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jjd

Member Since 15 Aug 2005
Offline Last Active Jul 03 2014 08:12 AM
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Posts I've Made

In Topic: Installer for Linux?

03 July 2014 - 05:19 AM

 


I would hunt you down and kill you if you did that. The contents of /usr are exclusively the province of my package manager, and if you go mucking around in there, you will break something.
Lets reach a compromise here, /opt ?

 

 

Or /usr/local

 

-Josh


In Topic: Names for a "Death Star"

30 June 2014 - 04:56 AM

It may not quite fit with what you have in mind, but I have always liked the names that Ian Banks used for ships in the Culture series. Even if they don't quite fit, I am sure you can get some inspriation from them smile.png

 

-Josh


In Topic: Unreal supports Linux

10 April 2014 - 10:46 AM

 

Developing on Windows is the only sane thing to do when 95% of your costumers use that OS. I'm not sure exactly what your point is.

I was just sharing my experience with you, offering an explanation as to why companies like Epic don't bother with Linux tools: Every console developer I've worked for has used Windows development environments -- even when they're making games for PlayStation or Linux.
Then, because all the big commercial game developers use Windows, Epic has no pressure on them to provide a Linux version.
 
It's catch-22 - everyone develops on Windows, so no one is asking for Linux development tools, so no-one develops on linux, so no one asks for linux tools, so...
[[and by 'everyone', I mean console game developers -- obviously yes Linux has many developer-users in other fields]]
The thing is, it's not just Epic either -- even if they started providing Linux support (which indies would use), the console guys are still stuck on Windows until Sony, Microsoft, Nintendo, Adobe, Autodesk, etc, etc, etc all also make the change.
Unfortunately, the Windows environment has a damn lot of momentum.
 
On the gaming consumer side:
Hopefully SteamOS isn't really that different from other Linux distros, so that SteamOS-compatible games would run on Ubuntu, etc.

 

 

I agree. And part of the reason is that even though you may end up doing some work on linux you are almost certainly going to be doing a lot of work on windows too. You are not going to want to have retool for each project you do. I think it is similar to the whole 'why do people keep making games with c++?!?!?!!' Well, it makes sense when most of the toolchain and libraries being used support that technology. Can it change? Of course, and it is. I think it is similar with linux.

 

Over the years I have moved to exclusively working on linux. I would love to get some lovin from the game industry :) And it is nice to see things moving in that direction, but I do not expect it to happen rapidly for all of the reason Hodgman mentions above.

 

And, somewhat tangentially, I was blown away by the open sourcing that microsoft has been doing recently. Kudos. Who knows, maybe I will move back to windows one day :)

 

-Josh


In Topic: Your one stop shop for the cause of all coding horrors

19 March 2014 - 12:19 PM

 


Maybe, but as the article says, it like saying "if blue is the sky" or "if tall is the man", it's just harder to read this way imo. Forgetting a '=' is not an excuse for writing harder to read code imo, since that doesn't happen very often.

It happens an awful lot more than you might expect. Defensive coding is important, and it often comes at a perceived cost to readability.

 

I'd honestly be rather alarmed to meet a senior engineer who didn't write their conditions that way, when coding in C++.

 

 

And, as with a lot of coding practices, it probably varies depending on the kind of company you keep. I predominantly come across this particular convention from engineers who like to follow simple rules but cannot think about the implications of their design decisions or create a decent interface to save their lives. Do I think this is true of all engineers who follow this rule, no. But I do find it hard to shake the weight of evidence I have come across :)

 

-Josh


In Topic: Is Python any good for...?

16 March 2014 - 11:16 AM

Hey there,

First of all, i'm sorry if it's wrong forum
since i couldn't find General Dicussion forum(maybe GameDev don't have)
and again i'm sorry.

I would like to know is Python good for
game scripting? let's say » i've a 3D game engine which is C++ programming and Python scripting.

Is it any good? I know lots of people says Lua is better with C++ but i would like to give python a try.

My questions is whats wrong with python?
I know Python is bad at calculating but i can use C++ when i need calculation.(Correct me if i'm wrong.)

Python vs Lua « which one faster?

Is Python good scripting language?

Why will someone choose Python scripting?

Good stuff about Python scripting?

Thank you.

SaiF PUNK

 

I don't have much experience with Lua but I have a lot of experience with python and I love it. Having said that, I would not consider using python as a scripting language that I would call from within C++. For that, I think Lua is a better fit or even javascript. I would, however, consider calling C++ from python and I think that would be a great fit.

 

I would not say that python is particularly slow for computation (for an interpreted language) and there are plenty of easy ways to accelerate it (although they all involve delegating the computation to C in one way or another).

 

-Josh


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