--- Log opened Sun May 13 00:00:18 2007 |
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00:34 | <@ToxicFrog> | <Lakmir|MMR> star ocean's script is 5.2 megabytes |
00:34 | <@ToxicFrog> | <Lakmir|MMR> ...472K without any of the control characters. |
00:35 | <@Vornicus> | ...that is a surprisingly big script. |
00:35 | <@ToxicFrog> | The control sequences outmass the actual text by a factor of nine ;.; |
00:36 | <@ToxicFrog> | (we've decided not to translate that one after all) |
00:36 | <@Vornicus> | ...especially considering how much Shiny Stuff that game does. |
00:36 | <@ToxicFrog> | On the plus side, DYNAMIC CLASS GENERATION GOOOOOO |
00:37 | <@Vornicus> | o.O |
00:37 | <@ToxicFrog> | SYM 1 Class: (table: 0x937f050) |
00:37 | <@ToxicFrog> | SYM 2 Class: - (table: 0x93766d8) |
00:37 | <@ToxicFrog> | SYM 3 Class: <$F8> (table: 0x936b550) |
00:37 | <@ToxicFrog> | SYM 4 Class: <$FA> (table: 0x93751a8) |
00:37 | <@ToxicFrog> | SYM 5 Class: <$FC><$0D> (table: 0x93789d0) |
00:38 | <@ToxicFrog> | Classes with names not possible in nature! |
00:38 | <@Vornicus> | |
00:39 | <@AnnoDomini> | I find this mildly distressing, even without fully comprehending what it means. |
00:40 | <@ToxicFrog> | I'm generating class definitions at runtime. |
00:40 | <@ToxicFrog> | I need a symbol table, and symbols are classes, not objects. |
00:44 | <@ToxicFrog> | Why would it be distressing? |
01:46 | | * ToxicFrog pokes Vornicus |
01:46 | <@ToxicFrog> | Sweet, I broke him. |
01:47 | <@Vornicus> | ? |
01:49 | <@ToxicFrog> | Well, you went " " and then didn't say anything else. |
01:49 | <@ToxicFrog> | (I have a class named "<$%x%x>") |
01:49 | <@Vornicus> | Oh. |
01:49 | <@Vornicus> | I just didn't have anything more to say, really |
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04:44 | <@ToxicFrog> | It gives me a warm and fuzzy feeling when I write something, and someone else, upon seeing it, goes "I was going to write one of those, but this one is Inherently Superior, so I'll just use it instead." |
04:45 | < MyCatVerbs> | Wow. |
04:46 | < MyCatVerbs> | How do you survive that without your ego spontaneously exploding? |
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05:19 | < Takyoji> | So what if I can't load the SDL DLL in MS Visual C# Expression Studio? |
05:20 | < MyCatVerbs> | You have to commit seppuku. It's the only way. |
05:20 | < Takyoji> | I don't have Visual Studio by the way |
05:20 | < Takyoji> | Ahh, true |
05:20 | | * Takyoji grabs a sword and kills self |
05:21 | < Takyoji> | So should I just go with a more plain compiler software? |
05:21 | < Takyoji> | Because I am trying to program with it in C# |
05:24 | < Takyoji> | Or would I be better off with clubbing my brain out? |
05:28 | < Takyoji> | Ahh hell I might as well just learn C/C++ anyway.. |
05:28 | < Takyoji> | There's barely anything out there for C# |
05:35 | < MyCatVerbs> | Learn something fun. Best tip I can give you. |
05:36 | < Takyoji> | like? |
05:37 | < Takyoji> | My only option is pretty much OpenGL or DirectX for C# |
05:37 | < MyCatVerbs> | Dunno. What do you feel like? Go nuts, grab PLT Scheme and try reading SICP for a laugh. |
05:37 | < MyCatVerbs> | Or go the practical route, blow straight into videogaming, heh. |
05:38 | < MyCatVerbs> | If you're going to do that, you'll want to find something decent to read on mechanics. Also numerical analysis might be helpful. |
05:38 | < Takyoji> | That's what I was considering on some end, but I first need a good rendering system |
05:38 | < MyCatVerbs> | But if you're having fun and you're learning, by all means carry the Hell on. That's the _point_, near as I can tell. |
05:39 | < Takyoji> | Well, more like: in need of a functional rendering engine |
05:40 | < Takyoji> | I just need to get a book on OpenGL, but that'll most likely be for C++ |
05:40 | < Takyoji> | I mean, composed for * |
05:40 | < MyCatVerbs> | Hee. Swipe Quake2! =D |
05:40 | < Takyoji> | could.. |
05:40 | < Takyoji> | I've just never known much about making BSP maps |
05:40 | < MyCatVerbs> | Er, go take a burn through Sourceforge, see if there's something you like the idea of hacking on and extending. |
05:41 | < Takyoji> | BSP maps are for the Quake @ engine, right? |
05:41 | < Takyoji> | 2* not @ |
05:46 | < MyCatVerbs> | All the Quake based games use BSP maps. |
05:46 | < MyCatVerbs> | Er, I don't know about Q4 and D3, but I presume so, anyway. |
05:47 | <@ToxicFrog> | As do several other games. |
05:49 | < MyCatVerbs> | ToxicFrog: yeah, like Half-Life, Kingpin... =) |
05:49 | < MyCatVerbs> | RTCW, Team Fortress, Alienarena2k7... |
05:49 | < MyCatVerbs> | Do Unreal and Source? |
05:50 | < Takyoji> | I remember using Quake maps in the "DarkBASIC" programming language, not sure if it uses the Quake engine itself, but I think it was actually DirectX |
05:50 | < Takyoji> | It's just hard to find tools that export to that filetype |
05:50 | < Takyoji> | For 3ds Max for example |
05:51 | < MyCatVerbs> | Blearrrrghyarbles. |
05:54 | < Takyoji> | hmm? |
05:58 | < MyCatVerbs> | Cartesian solig geometry. Ish wuvv. |
05:59 | < Takyoji> | indeed |
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06:09 | < Takyoji> | well, I guess I have to leave now. Good night folks |
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20:03 | <@gnolam> | http://enterpriselinuxlog.blogs.techtarget.com/2007/05/09/amd-will-deliver-open- graphics-drivers/ |
20:04 | < GeekSoldier> | really. |
21:58 | < jerith> | 22:56 < pjd> void interpreter(void) { for (;;) (*(prim *)(intptr_t)*(cell *)(intptr_t)(*++lc))(); } |
21:59 | <@Vornicus> | ;_; |
21:59 | < jerith> | http://factor-language.blogspot.com/2006/10/three-cheers-for-c-syntax.html |
22:07 | | * Vornicus tries to remember how to write C++. |
22:07 | < TheWatcher> | Heh :) |
22:23 | <@gnolam> | It's simple. Start with C. Then type twice as much for every task. ;) |
22:24 | < TheWatcher> | pft |
22:25 | | * Vornicus steals code from past projects. |
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22:25 | <@Vornicus> | I... definitely need to rework my vector library, for sanity. |
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--- Log closed Mon May 14 00:00:18 2007 |