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in an unusable "gently caress you" sort of way
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# ? Oct 2, 2017 05:31 |
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# ? May 10, 2024 22:46 |
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Elysiume posted:can I submit the fact that I've watched the forums UI steadily degrade over the course of today u can submit anything u want bb
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# ? Oct 2, 2017 05:32 |
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so here's what should be happening when you multiply -2.5 x 1:code:
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# ? Oct 2, 2017 05:58 |
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pokeyman posted:that actually looks really cool scrollpos supremacy
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# ? Oct 2, 2017 08:09 |
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frames are back baby
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# ? Oct 2, 2017 13:32 |
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lowtax is going to spend a week changing the fonts then claim the new look is xenforo 2.0 before disappearing for another 18 months.
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# ? Oct 2, 2017 13:34 |
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Jabor posted:umm the fraction is always added to the integer $FFFF0000 = -1 $FFFF8000 = -0.5
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# ? Oct 2, 2017 13:58 |
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Elysiume posted:can I submit the fact that I've watched the forums UI steadily degrade over the course of today how is that possible. those aren't separate frames. where are the scroll bars coming from??
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# ? Oct 2, 2017 16:06 |
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Programming on the USS Discovery involves what appears to be WINE
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# ? Oct 2, 2017 16:12 |
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Shaggar posted:how is that possible. those aren't separate frames. where are the scroll bars coming from?? set overflow to scroll, always draws scrollbars even when there's no overflow
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# ? Oct 2, 2017 16:21 |
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emoji posted:Programming on the USS Discovery involves what appears to be WINE no, from all the casts and unnamed variables, i'd say it's decompiler output
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# ? Oct 2, 2017 16:23 |
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Sweevo posted:lowtax is going to spend a week changing the fonts then claim the new look is xenforo 2.0 before disappearing for another 18 months. He won't disappear this time. He has to stay active in his gbs fatshaming thread
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# ? Oct 2, 2017 16:29 |
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I'm guessing decompiled Wine (is that even a thing?) given the Windows calls appended with 'W'
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# ? Oct 2, 2017 16:29 |
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emoji posted:Programming on the USS Discovery involves what appears to be WINE good to know that in the communist utopia of the 2250s we will still be programming spaceships in c
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# ? Oct 2, 2017 16:32 |
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emoji posted:I'm guessing decompiled Wine (is that even a thing?) given the Windows calls appended with 'W' those are unicode variants of the functions which take a wchar_t string CreateFileA is the ascii version CreateFileW is the unicode version CreateFile gets #defined as one or the other with a compile time switch
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# ? Oct 2, 2017 16:35 |
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emoji posted:I'm guessing decompiled Wine (is that even a thing?) given the Windows calls appended with 'W' As mentioned, the W in there stands for Wide (characters). (The A variants just translate ASCII to UTF-16 and then call the W variant)
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# ? Oct 2, 2017 16:39 |
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Ah. I just googled a couple from my phone and saw Wine docs with the MS links not showing the A/W variants in the link metadata
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# ? Oct 2, 2017 16:40 |
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Jabor posted:so here's what should be happening when you multiply -2.5 x 1: i can dump the intermediate values to memory and figure it out yeah in the meantime i'm working on sprites time to figure out drawing them transparently lol
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# ? Oct 2, 2017 22:41 |
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Luigi Thirty posted:i can dump the intermediate values to memory and figure it out yeah that's my aesthetic
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# ? Oct 3, 2017 07:30 |
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quiggy posted:good to know that in the communist utopia of the 2250s we will still be programming spaceships in c of course we won't, only lovely hacked together research code will still be written like that all the real code will be written in Lisp as the gods and McCarthy intended
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# ? Oct 3, 2017 07:42 |
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cinci zoo sniper posted:https://www.youtube.com/watch?v=-5tak0tHqIg Support! With almost 5 thousand downloads, there hasn’t been a single patreon. A lot of you seem to be interested in me continuing with this project. I have received countless emails and messages telling me that I should continue working on the project. I can’t do that not only completely for free but also pay for the servers and everything else. Thanks for understanding!
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# ? Oct 3, 2017 08:01 |
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eschaton posted:of course we won't, only lovely hacked together research code will still be written like that If it's good enough for Naughty Dog then it's good enough for me. https://en.wikipedia.org/wiki/Game_Oriented_Assembly_Lisp I know they only used it as a scripting language, but it's less funny if I explain that.
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# ? Oct 3, 2017 08:10 |
CRIP EATIN BREAD posted:Support! With almost 5 thousand downloads, there hasn’t been a single patreon. A lot of you seem to be interested in me continuing with this project. I have received countless emails and messages telling me that I should continue working on the project. I can’t do that not only completely for free but also pay for the servers and everything else. Thanks for understanding! i think itll be hard to find a patreon i wouldn't support over a js os
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# ? Oct 3, 2017 09:03 |
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Luigi Thirty posted:i can dump the intermediate values to memory and figure it out yeah Tyrian is a good choice. best epic megagames release imo
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# ? Oct 3, 2017 12:33 |
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I can't draw but Tyrian's sprites were released under CC-Attribution a few years ago so I can do stuff with them
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# ? Oct 3, 2017 14:53 |
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there was a platformer in the late 90s, abuse, that used lisp for its core game logic. i’m sure the engine was written in c but literally everything like ai and event handling and physics was done in lisp
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# ? Oct 3, 2017 17:42 |
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rjmccall posted:there was a platformer in the late 90s, abuse, that used lisp for its core game logic. i’m sure the engine was written in c but literally everything like ai and event handling and physics was done in lisp there are also games by Naughty Dog, like some of the Crash Bandicoot and Jak & Daxter titles, that use a wacky hacked-up variant of common lisp
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# ? Oct 3, 2017 17:59 |
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I remember some games really liked utilizing python as well; I think I remember tweaking Vampire Bloodlines python files becaues that game shipped so horribly broken you couldn't even make progress sometimes
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# ? Oct 3, 2017 18:17 |
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i just realised that my lovely "cache last search results in session state" implementation is probably going to cause a heinous memory problem with a large number of users caching 100-500 results each, but I'm having difficulty finding out what would qualify as an "unnacceptably large" amount of data to store in the user session i mean this app used to be 100%session based storage and crapped objects all over the place so I probably shouldn't be propagating the problem! edit: I think I'm gonna just rip it out and put the basic 'blank' search into the cache so that it returns quickly but all filtered searches always hit the db pending implementing db side storage instead of using httpContext.Current as a hammer or there is the option I suggested as a joke which is that I offer users "premium mode" if they pay me and they get caching for their user I'd but nobody else does Powerful Two-Hander fucked around with this message at 19:11 on Oct 3, 2017 |
# ? Oct 3, 2017 18:33 |
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tef posted:The hardest pair of programming problems is naming things, cache invalidation, and off-by-one errors
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# ? Oct 3, 2017 18:39 |
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https://twitter.com/gypsyOtoko/status/915037635663425536 click thru for the full thread, gets into game dev tooling, bug fixes, etc.
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# ? Oct 3, 2017 19:47 |
cjs: Today someone at NASA complimented my 1337 debugging skillz This was after I submitted the bug report for the race condition I was asking about upthread. So thanks again thread for helping with that!
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# ? Oct 4, 2017 01:29 |
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JawnV6 posted:https://twitter.com/gypsyOtoko/status/915037635663425536 This is awesome. I'm curious how they pulled the integrated dev data into the game in a way that kept devs from falling too out if date with each other since they presumably work from local builds.
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# ? Oct 4, 2017 01:51 |
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cis autodrag posted:This is awesome. I'm curious how they pulled the integrated dev data into the game in a way that kept devs from falling too out if date with each other since they presumably work from local builds. huh, good question. i'd assumed by the signpost/windows screen side by side that posting a sign was opening a ticket on the backend? so making network calls out for that content and grabbing the latest rather than signpost creation marking up my local repo until i pushed
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# ? Oct 4, 2017 02:30 |
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JawnV6 posted:huh, good question. i'd assumed by the signpost/windows screen side by side that posting a sign was opening a ticket on the backend? so making network calls out for that content and grabbing the latest rather than signpost creation marking up my local repo until i pushed It's possible they manage assets/content(including game logic scripting) completely separately from their core engine in a way that allows the people responsible for content to work together more smoothly than a typical (D)VCS paradigm. They may be working with local builds of the engine, but they may not be working only from local copies of content. Judging by how polished the game is and how tuned everything is I would bet they had some sort of in-game dev tools that made the content change -> test -> push loop very very smooth.
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# ? Oct 4, 2017 03:00 |
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rjmccall posted:there was a platformer in the late 90s, abuse, that used lisp for its core game logic. i’m sure the engine was written in c but literally everything like ai and event handling and physics was done in lisp Abuse
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# ? Oct 4, 2017 03:08 |
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PierreTheMime posted:Tyrian is a good choice. best epic megagames release imo correct opinion-haver found.
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# ? Oct 4, 2017 03:35 |
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Croteam has some interesting development tools integrated into their Serious engine. https://www.youtube.com/watch?v=m5zrfTFKf_E
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# ? Oct 4, 2017 03:47 |
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paging bloody: http://yager.io/CPU/CPU1.htmlquote:Today, we're going to build a simple CPU. We're going to write it in Haskell and use CLaSH to compile it to hardware.
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# ? Oct 4, 2017 13:35 |
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# ? May 10, 2024 22:46 |
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https://www.youtube.com/watch?v=i9bkKw32dGw lol at "error interrupt? just warp to the level select screen"
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# ? Oct 4, 2017 14:47 |