1. Post #1761
    RUBY OVERLORD
    swift and shift's Avatar
    November 2011
    2,115 Posts
    Do CPUs really have a concept of the difference between an executable program and the program's data?
    yes
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  2. Post #1762
    Wyzard's Avatar
    June 2008
    1,243 Posts
    Do CPUs really have a concept of the difference between an executable program and the program's data?
    No, but pages can be marked writable or not, and executable or not. The OS decides which pages should have which settings, but the CPU enforces them. Trying to write to a read-only page, or execute a non-executable page, causes the CPU to invoke a handler in the OS so it can kill the offending process.

    Typcally, the pages that contain a program's code are marked read-only and executable, and the pages that contain data are writable but non-executable.
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  3. Post #1763
    Gold Member
    Jookia's Avatar
    July 2007
    6,768 Posts
    No, but pages can be marked writable or not, and executable or not. The OS decides which pages should have which settings, but the CPU enforces them. Trying to write to a read-only page, or execute a non-executable page, causes the CPU to invoke a handler in the OS so it can kill the offending process.

    Typcally, the pages that contain a program's code are marked read-only and executable, and the pages that contain data are writable but non-executable.
    Makes sense.
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  4. Post #1764

    February 2007
    112 Posts
    Is that a path/ray tracer? It looks.... really weird.
    It's a photon mapper without irradiance caching / final gathering because I've only got 10 weeks to go from no OpenCL knowledge to working real-time example and it's currently week 7 :)
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  5. Post #1765
    That Dog
    Ehmmett's Avatar
    March 2009
    13,808 Posts
    Why, though?
    With that attitude, why anything?
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  6. Post #1766
    quality poster
    Dennab
    August 2009
    12,242 Posts
    why make a primitive UI library limited to XNA
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  7. Post #1767
    Gold Member
    Parakon's Avatar
    November 2008
    8,520 Posts


    get a load of this deep combat, i feel like i'm making a muppet simulator
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  8. Post #1768
    Person
    geel9's Avatar
    June 2008
    5,741 Posts
    With that attitude, why anything?
    why make a primitive UI library limited to XNA
    http://facepunch.com/threads/1174646...1#post35667824
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  9. Post #1769
    itty-bitty pretty kitty
    Dennab
    September 2008
    9,837 Posts
    why make a primitive UI library limited to XNA
    because it's useful
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  10. Post #1770
    I fucking love eggs!!!
    Averice's Avatar
    July 2007
    1,991 Posts


    get a load of this deep combat, i feel like i'm making a muppet simulator
    Sorry if this has been asked, but what are you making this in?
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  11. Post #1771
    Gold Member
    Parakon's Avatar
    November 2008
    8,520 Posts
    flash
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  12. Post #1772
    Gold Member
    Chandler's Avatar
    February 2006
    1,406 Posts
    How come glob in python doesn't scan all of the sub directories
    glob performs a simple pattern match in the unix style. It's not that hard to write a recursive glob however, you can do it with os.walk and a for loop
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  13. Post #1773
    Gold Member
    ZenX2's Avatar
    February 2009
    5,124 Posts
    Hell yes, wrote a basic assembler that is not very pretty but gets the job done.

    This code

    Code:
    SET 0x0100, 0x0F32
    EXT 0x0000
    prints 2 to the screen and exits!
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  14. Post #1774
    Crescent fresh
    Perl's Avatar
    January 2011
    1,036 Posts
    why make a primitive UI library limited to XNA
    because there's no better easily usable one for XNA
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  15. Post #1775
    Gold Member
    ShaunOfTheLive's Avatar
    November 2007
    9,904 Posts
    Anyone know if there is already an app that takes a pass phrase and translates it into a secure password that you can use with a website? If not I was thinking something like this.

    Input: Super secure easy to remember passphrase. But goes over the password size limit and doesn't meet the symbol/number requirement.
    Output: GP04vg!?9NSEZF$

    I think it would be a nice little app to use with a password manager. That way if you don't have your password file on you, you can still get the password using the pass phrase it derived from. Also it allows you to create a password that is easy to remember and secure without needing the 1 symbol, 1 number most sites require.
    not an "app", but I use this (PHP)
    https://sites.furry.im/trojancentaur/password.php
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  16. Post #1776
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  17. Post #1777
    That Dog
    Ehmmett's Avatar
    March 2009
    13,808 Posts

    Love2D, the obvious choice for making 3D stuff. hell yeahh
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  18. Post #1778
    Gold Member
    Eric95's Avatar
    January 2009
    5,047 Posts
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  19. Post #1779
    RUBY OVERLORD
    swift and shift's Avatar
    November 2011
    2,115 Posts
    I made something very similar once that I use for important stuff:

    https://github.com/charliesome/superauther

    Edited:

    also that link
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  20. Post #1780
    WHY WHEN WHY
    Krizzu's Avatar
    June 2011
    176 Posts
    Hmm I was wondering how did you made the collide :
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  21. Post #1781
    xPi
    xPi's Avatar
    April 2011
    50 Posts
    always wanted to control this nds game like a pc fps...
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  22. Post #1782
    Hmm I was wondering how did you made the collide :
        for x=-14, 14, 28 do 
            for y=-14, 14, 28 do 
                local tile = tiles[map.tiles[math.floor((player.y+y)/32)+1][math.floor((player.x+player.sx+x)/32)+1]]
                if tile.collide then
                    tile.x = math.floor((player.x+player.sx+x)/32)*32
                    tile.y = math.floor((player.y+y)/32)*32
                    if aabb(player.x+player.sx-14, player.y-14, 28, 28, tile.x, tile.y, 32, 32) then
                        if player.sx > 0 then
                            player.x = tile.x-14
                        else
                            player.x = tile.x+46
                        end
                        player.sx = 0
                    end
                end
                tile = tiles[map.tiles[math.floor((player.y+player.sy+y)/32)+1][math.floor((player.x+x)/32)+1]]
                if tile.collide then
                    tile.x = math.floor((player.x+x)/32)*32
                    tile.y = math.floor((player.y+player.sy+y)/32)*32
                    if aabb(player.x-14, player.y+player.sy-14, 28, 28, tile.x, tile.y, 32, 32) then
                        if player.sy > 0 then
                            player.y = tile.y-14
                        else
                            player.y = tile.y+46
                        end
                        player.sy = 0
                    end
                end
            end
        end
    

    map.tiles contains the map with numbers as tiles
    tiles contains the tile data (like image, collide, etc)
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  23. Post #1783
    Gold Member
    Lexic's Avatar
    March 2009
    6,123 Posts
    I see you're keeping up your traditions of obfuscation
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  24. Post #1784
    I see you're keeping up your traditions of obfuscation
    What now :cry:

    Edited:

    The Ludum Dare just keeps me going

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  25. Post #1785
    usa
    Developer
    usa's Avatar
    December 2011
    2,299 Posts
    What now :cry:

    Edited:

    The Ludum Dare just keeps me going

    get some sleep at a point or you will regret it
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  26. Post #1786
    get some sleep at a point or you will regret it
    I've already had my sleep today, that was when I wasn't spamming Facepunch for 8 hours
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  27. Post #1787
    WHY WHEN WHY
    Krizzu's Avatar
    June 2011
    176 Posts
    map.tiles contains the map with numbers as tiles
    tiles contains the tile data (like image, collide, etc)
    Did you try do something with physics?

    My .love:
    http://speedy.sh/ddCC9/Game.love
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  28. Post #1788
    Map in a box's Avatar
    July 2009
    7,413 Posts
    I don't understand component based entity systems, they are somewhat confusing:
    ent.getAs(MovementComponent.class).x=2
    ent.getAs(CollisionComponent.class).boundingBox=new AABBBox(0,0,20,20)
    
    Its messy
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  29. Post #1789
    Tortex's Avatar
    July 2010
    51 Posts
    Started working on a simple gui library for practice to get me back in coding, hopefully i can get it in the state so i can use it in my game


    Got window and button creation done, nextup is making the button actually do something
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  30. Post #1790
    Map in a box's Avatar
    July 2009
    7,413 Posts
    Your Z order is reversed
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  31. Post #1791
    Tortex's Avatar
    July 2010
    51 Posts
    Your Z order is reversed
    Yeah i know, gonna fix it now :)
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  32. Post #1792
    Person
    geel9's Avatar
    June 2008
    5,741 Posts
    Started working on a simple gui library for practice to get me back in coding, hopefully i can get it in the state so i can use it in my game


    Got window and button creation done, nextup is making the button actually do something
    Looks nice. Are you using Ninepatches for the scaling skins?
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  33. Post #1793
    Gold Member
    Parakon's Avatar
    November 2008
    8,520 Posts
    Started working on a simple gui library for practice to get me back in coding, hopefully i can get it in the state so i can use it in my game


    Got window and button creation done, nextup is making the button actually do something
    some users might find it useful when it's done, some guy made one a while ago but the coding was shit and the mathematics was lacking.
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  34. Post #1794
    Tortex's Avatar
    July 2010
    51 Posts
    Looks nice. Are you using Ninepatches for the scaling skins?
    Yes i do :)
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  35. Post #1795
    Gold Member

    March 2005
    3,028 Posts
    I really don't get why everyone here always makes window-type UI libraries for games. Wouldn't you usually want something a little more generic, since you're usually going to be making all sorts of health bars, cooldown displays, and other widgets?

    Like, I've been tempted to write a C wrapper for GWEN, because it looks really good, but I keep thinking about all the UI stuff I'd like to do that it just wouldn't be suited for. I'd be better off embedding Chromium or writing something like WoW has (but less horrible).
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  36. Post #1796
    Gold Member
    Catdaemon's Avatar
    February 2005
    2,821 Posts
    I really don't get why everyone here always makes window-type UI libraries for games. Wouldn't you usually want something a little more generic, since you're usually going to be making all sorts of health bars, cooldown displays, and other widgets?

    Like, I've been tempted to write a C wrapper for GWEN, because it looks really good, but I keep thinking about all the UI stuff I'd like to do that it just wouldn't be suited for. I'd be better off embedding Chromium or writing yet-another-UI-lib.
    Most of this is simply for convenience - making your own slider code or text box is a pain. You can implement health bars and stuff by manually drawing inside a control while taking advantage of the library's docking and scaling features.
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  37. Post #1797
    Gold Member

    March 2005
    3,028 Posts
    Most of this is simply for convenience - making your own slider code or text box is a pain. You can implement health bars and stuff by manually drawing inside a control while taking advantage of the library's docking and scaling features.
    Alright, well suppose you want to write a menu system that works OK with a game pad. Or maybe you want an item switcher that cycles. Or a reticle with lock-on that also shows your missiles along one side and your energy along the other. Or a map with location markers.
    I mean, you could hard-code all that stuff, doing all the layout manually, but you really shouldn't have to.
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  38. Post #1798
    ichiman94's Avatar
    August 2010
    860 Posts
    Writing a good GUI for Aurora would be pain in the ass
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  39. Post #1799
    Gold Member
    esalaka's Avatar
    July 2007
    10,248 Posts
    Alright, well suppose you want to write a menu system that works OK with a game pad. Or maybe you want an item switcher that cycles. Or a reticle with lock-on that also shows your missiles along one side and your energy along the other.
    I mean, you could hard-code all that stuff, doing all the layout manually, but you really shouldn't have to.
    I can't see how having controls for such things would be more generic. Most games out there don't need a reticle with lock-on that also shows your missiles and energy, we're talking about a couple potential candidates.

    Edited:

    Point being implementing a window-based system is better than implementing absolutely fucking everything possible
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  40. Post #1800
    Gold Member
    danharibo's Avatar
    July 2006
    4,498 Posts
    I really don't get why everyone here always makes window-type UI libraries for games. Wouldn't you usually want something a little more generic, since you're usually going to be making all sorts of health bars, cooldown displays, and other widgets?

    Like, I've been tempted to write a C wrapper for GWEN, because it looks really good, but I keep thinking about all the UI stuff I'd like to do that it just wouldn't be suited for. I'd be better off embedding Chromium or writing something like WoW has (but less horrible).
    http://code.google.com/p/chromiumembedded/ this is what Valve use for their webkit implementation afaik.
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