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Everything posted by panda
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I've not read this article before but when I realized my specialty was not math but linguistics I came to the communication language-programming language correlation on my own, but that doesn't mean a great linguist or great mathematician will make a great programmer, you need to be somewhere in the middle. That being said I think Djikstra was more on the mark with the "Besides a mathematical inclination, an exceptionally good mastery of one’s native tongue is the most vital asset of a competent programmer." quote. You need to have mastery of one language (the easiest one being your daily tongue, not necessarily even your native tongue), but that doesn't mean you're also going to be able to handle foreign languages too. The clincher here is that most likely a programmer who also has the capacity to learn and have some relative mastery of at least one foreign language in addition to mastery of their own will likely have more versatility in programming because they'll also be able to better comprehend and utilize multiple other programming languages with some degree of mastery, rather than being limited to a specific language.
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Pretty sure nobody's accounting for two time-sucks: - School (both Kibz and JC have been back at school since August/September) - League of Legends (what JC is doing badly at instead of coding) You can expect a release, just probably not soon.
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We've Broke Even! -- Thank you very much pt. 2!
panda replied to jcsnider's topic in General Discussion
We should do it in Tokyo instead. And this December. That way I don't have to pay for an extra plane ticket. -
Nice invalid map ya got there.
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Pushed another commit fixing string encoding issues, now UTF-8 is supported like it should have been from the get-go. GitHub: Commit c2ec20c - Fixed string encoding issues, normalized code style
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glfw-net is now in beta development for glfw-net 3.2. This update is to bring it up to spec with GLFW 3.2 and is also marking x86 as obsolete, as unless someone else fixes the issues I was having with it (AccessViolationExceptions on cursors and gamma ramp) it will not be supported, and I have actively removed the x86 build configuration from the solution. GitHub: glfw-net 3.2 update development branch I will be testing/correcting the Vulkan API externs I added to the source starting sometime this week when I receive my GTX 1070, as my current GTX 560 Ti was not given Vulkan drivers by nVidia (rendering me incapable of testing it).
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Maximum CPs were leaked. Gyarados is a disappointment for 400 candies.
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This is just me sucking at helping without visuals but is there any way you can create a gif/clip of what's going on in your program? The visual aid might give me some clues as to what might not be working.
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Missed that. That restriction basically kills this game and prevents any attempt to change the word to Pokemon (what I wanted to do).
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Here's my top 12.
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12km is around 7mi. The closest gym and PokeStop is at work for me.
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It worked! And you can install the Google IME like I did!
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What is GLFW3? Note: This means it's just a windowing system. Creating an OpenGL binding is something I'm also considering doing, but the OpenGL API is far larger and far more difficult to implement a binding for and test to see that every single facet of the binding works. What is glfw-net? glfw-net is a .NET binding of only GLFW3 (so no earlier versions) that is meant to mimic the GLFW3 API as close as possible -- types and casing are almost exactly the same. Obviously since GLFW3 supports multiple operating systems the goal of glfw-net is also to support those same systems. Currently due to the limitations of C#, the C# equivalent of C++ API calls need to be prefixed with "GLFW3.", but if my interpretation serves correct, with Roslyn, C# and Mono will support static imports like Java, allowing you to drop the "GLFW3." entirely. With everything being said, glfw-net is not meant to fit the code style of C#, as it is not meant to be a wrapper. It's designed to maximize copy-pasting between C++ and C# code to facilitate easier porting. Current shortfalls? Unfortunately at the moment, since the official GLFW3 website does not provide binaries for systems outside of Windows, I have only packaged binaries for x86 and x64 Windows compiled with VC2013 (so potentially will not support older Windows systems). In addition, I've only thoroughly tested the 64-bit version, and the 32-bit version is partially non-functional. Unless someone provides me fixes (via the GitHub repository in the form of a pull request) the 32-bit version will be fixed when I have the time (and the necessary flash of inspiration). Until then it will remain semi-broken since I do not officially support a 32-bit version. So why have I posted this when it isn't fully functional and tested? First off, I know some people around here like tinkering with things, and this is something that may pique their interest. Second of all, I can't test for example, the joystick related API calls, since I don't own or know where I can borrow a joystick. Third of all, at the moment I am unable to test OSX or Linux, so I'm hoping someone will compile some binaries for them as well as test API calls to make sure I don't have any stupid bugs that don't show up on Windows. Afterthoughts I haven't tested to see if anything will work right now with glfw-net, but somebody might be able to get glfw-net to work with OpenTK, which would provide a means to use OpenGL with GLFW3 from C#, without using something like Pencil.Gaming (which seems to have a less than desirable GLFW2/3 binding implementation and a bloated implementation). There are OpenGL bindings in C#, just none of them live up to the standard LWJGL3 has set, which from my experience with it and the underlying C/C++ APIs, is really good. glfw-net Repository: github/lodico/glfw-net License: MIT (open source, free for commercial use and derivative works so long as the license is packaged with any distributions of the source code, read the license file for more detail) Requirements .NET 4.5 -- if someone wants to see if glfw-net works on an earlier version of .NET and submit an issue to the repository for me to change the version, go ahead, but otherwise it's staying on 4.5 GLFW3 binary files for your system -- obviously if the provided GLFW3 binaries don't work for you (stored in the 'lib' directory tree) you'll need to compile your own (or download the binaries if you're running Windows but can't use the VC2013 binaries that I provided, but I find this unlikely if your version of Windows supports .NET 4.5).
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I do, my name is "Pasta Vacuum" (with the space). It's also my RS3 name.
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I read "@Agoraphobic" and just started cracking up thinking "wait, it took this long?".
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tl;dr: I'm a programmer, and my favorite languages are C/C++, Javascript, Java, C#, Python and Netwide Assembler. In addition to that, I use or have used Typescript, Dart, PHP, Coffeescript and Ruby. Actively working on the otaku* family, OpenORPG and glfw-net. tl;br: I'm a programmer, who started with VB6 and VBScript in 2007 when I discovered Eclipse (wanted to make games). I did not participate much in the community, and instead I spent my time at XtremeWorlds (R.I.P.) and Mirage Source (R.I.P., but not, and I quote the current XW website, "Error establishing a database connection"-style R.I.P.). I started with computer games at the age of 2, but I didn't rise to the gamer nerd level until middle school with Runescape and MapleStory, and I subsequently left said level when I got more serious with programming. That being said to anyone who wants to challenge me to making a game, 2D, 3D or otherwise, I'm politely declining now, as I don't make games (I suck at content creation in general, no exceptions), I like programming lower level than features and content creation, more along the lines of base mechanics, networking, configuration and memory management (I'd include graphics too, but I'm pretty shoddy at that). Basically, I like programming game engines (actual engines, not feature rich almost-games like Eclipse, I feel like people miss the distinction). My language of choice is C++, but much of my code ends up being valid C code as well. I also really like Javascript, Java and C#, but because of the existence of WebGL and LWJGL, C# comes in last place out of those three. I also use Python for some things, and then there is Netwide Assembler, which in conjunction with pure C, I teach myself how to write bootloaders and kernels (that being said, I haven't spent much time on this in the last two years, this was my focus more at the end of high school). I use TypeScript for OpenORPG, but especially with the dawn of ECMAScript 6, it's likely to remain the only project I do that on. I use Dart from time to time as well as PHP, but they've essentially be substituted with client- and server-side Javascript. I've also used Coffeescript and Ruby, but I haven't used either in a very long time nor do I care much about either one. Lastly there are the languages I've abandoned with every intention to never revisit, as I'm fairly certain they're marked for certain death by Microsoft: COM Visual Basic (VB6 or earlier) and .NET Visual Basic (VB7 and later, known as VB.NET). My current active/on-hold projects are the otaku* family (waiting for ECMAScript 6 to hit 80% support in most major browsers as well as node.js/io.js, which depend on Chrome's V8 engine, before I continue), glfw-net (active, but basically on-hold since I hit a roadblock with some data-type marshalling and...) and OpenORPG, a game engine originally created, and still maintained by Vaughands, and despite "joining" in the past, I've actually joined and begun contributing -- mostly because I want to help people in the game development community circle that this forum is in create games in something that isn't antique, and thus my time is better spend on it than staring at my screen trying to will C# to make marshalling easier. -Panda Not computer related: Everything above has been about computer programming or games, but there's slightly more to me than just that: I'm a native English speaker, but my life goal is to be at minimum fluently quadrilingual before I die. The three languages that serve as my will-be-fluent-in are English (obviously), Japanese and Italian. Spanish is likely but not guaranteed to be the fourth. One of my passions is travel, but I also believe that to visit another country respectably I need to observe and at least partially blend with their culture, and at least speak enough of the language to not be a nuisance tourist -- and since as I said one of my passions is travel, it also means that I'm going to be learning a lot of languages before I die, the exact number and the number I achieve fluency in are up in the air however. Currently I can carry on mediocre conversations in Japanese and Italian (having studied Japanese officially for one year, and three years of little progress self-studying prior to that, and having learned my Italian mostly by ear from my Italian and Piemontese [this is a regional dialect in Italy, and while I intend to learn enough to pass it on, I have no intention to achieve fluency] speaking family), though my abilities are always stunted when I'm speaking to a native speaker of either outside my family (so any native Japanese speaker) because I'm too uptight to want to get anything wrong, and too nervous that I will, thus being too scared to open my mouth.
