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Grafalgar

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About Grafalgar

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  1. Grafalgar

    OtterUI - Open Source UI Library

    Yup - it's included in the repository, as part of the "SampleApp" project.  It demos not just the different controls, but also what a basic integration would look like.  Also, there's a plugin architecture in place that lets you define and build your controls, as well as the ability to animate them.
  2. Hi folks,   I'm the creator of OtterUI.  Thanks for pointing out the old-ass Word doc file - that's a remnant from a time gone by ;)   I've cleaned things up a tad more.  Let me know if you run into anything else.  And, of course, feel free to reach out if you have any questions.   Also, l0cal05t is correct - OtterUI does not provide its own built-in renderer.  I provide a rudimentary one just as a starting point, but after that it's up to you integrate it into your pipeline.  That's done on purpose - I got tired of UI libraries competing against my renderers for whatever reason.  Same goes for File IO, audio, and so on.   -Graf
  3. Debug builds automatically initialize (or zero out) your variables for you, while Release builds retain whatever garbage value is presently set at that location in memory your variables refer to.   Whenever you create a new map entity object, set flags = 0 in the constructor.  That should do it.
  4. Hi folks,   Some may remember me from a few years back, but I put together a UI library & tool specifically aimed at game developers.  It's purpose was (and still is) to be cross-platform and engine-agnostic, by being developed in as vanilla C/C++ as possible, while offloading the engine-specifics to the developer.  All the actual rendering, sound, etc is handled by the developer - OtterUI just tells you what to render and when.  Same goes for file I/O, audio, and so on.   To show you what OtterUI can do, check out Skullgirls (http://skullgirls.com/)- its entire interface was built using the library & tool.   Fast forward a few years - after trying to build a company out of it, and not going very far, I've decided to make it Open Source and let the community benefit overall.  OtterUI source & latest distributables can be found on github at:  https://github.com/Grafalgar/OtterUI, and is distributed under the MIT License.   Let me know if anyone has any questions, otherwise, enjoy.   Graf
  5. Grafalgar

    Is C++ too complex?

    OK, that's fair, but the point is that the stuff I deal with regularly with regards to C++ I, personally, do not find very hard nor complex. Instead of 1st year students, let's expand to what one might learn throughout your 4-year degree. Or maybe in your first year being a software engineer. A lot of things that are considered "too complex" I very rarely encounter, and that's clear across 14 years of dedicated C++ development. Moreover, what I'm particularly interested in is what makes C++ more complex than Java (or C#), at the beginner/novice level, without going into language obscurities that most people may not deal with.
  6. Grafalgar

    Is C++ too complex?

    Ok, reading through the comments, and the general "it's too complex, not a walk in the park, long time for something shiny on the screen, etc" hand-wavy consensus - I'm really curious: What, specifically, from the folks that consider the language overly complex, are the overly complex pieces of the language? And I'm not talking about relatively obscure tricks/"abuses" of the languages. I'm talking about stuff you'll learn in your first years of Comp Sci, or an intro-to-C++ book. I mean, I've seen my fair share of heinous code. In all manner of languages: C, C++, Java, C#, Python, LUA .. you name it. But what makes it complex has never been the language as much as the complexity of the code. In other words, I rarely ask myself: "Damn, what does this language feature do?" but rather ask "why in the world has the developer done this?" I do believe, though, that pointers and the usage thereof continually trip folks up with regard to C *and* C++, and with good reason. Pointer management takes a while to get a good grasp of, but even Pascal had pointers and I can count on my left foot the number of times someone has said "Pascal is too complex" Even though Java and C# have *many* more language features than C and C++ combined, the fact that they (mostly) completely hide pointers and memory management makes it easier for most programmers to write code and not worry about memory consequences, right off the bat. So, again, what *exactly* makes C++ so complex over, say, Java? Pointers aside, and considering only what you may learn in your first year as a CS student? (I make that distinction because as you spend more time in any language you'll eventually learn all sorts of 'interesting' things that'll make most folks' heads spin)
  7. Hi all, A friend's daughter wants to make her own iOS game, and has storyboarded the entire thing already. It's a pretty simple 2D game, not much going on besides some interaction with potions and stuff, and now she'd like to put it together and publish on the iOS appstore. I'm trying to help her find a good game dev tool geared toward kids or *very* early beginners. DarkBASIC, GameMaker, GameSalad come to mind, but I'm thinking it might still be a little "heavy" for a 7yo. Any suggestions? -Graf
  8. Grafalgar

    Is C++ too complex?

    For what its worth, compared to more recent languages, C++ does not strike me as overly complex right out of the box. C# and Java come with many more language features right out of the box, and the accompanying SDKs for both completely eclipse with what is considered "standard" for C++. Compare the SDK for Java against the STL for C++. What makes C++ complex is what developers end up doing with it. What makes C++ tricky is memory and pointer management, which (imho) is the main reason most folks are hesitant to get well versed in the language. Exceptions? Meh. Classes? Meh. Templates? Meh. Pretty straightforward stuff. To use an analogy - it's like saying a spoon is complex when you see someone using nothing but spoons to build a working zeppelin. Maybe that's a bit extreme, but yeah.
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