A Proper Scripting Language
#20224 posted by SleepwalkR on 2011/03/25 06:41:37
Is a very good way to learn programming, yeah. I would agree that it's also much quicker to learn than java. But don't let it be PHP.
OK, Python Looks Like The One To Start With
#20225 posted by RickyT33 on 2011/03/25 12:02:08
I've been reading the beginners guide, and I like the part where it shows the Java and Python versions of the "Hello World!" exercise:
Java:
class Hello {
public static void main (String[] args) {
System.out.println ("Hello, world.");
}
}
Python:
print "Hello, World!"
This is reminding me very much of BBC Basic already ;)
Learn General Programming Skills
#20226 posted by bear on 2011/03/25 12:34:32
What language you choose isn't that important, you should probably learn a few actually just to make sure you don't get your mind locked into a too narrow way of thinking. Learn about common data structures and techniques that can be used in all(or most) languages.
Knowing a language is just s start though, another large part is getting familiar with the libraries/frameworks that goes with the platform and language of your choice.
Anyway
#20227 posted by bear on 2011/03/25 12:44:37
the important thing like any journey is that you get started.
Learn to cast your programming spells as we enter the age of magic.
Just Go Balls Deep
#20228 posted by Kinn on 2011/03/25 13:47:35
And start with C++
It might be a bit of a learning curve at first but you will thank yourself later.
Kinn++ :-P
#20229 posted by SleepwalkR on 2011/03/25 14:09:51
Yeah - That's Probably Good Advice Too
#20230 posted by RickyT33 on 2011/03/25 15:08:58
But I think that learning some of the theory on Python will give me an edge towards comprehending some of the C++ stuff. I tried to learn C++ once before and after the second chapter it got REALLY REALLY confusing for me.
This morning I have been reading (and trying in the Python Command Prompt) this ebook:
http://openbookproject.net/thinkcs/python/english2e/index.html
And I'm actually 100% on what I have read so far!
Or If You Wanna Have Some Fun
#20231 posted by Kinn on 2011/03/25 16:14:02
with a nice, easy-to-learn but powerful language in a managed environment, AND do some game dev to boot:
1) Get Visual C-Sharp Express (it's free)
2) Get XNA Game Studio (it's free)
3) Program XNA games using C-Sharp
It's super-awesome. I've been doing it for 2 years now. And you might even make some $$$
http://create.msdn.com/en-US/
Cooping In Quake
#20232 posted by quakis on 2011/03/26 03:58:57
Surprised it worked out, been playing through Travail with a friend and we completed the first episode so far. Been a while since I played the pack, so it's still somewhat fresh to me thankfully.
Only problem is the friendly fire. No matter what setting the host puts it on (fitzquake) we can still damage each other which isn't so fun to have a grenade accidentally shot to the face. ;_;
#20233 posted by Spirit on 2011/03/26 09:57:02
I think you need to be on the same team or wear the same colours.
Yep
#20234 posted by rj on 2011/03/26 11:40:54
set 'teamplay 1' then both set 'color x y' so y is the same for each player - x can be whatever (any number between 0-13 if you didn't know).. then you may have to restart the game (possibly)
q1 coop is awesome. not played it in ages :|
#20235 posted by necros on 2011/03/26 19:23:28
just pants colour, iirc.
Tronyn
#20236 posted by negke on 2011/03/27 17:30:32
If you want An Old Evil listed on Quaddiced, tell me the cheat codes ffs! What an asshole mod - incredibly hard AND regular cheats disabled. Nice shotgun though.
Oh Man
#20237 posted by Tronyn on 2011/03/27 21:12:55
shit I don't think I remember any of the mod stuff for that, it was a long time ago... on the other hand, most of my maps from that were remade and used in later projects (masque, coven, etc). I never got to see the other guy's maps (murderous martin) which is too bad.
I See
#20238 posted by negke on 2011/03/27 22:57:24
Thought you might as it contains fixes/enhancements by aguirRe from 2006 (sort of implying you were in contact). No idea what was changed in the maps, but most certainly it wasn't balancing - many or tough monsters and traps but hardly any health.
So I guess I'll be forced to use some lame-o screenshot and make something up for the file description...
Negke
#20239 posted by nitin on 2011/03/28 03:28:07
I think aguire just fixed it up to remove errors and released it as it was gameplay wise.
#20240 posted by Yhe1 on 2011/03/28 20:02:03
That SOE4 and SOE5 map, coven, should be on quaddicted
Ha Ha! April Fools:
#20241 posted by RickyT33 on 2011/04/01 12:10:49
RICHARD
#20242 posted by JerryT53 on 2011/04/01 12:17:56
YOU ARE GROUNDED!!!!!! COWPAT FOR DINNER!!!
OMG!!!
#20243 posted by RickyT33 on 2011/04/01 13:43:10
Nah - he's 54 anyway
THE RHYME
#20244 posted by negke on 2011/04/02 11:06:35
You're not exactly 23, either.
The Nameless Mod - Deus Ex
#20245 posted by necros on 2011/04/03 07:52:09
did anyone post about this: http://thenamelessmod.com/real/
haven't tried it yet, but i can't believe i never knew about it. seems quite awesome.
Wacom Bamboo
#20246 posted by bamby on 2011/04/03 11:19:51
any good or total crap?
Paper and pencil is probably by far still the best way to do some drawing.
Bamby
#20247 posted by bal on 2011/04/03 12:22:34
Bamboo is fine for casual digital drawing, just don't excpect it to feel like normal drawing right away, you'll need some time to get used to it.
Anything from Wacom is pretty solid anyways, I've had my Intuos1 for almost 10 years and it still works perfectly.
Direct3D Developer Forum
#20248 posted by megaman on 2011/04/07 17:20:00
Do you guys know a nice place to ask an advanced Direct3D question?
I'm running into behaviour that is quite unexpected and unexplainable to me here:
I'm calculating a depth map on the CPU and via rasterization on the GPU (as a reference), but when I let D3D write to the depth buffer automatically or write out the z component in the SV_POSITION input from the PixelShader, values are for some reason different to my CPU depth map. When I pass the depth from the VS to the PS in a non SV_POSITION variable, I can write out the correct depth value I get on the cpu. This is with either (x, y, depth * z, z) or (x/z, y/z, depth, 1), so the persp. divide should not matter.
I simply don't get what magic behind the scenes is fucking with my results.
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