Author Topic: General Programming Megathread - New OP  (Read 29624 times)

Math. Lots, and lots of math. I'll have Trigun come spit a list at you, he's made a game engine before.
Tons. JavaScript + Canvas is my favorite. It's web based, so it'll work on virtually every operating system flawlessly, JavaScript is an insanely powerful (scripting) language, and it's a really good web development opportunity. You'll probably want an engine to help you out, though, because JS+Canvas is just a rendering engine. It's still really easy to code your own logic though, assuming you use things like box collision.
Any with C++? As it is, I don't have an inherent problem with Javascript - in fact, I enjoy its syntax - but Canvas has seemed really sketchy to me BECAUSE it's web-based. What notable games have been made with Canvas? And what engines would you recommend to "help me out"?

lugnut, for loops are easy as stuff and really helpful. I can show you if you'd like.
lolwhoops
bro i can for loop all day long
Code: [Select]
for(var i = 1; i < 101; i++) {
var fb = "";

if(i % 3 != 0 && i % 5 != 0)
fb += i;
if(i % 3 == 0)
fb += "fizz";
if(i % 5 == 0)
fb += "buzz";

console.log("(" + i + ")\t" +fb);
}
trinick explained my problem to you tho so it's cool
Coding tutorials for coders are existing pieces of code. Don't go into a new language wanting to just "learn the language," go into it with a project in mind that you've made in another language. Want to make an IRC bot in Java if you've already made one in Torque (for example)? You know the required elements (receive loop, callbacks, etc) and IRC protocol already from your work in Torque, so if you search for existing IRC bot code in Java, you'll be able to make the connections between the languages yourself. Plus, connections you are making yourself are much more meaningful to you as a learner, since they stem from your own understanding, rather than someone else's.
well okay then

every time i look at java code though i see imports and public static void null integers and stuff
i'll look through samples on rosettacode i think

every time i look at java code though i see imports and public static void null integers and stuff
i'll look through samples on rosettacode i think

imports are just java's way of knowing that it will need a method from whatever library
public is a term for encapsulation (could also be private or protected though there are other words too)
static is a way of making a method available at the class level 
void is the return type (could be int, boolean, etc) ..
null is just .. null, you probably know what null is.

java has a lot of words. a god-awful amount of words. it's easy to learn but my GOD do you have to have a lot of words. did I mention words?


my end goal with java is to make android apps

i've found the javascript interpreter thingies for it but they naturally don't do tcp sockets
are there any other solutions?
node.js on android would be a dream come true, but it doesn't exist yet
sl4a lacks tcp sockets
appcellerator or whatever the forget it's called also lacks tcp sockets

:(
Any with C++? As it is, I don't have an inherent problem with Javascript - in fact, I enjoy its syntax - but Canvas has seemed really sketchy to me BECAUSE it's web-based. What notable games have been made with Canvas? And what engines would you recommend to "help me out"?
http://www.canvasdemos.com/
http://dougx.net/plunder/plunder.html

haven't look too deep into these but the look good
« Last Edit: November 22, 2012, 06:42:16 PM by Lugnut »

Any with C++?
I wonder if Torque 2D is opensource now too. If so, that should work just fine, and it's coded in C++. The issue with C++ is you will be operating on the same level as the game engine, instead of it being a sort of container.

I wonder if Torque 2D is opensource now too. If so, that should work just fine, and it's coded in C++. The issue with C++ is you will be operating on the same level as the game engine, instead of it being a sort of container.
Nope.

looked into appcellerlelator again

turns out it does have tcp sockets

Coding tutorials for coders are existing pieces of code. Don't go into a new language wanting to just "learn the language," go into it with a project in mind that you've made in another language. Want to make an IRC bot in Java if you've already made one in Torque (for example)? You know the required elements (receive loop, callbacks, etc) and IRC protocol already from your work in Torque, so if you search for existing IRC bot code in Java, you'll be able to make the connections between the languages yourself. Plus, connections you are making yourself are much more meaningful to you as a learner, since they stem from your own understanding, rather than someone else's.
exactly.
And if you do not have a starting language as a "baseplate" you could always learn a new one from a tutorial site.  code academy is where I learned javascript and Python

Python
ew

looked into appcellerlelator again

turns out it does have tcp sockets
was gonna recommend but i figured you knew what you were talking about

I wonder if Torque 2D is opensource now too. If so, that should work just fine, and it's coded in C++. The issue with C++ is you will be operating on the same level as the game engine, instead of it being a sort of container.
what do you mean by it being a sort of container?

looked into appcellerlelator again

turns out it does have tcp sockets
why can't i just compile this crap via terminal or something

i don't want goddamned eclipse ide, it's so slow

so is torque 2d a viable option or should I go for canvas + js
because canvas is just a rendering engine and I don't know where to go from there

why can't i just compile this crap via terminal or something

i don't want goddamned eclipse ide, it's so slow
You probably can compile it via the terminal if you know how, but it's also probably a huge loving pain hence Eclipse handling it being the recommended option.

You probably can compile it via the terminal if you know how, but it's also probably a huge loving pain hence Eclipse handling it being the recommended option.
turns out there's official documentation on it. i'm following the instructions.

"adb devices returned 1 devices/emulators"

yes i know it did now do something else besides repeatedly notifying me of this :(

realized it had compiled the app anyway despite the bs about not being able to install it and am manually installing it

for some absolutely ungodly reason the app is 8mb big
wtf

manually installed it and it runs as planned.
« Last Edit: November 23, 2012, 12:33:39 AM by Lugnut »