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Discussions

sysrpl sysrpl
  • I published an XNA style game toolkit

    @Ion Todirel:

    It targets free pascal only.

    But don't let that stop you, as fp has added a lot of new language features like:

    • implcit/explict conversions
    • Value types can have methods, operators, and everything a class can have (except virtual methods, interface implementation)
    • extension methods (again applies to value types as well as classes)
    • c++ style operators (++,--,+=.*=, ect)
    • operator overloading
    • inlining code
    • generics with constraints
    • much improved reflection (they call it rtti)
    • managed types (dynamic arrays, interfaces, dynamics)
    • and a lot more

    It also is native code which is great for interfacing with the open source software it is build on (sdl2, opengl, openssl, libxml). Direct memory pixel (use for sprite collision) or vertex buffer (vertex data is a pointer to a user defined data in memory) access is very easy.

    Also it includes the Lazarus IDE which I briefly overview in this video, includes stepping into dlls C code where you can see what the other open source frameworks are doing:

    http://www.baregame.org/#topic_using_lazarus

  • I published an XNA style game toolkit

    To the regulars,

    I've been working on project which recreates an XNA style game toolkit, except for every (soon!) platform.  I thought maybe this long holiday weekend some people somewhere might look at it and give me feedback (watch the video):

    http://www.baregame.org/

    The class library written around SDL 2.0 and optionally includes a compiler+IDE as well as recent binaries of SDL 2.0 for 32/64 bit Windows an Linux.

    And when I say modern I mean the library features a lot of C# ness to it (even though it's not C#) ...

    e.g.

    TEventHandler<T> = procedure(Sender: TObject; var Args: T) of object;
    IBitmap = interface(IClonable<IBitmap>)
    TPointF = record public class operator Implicit(const Value: TPointI): TPointF;
    TMatrix4x4 = record public class operator Multiply(const A: TMatrix4x4; const B: TVec3): TVec3; overload;

    namespace Bare.System:

    https://github.com/sysrpl/Bare.Game/blob/master/source/bare.game.pas

    If you look at the site, please bear in mind i haven't had time to write up everything yet. Let me know what you think.

  • Can someone PLEASE tell me why Windows file operations are still messed up?

    I don't have a virus scanner. I turn off Windows defender right after I install (along with windows firewall). I don't install much on my PCs, just textpad (I own a license), vcl, google chrome, and mingw on dev machines or utorrent (downloading mp4 movies) on my htpc.

    I also re-install about a year or every other year. I've had these problems constantly on a lot of machines, and most of the people at my work who I've discussed this with have similar experiences.

    I guess I could screen record some videos on a few different machines if people don't believe me.

  • Can someone PLEASE tell me why Windows file operations are still messed up?

    From Windows Vista onwards file operations in explorer have been constantly been dodgy for me ... for many years, on different hardware. And Windows 8 seems the worst yet.

    Anecdotal examples:

    I just tried to copy some files (4580 to be exact) from my documents another folder and Windows just sat there displaying a "Caclulating File Copy Time" dialog for 10 minutes. I eventually gave up, opened a cmd prompt and type "copy * \path\to\put. Cmd did the copy in less than 20 seconds.

    Yesterday I needed to delete about 500 files. Selecting all files in explorer then pressing Shift+Delete (to bypass the recycle bin), Windows stood on a "Preparing to Delete Files" dialog for 20 seconds. I pressed cancel, opened a cmd prompt and typed "delete *". It took 1 second to do the delete that way.

    On my home media PC with Windows 8, every time I open my downloads folder (which has maybe 100 files), I have to wait 5-10 seconds while explorer considers showing me a list of files/folders (I have detail view on with filename, size, and date shown). If I navigate to a subfolder (a movie folder) and back up again, I have to wait another 5-10 seconds all over again. It's so damn annoying.

    I think a lot of these slow problems are related to MS trying to make some digital files uncopyable (DRM causes slow file copies, rename, or deletes), which given the problems I had working with explorer since Vista was released, seems like a very big mistake by MS.

    What are your thoughts/experience with slow explorer operations on Vista onwards?

  • There will be no directX 12?

    @evildictaitor:

    , evildictait​or wrote

    I must have missed that. Perhaps if you enumerated a couple of AAA games from 2012 or 2013 on any major platform (by which I mean PC, PS3, Wii, Xbox) that chose OpenGL that would help make your point that OpenGL is popular with games developers.

    The question wasn't about what title/hardware was used last year, but what is coming in the road ahead.

    PS4 moved PSGL, a Sony version of OpenGL ES, away from riding on top of LibGMC and implements their new version of PSGL natively. Wii U's graphics interface is a fully compliant OpenGL 4.1 system.

    All the OSX, iPhone/iPad, Android games use OpenGL. The primary graphics programming interface for the upcoming Ouya and Steambox consoles is OpenGL, same with Raspberry Pi.

    Value hired the original SDL author last year, and a pretty spiffy and new SDL 2.0 had its ABI locked on Friday. SDL 2.0 brings in a unified OpenGL system and now loads the appropriate OpenGL library for whatever platform you are targeting, as well as providing much improved OpenGL extension querying and loading support. Valve is actively porting their source engine powered titles, both new and old, to this new system while working with hardware makers and the SDL 2.0 team to improve everything all around.

    Most all browsers have some support for WebGL, and people have found WebGL support in new versions of Microsoft's IE.

    Then there is the new commitment from hardware vendors to actually improve OpenGL performance for their chips, since a lot of mobile devices use their chips and almost universally rely on OpenGL for games. There are new display managers under development and already working for Linux devices (and also Linux desktops) which are compatible with these improved drivers. Projects have been combined with these new display managers and SDL for big screen applications (XBMC, Steam Big Picture, OpenShot)

    Finally, OpenGL actually provides much better performance in cases over Direct3D.

     

     

  • 1k Javascript Minecart Ride

    Here you go!

  • Wow. Sweet @ss WebGL Demo

    Here is a write up of a very nice WebGL demo I thought might interest some of you. Personally I am quite impressed what Stavros (the orginal author) has created, including his GUI interface/widgets and debugging toolkit.

    Live Demo Here

  • Announcing Xamarin 2.0

    @Harlequin: I consider VS to be a free tool given all the Spark programs MS offers; WebsiteSpark, DreamSpark, BizSpark, and YouthSpark.

  • Announcing Xamarin 2.0

    Today Xamarin announced version 2.0 of their tools for using C# and Mono to develop iOS/Android apps on Windows/Mac/Linux with Visual Studio/Xamarin Studio.

    Xamarin also announced new free and individual developer versions.

    Part of the sales pitch Xamarin offered in the past is the easy of use and much simplified code reduction their C# libraries provide above and beyond Objective-C and Java. This new version much improves their tooling, according to Xamarin.

    My question to everyone here is, have you tried using C# or the Xamarin products to develop mobile applications for iPhone or Android? If so, what was your experience, and if not what has kept you from trying and using Xamarin mobile development tools?

    I'll answer first: No I haven't tried Xamarin studio previously because their lowest price was $999 and I have a strong bias against paid developer tools having had experienced Borland Delphi.

  • Does anyone know how this can be done on Windows?

    I want to write a program which allows users to play sound clips into their microphone (recording device) so that they can mix in clips with their voice while using VOIP software (Ventrillo or Skype for example) from their PC. When I say play sound clips into their microphone, I mean the user presses a button, and the sound clip is played that both the user and the people on the other end of the VOIP connection can hear. What API functions can be used to do this on Windows?