you also might want to look into support animations from alembic. (that's more for the CG / VFX crowd though)