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uart777

Member Since 27 Aug 2012
Offline Last Active Private
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#4994974 How/Who create the GameObjects?

Posted by uart777 on 29 October 2012 - 02:11 AM

May I PLEASE respond to these FALSE rumors?

* "ASM IS HARD" - It's getting easier. Modern Assemblers have POWERFUL macro features to develop EASY CUSTOM syntaxes - IF, ELSE, LOOP, CLASS, etc - that are 100% PORTABLE to ANY CPU or OS. Honestly, C/C++/Java are easier overall and you should continue to use them. I'm only defending my use of ASM.

* "ASM IS NOT PORTABLE" - FALSE. Modern Assemblers are 100% PORTABLE and can generate custom code for absolutely ANY CPU or OS using special macros. Microsoft compilers produce executables that are ONLY FOR X86/WINDOWS OSs. Microsoft will NEVER support other OSs like Android, IPOD, Linux or Macintosh. We're working on Java currently. We have macros that output JVM instructions for Java-enabled CPUs, ARM, Universal ASM, etc.

* "ASM programmers are faggots" - You don't understand how ASM programmers get mistreated for being different and rejected from an entire community that used to accept us. I used to get along excellent with C++ programmers and would share inline graphics code... until the newer C++ programmers started calling me "stupid", etc. Now, new C++ programmers describe us as dumb primitive humans because they heard this from people who pretend to know ASM but don't understand its uses in the world today. In some cases, we're not allowed to post, defend ourselves or respond to FALSE statements about ASM. Is this fair? Please try to see both sides of the picture.

* "You have no argument to use ASM" - I'VE GOT A LONG LIST OF REASONS "WHY I USE ASM" BUT ASM PROGRAMMERS CAN'T DEFEND THEMSELVES AGAINST THE LIES AND MISCONCEPTIONS THAT YOU TELL BEGINNERS. YOU KNOW NOTHING ABOUT THE EVOLVED HL ASSEMBLER SYNTAXES THAT WE HAVE TODAY.

I WILL NOT RETURN HERE.


#4993954 How/Who create the GameObjects?

Posted by uart777 on 25 October 2012 - 04:54 PM

kunos: Learned from the masters: Andre Lamothe, Michael Abrash, Diane Gruber, etc. Yeah, living in the 90s, when programmer's used to write good code Posted Image

slayemin: Very true. We must respect everyone who makes a good game/program in any language, even Javascript. "Since the programming language doesn't matter much anymore" - Thanks for sharing your opinion Posted Image

Icebone1000: Hope you got your question answered. Sorry for changing the subject :|


#4993846 How/Who create the GameObjects?

Posted by uart777 on 25 October 2012 - 10:45 AM

"are you suggesting everybody should write software renderers?" - No, just explaining my perspective. He asked, I answered. Why are we way off subject here?


#4993843 How/Who create the GameObjects?

Posted by uart777 on 25 October 2012 - 10:38 AM

"are you writing software renderers?" - Yes. Pure software rendering using only CPU instructions.

"Who gives a shit? That's my response" - You can't respond to my claim that AA.RR.GG.BB is the best. Your response is basically, "Who cares?". RGBA requires additional instructions.


#4993837 How/Who create the GameObjects?

Posted by uart777 on 25 October 2012 - 10:29 AM

"Why are you worried about the performance of shifting and bit-wise operations anyway?" - Because it occurs milions of times per second in game/graphics programming. For example, one 1024x768x32 screen is 786,432 pixels which translates to 3,145,728 bytes. Multiply this by FPS.


#4993831 How/Who create the GameObjects?

Posted by uart777 on 25 October 2012 - 10:08 AM

fleblanc: "Modern hardware can handle RGBA data in so many different formats, that you are basically free to pick your preferred method" - Yes, but RGBA requires shift c>>8 and &0xFFFFFF. Please respond to this.


#4993797 How/Who create the GameObjects?

Posted by uart777 on 25 October 2012 - 08:20 AM

spiro: Cool drawing Posted Image

jbadams: Sorry, it just seems that gamedev has changed so much since it was released. This defensive-ness is caused by the disrespect towards ASM programmers like Lamothe and myself. "Acting like you're better than everyone else" - Ultimately, no one is better than anyone else. We're all just little specks of Stardust. I apologize if this is your perception of me. "You've now asserted the alpha should always be the leftmost byte of a pixel" - Yes, that's how it was originally: AA.RR.GG.BB. Otherwise, it requires shift+and. Why change it? Why store things upside down and backwards? Why cause millions of headaches?

Back to the subject: OOP is not required. Never needed it.


#4993705 How/Who create the GameObjects?

Posted by uart777 on 25 October 2012 - 01:26 AM

"I don’t get the point of this post" - I merely demonstrated that OOP is not neccessary.

"When will an image have a negative width or height?" - When it's invalid/inverted (-1/0xFFFFFFFF).

"Why do you have to move the image in a separate step from drawing it?" - Because it's faster to send less parameters, but you don't know anything about push-call sequences.

L. Spiro: Let me show how to draw/paint/airbrush/sculpt anything: http://www.facebook....7/photos_stream You think you're so right, but you don't even know what your code converts to. How can you expect anyone to use your library?

uglybdavis: Forgive me for complimenting you Posted Image "Assemblers are dumb and they suck. ASM is is for newbies who know nothing about how to code" - This statement shows how little you know about programming. You defined a PIXEL wrong. Alpha should be in leftmost byte (0x*AA*BBCCDD). Stop changing byte orders Posted Image You disrespect ASM because you don't know anything about the processor's language.

"It's all explained right here" - Dummy Posted Image


#4993325 2D tile based collision

Posted by uart777 on 23 October 2012 - 09:02 PM

Hi, Xanther. Algorithm is as follows: if a.x<=(b.x+b.w) and (a.x+a.w)>=b.x and a.y<=(b.y+b.h) and (a.y+a.h)>=b

My ASM programming site: http://sungod777.zxq.net/


#4993197 Struct vs Classes?

Posted by uart777 on 23 October 2012 - 02:32 PM

Listen to KaiserJohan. He knows what he's talking about, however, he defined a 32BPP pixel incorrectly with alpha last in rightmost byte (0xAABBCC*DD*). It should be like this:

#define byte unsigned char

typedef struct {
byte a, r, g, b;
} PIXEL;

You must learn what your code converts to. My ASM programming site: http://sungod777.zxq.net/


#4993065 How/Who create the GameObjects?

Posted by uart777 on 23 October 2012 - 05:54 AM

nox_pp: I agree that OOP sucks :) C++ is for newbies who know nothing about real programming, but I must admit that uglybdavis presented some smart code. I admire that.

typedef struct {
void *p;
int x, y, w, h,
bpp, key, alpha;
} IMAGE;

int load_image(IMAGE *i, char *file);
void move_image(IMAGE *i, int x, int y);
void draw_image(IMAGE *i);

My ASM programming site: http://sungod777.zxq.net/


#4993060 How/Who create the GameObjects?

Posted by uart777 on 23 October 2012 - 05:35 AM

To represent different scenes:

enum { SCENE_LOGO, SCENE_TITLE, SCENE_OPTIONS, SCENE_PLAY, SCENE_GAME_OVER };
int c_scene=SCENE_LOGO; // current scene


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