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Member Since 13 Sep 2012
Offline Last Active Today, 12:21 AM

#5156087 Can I bind different ranges of the same buffer object to different binding po...

Posted by TheChubu on 26 May 2014 - 01:46 PM

Ohhh, I'm sorry, I totally didn't read your post. I thought you meant binding buffers to different binding points, not changing their targets.


You can bind parts of a big buffer to different uniform block binding points (ie, bind 0..256 to block in binding 1, bind 256...512 to block in binding 2, etc), that's what I meant.

#5155426 how to find specefic platforms sdk like p34 and xone?

Posted by TheChubu on 23 May 2014 - 07:47 AM

Playstation 34 SDK will be a though one to find. Thats for sure.

#5154367 Prevent Losing Entire Project To Malware

Posted by TheChubu on 17 May 2014 - 10:01 PM

You should be using a version control system on a remote server (e.g. github)


I use Bitbucket with Mercurial. But there are plenty options (Github, SourceForge, Bitbucket, etc). Find one that works nicely integrated into your IDE of choice and off you go.

#5153842 A Rose by Any Other Name...

Posted by TheChubu on 15 May 2014 - 04:08 PM

It's for a class I have to take; I'd really rather not have to take it, but it's required.
At least its x86 assembly, the assembly class I had taught us 8085 assembly.

#5153521 What DirectX version?

Posted by TheChubu on 14 May 2014 - 04:13 AM

Basically all gfx APIs suck.


Dude, just... just pick something. I dunno, throw a coin.

#5152780 opengl question

Posted by TheChubu on 10 May 2014 - 06:53 PM

well it has been almost 2 months since I posted to this forum. is it still ok if I ask a very simple question?
If you don't know the answer, how do you know it is simple?

#5152777 Four pillars of object oriented programming

Posted by TheChubu on 10 May 2014 - 06:48 PM

Somehow it seems I became the villain of OOP biggrin.png

You have summoned the wrath of frob!


EDIT: Tbh, when I hear "4 pillars of OOP" all I hear is "Top 5 weird tricks to..." software engineering edition.

#5151068 Why do Indies use Pixely Graphics(16 bit style)?

Posted by TheChubu on 02 May 2014 - 10:42 PM

There seems to be an ongoing trend with indie devs to go with a pseudo 16 bit art style when approaching game developing. Is there a particular reason why they choose to make this style, or is it a design choice?
Making realistic looking textures is hard as fck and time consuming. With "16 bit style" you can appeal to the "good ol' times", get nice graphics working, and you're good at it, get an artistic result too.


Its the natural result of resource constrained development, you try to make the best of what you have.

#5150997 How much time do you need to finish a beginners book?

Posted by TheChubu on 02 May 2014 - 03:48 PM

How long is a piece of string?
About this long.

#5149979 Applications vs. Webapps

Posted by TheChubu on 27 April 2014 - 06:06 PM

I'd go for a web page if there is some framework/application/service that is designed to do what you want to do. Say, Oracle's APEX is made for that sort of "business" stuff, reports, client lists, inventory lists, etc. So if you know your way around it, you might get something working real fast (disclaimer: I hate it and I think its awful, but its a good example).


That said, if the application required isn't something that could be catered from a known framework/application, and requires quite a bit of custom functionality, I'd go for a desktop app. I'd prefer it in Java + JavaFX/Swing so you can get OSX/Linux compatibility without much further thought and using standard GUI toolkits. If you target only Windows, .NET with WPF is probably a better choice.


For server connections, report generators and "enterprise frameworks", both Java and C# got plenty of options for whatever database/environment you're working afaik.


If you need also mobile compatibility, you could roll a desktop Java application restricting yourself to whatever Dalvik supports only so make Android deployment possible, or just use one of the several frameworks out there that support exporting to Adroind/iOS/etc.


With web sites this aspect isn't as tough since pretty much any web site framework out there is kinda prepared to provide you the tools to have a mobile version of the website working if the mobile device doesn't supports the full site as it is already.


I wouldn't do any "heavy" app in a web site. There could be plenty of time/work lost if the work being done through the app needs lots of interaction and/or the internet connection in the place isn't good enough.

#5149976 How to do certain things with OpenGL in 2D?

Posted by TheChubu on 27 April 2014 - 05:46 PM

1) Make a 3D renderer.

2) Drop the Z coordinate.

3) ???

4) Profit.

#5149767 recommended, up to date tutorials for begining open GL

Posted by TheChubu on 26 April 2014 - 09:15 PM

cheers people, i have loads to go on now


You can get pretty far with OpenGL 3.2 or 3.3 and "core" profile.


After you have practiced with that for a while, you can get into OpenGL 4 things as you need them. Most of them are pretty advanced and mostly useful on specific cases, although there are a few extensions here and there that are just nicer to work with than plain OpenGL 3 "core" profile (like shading_language_420pack for example).


http://www.g-truc.net/ is your friend when you have to check what extensions/features are supported where.

#5149592 Differences between programming for consoles and PC

Posted by TheChubu on 26 April 2014 - 03:37 AM

While I can't say a word about the API's, tools, code, etc. used (other than the fact it's in C++ because what else do you expect?)
Half-Life 3 confirmed.

#5148788 Can a non-programmer make games?

Posted by TheChubu on 22 April 2014 - 12:19 PM

only a few thousand LOCs but many man years of work by excellent experienced engineers to meet the safety critical cert

Yeah I imagine the years of work that could go in such long projects and the certifications, on the other side, we all know UnrealEngine was made in 7 days (not 15 years) and its at most 3 hundred LOCs (not a couple million), and made by 3 people (not hundreds).


Not even mentioning that Nathan2222 recreated like 80% of it with his JarvisOS in an afternoon.


Oh, and sorry, overpriced hardware/software doesn't impress me. A dish washer circuit board can cost as much as a 300 million transistor CPU. Doesn't makes the first one as interesting though.

#5148783 Classes as HashMap keys

Posted by TheChubu on 22 April 2014 - 12:09 PM

As it is, I doubt it.


You're using Component runtime classes as "categories" more or less. So you end up adding a component in the, say, StaticSprite category, but trying to retrieve it from the Sprite category.


You could create some concept of "slot". Maybe an index. Each Component type has an index, so when you add that Component to an Entity, it goes into that index. Sprite would define its own index, and subclasses of it would end up in that same slot.


Thing is that retrieval would depend on implicit knowledge. Ie, you would end up trying to retrieve a Sprite from an entity and casting it to StaticSprite or AnimatedSprite somewhere along the road, and there is no guarantee the Entity has one or the other. It isn't very safe.


Now, outside of the specific problem at hand, why do you have a StaticSprite and an AnimatedSprite? AFAIK the ECS approach is to separate behavior by separating the components, sprite is one behavior, animation is other, so you'd have Sprite component and Animation component.


Off the top of my head (thus possibly not adapted to your actual needs), Sprite would hold the current Sprite frame that has to be drawn, Animation would hold the data of the rest of the animation frames, AnimationSystem would grab your Animation and Sprite components, and update the Sprite with the next frame the Animation component holds.