Perl is like brainfuck, but taken seriously.
Not that I blame him - MRI's API might be better than most other languages' APIs, but the whole thing is still a pain in the ass to embed
My experience with python has been a bunch of syntax "gotcha"s whenever I pick it back up for a script of some sort (I don't use it a ton), but other than that, I've found it a fine, and even at times, a fairly nice language for doing huge variety of tasks without the hassle most languages have.
I mostly use it for automation. My favorite script I wrote was this script that would pull all the images from a an fp thread, while simultaneously playing the set that had been downloaded in a slideshow. I also wrote one that mirrored all the assets in my release and debug folders. Oh, and I wrote a script that made my laptop beep at me when it became unplugged (the battery only had like a 10 second life after unplugged)
I've got nothing against Python, it's a great language. But as an in-game scripting language?
"Randomly" generated (from a seed)
Looks a bit nicer with 8x8 tiles
Regarding Udacity, I haven't taken Python before (I've learned the basics of C++ and I've gotten pretty far into C#). Do you think I can skip the 101 course and take CS212 and CS262?
Hello, moving blocks.
What's better than a Raspberry Pi? Two Raspberry Pis, of course!
Hoping to have Chromium running within a few days, getting screwed by toolchain issues at the moment.
Oh you bastard
i used to run Chromium(the browser) on a 128mb tablet(SmartQ 5) (kinda from the before the tablet hype) it ran a ripped down version of Ubuntu and ran stable up to 5/6 tabs performing better then the browsers specifically made for low ram usage.
I Also ran the Chrome beta under windows XP at 512 MB for a few months being the most efficient browser scaling perfectly with the amount of ram you have available.
Procedural terrain generation is more difficult than I thought so I'll just learn the basics of normal terrain generation for my Ludum Dare entry.
Turns out, my graphics card was running in 2d mode for the entire duration that i've been running the particle simulator
It really runs at 30 ms/frame for me with 2000 particles
Just made a huge leap in the development of our voxel engine by adding octree optimalization to the ray tracer. Still kind of unoptimized code, though, so I believe we can still gain some performance.
Worldsize 13x13x13 chunks (each 32^3 blocks). Don't mind the landscape artifacts. Still got some data-fetching bugs to iron out in the ray tracer.
Worldsize 5x5x5 chunks.
And don't mind the huge grass walls either. They currently just signify the end of the known universe.
wake up, see scripting language api discusssion
from what i've seen, api complexity amongst a few choice scripting languages is some what like this:
in order of high-level to low-level oriented complexity:
Code:Lua C API /- (Fast production, high turn out rate level) Ruby C API \- (Fast production, high turn out rate level) Python C API V8 API (Why-would-you-ever-consider-using-it level)
Turns out with 3000 particles, 10 ms is spent processing particles on the graphics card and 40ms is SFML playing with itself compiling circles. I'm going to have to swap to opengl at some point
Fixed it, now 6000 particles runs at 40 ms/frame. A large time of that though is still spent with sfml not doing anything