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#4994974 How/Who create the GameObjects?
Posted by uart777
on 29 October 2012 - 02:11 AM
* "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
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
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
#4993843 How/Who create the GameObjects?
Posted by uart777
on 25 October 2012 - 10:38 AM
"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
#4993831 How/Who create the GameObjects?
Posted by uart777
on 25 October 2012 - 10:08 AM
#4993797 How/Who create the GameObjects?
Posted by uart777
on 25 October 2012 - 08:20 AM
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
"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
"It's all explained right here" - Dummy
#4993325 2D tile based collision
Posted by uart777
on 23 October 2012 - 09:02 PM
My ASM programming site: http://sungod777.zxq.net/
#4993197 Struct vs Classes?
Posted by uart777
on 23 October 2012 - 02:32 PM
#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
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
enum { SCENE_LOGO, SCENE_TITLE, SCENE_OPTIONS, SCENE_PLAY, SCENE_GAME_OVER };
int c_scene=SCENE_LOGO; // current scene
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