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Winfield

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  1. There are roughly six million open source game engines available right now. I'm not so sure why you think adding another one is going to help.
  2. Ahahah, your license is the best. I may have to relicense libdoge/mod_doge under the shibe license, if you don't mind (maybe it should be reworked into the SHibe Public License, or SHPL for short. Wow.)
  3. I'd have trouble targeting the Surface at all given the miserable state of affairs regarding OpenGL on the platform. Granted, the Surface Pro runs x86 Windows so installing drivers is an option (though reportedly they're terrible), but supporting the RT means you must duplicate your effort and maintain D3D + OpenGL render paths to support Android and iOS.   And really, that sounds like a lot of work in order to release on a proprietary platform that doesn't move a lot of software.
  4.   X11, ncurses, and GTK each do completely different things. Structural dissimilarity should be unexpected.         Between possibility and practice lies a gulf as deep and as broad as that between practice and perfection. I can play baseball, but the difference between me and a baseball player is significant. Calling a conversation vacuous because it concerns the real differences between languages, is contrarianism at its least useful.
  5. Update, some time later: Had to unpack the variable passed inside the script: local entity = ... and pass the lightuserdata construct to my C function like so:  local myX = anneGetEntityData(entity, "x") All's well that ends, I suppose, but wow did the available documentation not make this explicit.
  6. I'm implementing a scripting system in a project, and I decided to go with Lua. All was fun and games until I started trying to pass a pointer for the entity along to the script, in order for my bound C funcs to be able to manipulate the entity. However, I can't seem to pop my value off the stack once my bound function is called no matter what:     Script run function: bool anne_script_run(ANNE_SCRIPT_UNIT *unit){ lua_pushlightuserdata(unit->machine, unit->entity); if (luaL_dostring(unit->machine, unit->script)){ // TODO: need to pass script file info for more detailed errors fprintf(stderr, "Failed to execute script: %s\n", lua_tostring(unit->machine, 1)); return false; } else { char const *result = lua_tostring(unit->machine, 2); printf("result: %s\n", result); return true; } } Bound API function: int anne_script_api_get_ent_var(lua_State *machine){ int argc = lua_gettop(machine); // Get the pointer to our entity back out int i; ANNE_ENTITY *entity = NULL; for (i = 1; i <= 20; i++) { entity = lua_touserdata(machine, i); if (entity != NULL) { printf("Y: stack number is %i\n", i); return 1; } else { printf("N: stack number is %i\n", i); } } return 0; } I'm quickly approaching abject bewilderment. If I replace the luaL_dostring() call with the longform: luaL_loadstring(unit->machine, unit->script); lua_getfield(unit->machine, LUA_GLOBALSINDEX, "main"); lua_pushlightuserdata(unit->machine, (void *) unit->entity); if (lua_pcall(unit->machine, 1, LUA_MULTRET, 0)){ then my console spits out: Failed to execute script: attempt to call a nil value and it doesn't appear to really matter what's inside my script at that point, though for posterity the contents of every.lua are: function main(entity) anneGetEntityData("x") return "boffins" end If anyone could steer me in the right direction, I'd really appreciate it. I've been staring at this for four hours and the walls are beginning to melt as if I'd been huffing some particularly dire narcotics (spoiler: I haven't.)
  7. Unity

      I like how the first three bullet points are, basically, mutually unfeasible. I realize that's a pretty downer thing to say, but unless you're targeting a very low tech level (2003-era graphics) I have trouble believing a team of second-year students is going to be successful. 
  8. Just gonna leave these here:   http://github.com/sudowned/libdoge Such shared C library for providing doges   https://github.com/sudowned/mod_doge An Apache module for providing libdoge data to dogescripts. Wow.
  9. That's pretty basic UI code that you've described, and any competent HTML + JavaScript developer could make short work of it. Your biggest barrier to getting your game made may be communicating your concept.
  10. In programming, the secret is to break a complex problem down into many small problems. Just like with a smaller game a team might split up with one guy coding audio, one guy coding NPCs, one guy coding physics, etc: the problems are just more low-level. Maybe one guy was responsible for coding the lens effects, another guy was responsible for the saber's interfaces, another guy was responsible for making the saber "widen" when swung quickly like they do in the movies, etc etc.   Given that many of the saber's code requirements are extrapolatable (what kind of effects it will need, what the collision detection will be like, its effects on physics) it's likely that they began with a set of dummy methods and specced out their behavior on paper ahead of time - what data each method accepts, what data each method emits, a graph of what methods call (and are called by) which other methods. 
  11. XNA is not the best idea at this point, as Microsoft has dropped support for it. If C# is your weapon of choice, I've heard that MonoGame is a good idea.
  12.   People are weird and say crazy, hyperbolic things.      Yeah.    C's existed forever, and if you want a library that does something it's probably been completely stable since the 1980s. C is perfectly expressive, has tight and easily memorized syntax, and has extensive library support. Programming a game engine in C is made simpler by the plethora of libraries available: allegro, SDL, SFML, GLFW, the list goes on.    There's a very good discussion here - see the second answer to the question in particular.
  13.   Why would someone reject extensions or libraries? Do starting indie developers have so much time and focus that reinventing the wheel isn't disastrous?   (I realize he said he wanted to make his own map format. I'm just going to ignore that for now because I think you and I are speaking more generally)       Then he should use MonoGame in the first place! 
  14. First off, great job either starting a holy war or getting your thread locked. I'm pretty sure that's what happens when this question gets asked, because it gets asked a lot. ;)   But since neither of those things has happened yet, here's my cent and a half (adjusted for inflation):     This is true, and classes are pretty great. I'm developing almost exclusively in C nowadays, and while the arguments needed are sometimes lengthy, it isn't a dealbreaker for me. The biggie in C++ is encapsulation - that an object's methods and properties have restricted access from outside - which, in theory, means that the language reinforces correct design. This strikes me as weird, because having the discipline to manage memory but not to make sensible modularity and good separation of concerns seems a lot like trusting someone to do brain surgery but not to own an electric kettle.   In my C codebase, I have logic split up into eight separate domain-specific (that's problem domain, not web!) files, with prefixed function names. For the most part it's all coordinated by the central logic in game.c, and there are only three functions that call functions between domains (specifically, it's for the entities system to ask the sprite system for sprites and the script system for scripts.) It's very much like the OO version of the code would be, because I'm disciplined and I want to be able to maintain my code.     I see your "lol" and raise you a "trololol." ;)
  15.   You're going to need to do a ton of testing no matter what you end up doing, but this is more or less correct. You need to build something that you can create all the content for. You could think about generating procedural content; I'm unqualified to discuss this, but there's a wealth of information about generating worlds on this guy's blog.     If what you want to make is very similar to existing games, you can probably find a creation system to help do it. If it's very different, you're likely to be better off writing the code yourself. This is really hard to answer without knowing what type of game you have in mind. Whether you've acclimated to integrating libraries and API usage will inform whether you can build an engine out of off-the-shelf parts.   You're right about RPG maker, though. Mostly. You can make a very complex and detailed lo-fi RPG, and you can use a series of hacks to get more out of it, but in the end you're burning time and ingenuity to make a kludgy RPG maker game.     It'd be smart to make a Tetris clone and maybe a simple sidescroller as proof of concept. This should tell you very quickly whether your expectations at this stage are reasonable.     Don't drop out of college, don't quit your day job, don't go into the long grass.