November 20, 2008 Re: Tango conference 2008 - Tomasz Stachowiak DDL talk [^H^H^H gamedev talk] | ||||
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Posted in reply to Tom S | >> That is some amazing game dev framework! >> How is everything licensed? > > Thanks! MIT/BSD. There are licenses in a few spots, but we were too lazy to add them everywhere :P Ok, Let me look that up... You need to publish the license if you use the software. something like: license.txt derived software license .. .. This software made use of team0xf software framework MIT license .. .. ? > > >> For instance, I started out with loads of global variables and like >> almost no knowledge >> about oop and now I better understand modules and oop, things get nicely >> packaged and >> the global variable list is slinking. > > Cool :) I hope you haven't exchanged them for singletons, which are for the most part excuses for having globals and pretending not to have them :P I usually shoot these on sight (unless they are justified) or replace them with thread-local stuff. This said, a few spots in the 'xf' stuff uses singletons, mostly because we didn't have the time/will to refactor them out ;) Erm, googling tells me that a singleton is a the object of a class which doesn't permit a second object derived from it. I think I have no classes which only have one object :) I have a globals.d which used to contain a lot of variables (and arrays). But now most arrays have become arrays of object and are declared in the class description module. The template I use a lot is like this: module project.xclass.d enum X{ NAME1, NAM2} x xs[X.max+1]; //or keep it dynamic and init with ~ void init() { xs[X.NAME1] = new Xchild1( 1,2,3); xs[X.NAME2] = new Xchild2( 1,2,3); } void iterate() { // do stuff which need the xs } abstract class x { } > > >> Everything I made can not do much beyond what it should be doing >> (opposite the teamh0xf framework) >> but that is what you get from being a one man show and try to focus half >> of my attention to >> AI research :D > > Oh, sweet! Perhaps we'll have someone to bug about AI for Deadlock when something is working again ;) I'd love to research a 'equal knowledge' problem which might even lead to a publication ; ) ( meaning: bug me anytime you want) > > >> Why Cg? I used Cg for a bit but went back to GLSL because of its simplicity. > > * access to the hot and latest NVidia extensions > * easy porting to DirectX ... just in case > * CgFX > * NVidia tools > * some support for pre-shader NVidia hardware, like the GeForce3 Ok, fair enough :D NVidia really has a great set of tools (and website/resources) For me it would be too much work, I don't really have the time to write videocard specific shaders. > > >> One last simple thing: In the Molly Rocket talk about immediate-mode guis >> a comment is made >> about some games not holding true to the convention that releasing the >> mouse away from the >> clicked button will not result in button click. >> I think that in-game guis should not hold to this convention because of >> three things: >> 1. it is faster and holding to the convention could become quit annoying >> 2. highlighting the hot buttons is more elaborate in games (well most of >> the times of course) >> 3. faulty clicks are not that damaging > > Depends ;P I'd take an adaptive approach. Start with the 'normal' behavior, release it to testers and ask if they felt that any particular widgets/types of buttons should have a different behavior. Then just subclass the Button widget and be done with it. Yeah, did the same here (2 testers that is :D). Although I try not to ask anything and just keep quiet and watch them play. > > > -- > Tomasz Stachowiak > http://h3.team0xf.com/ > h3/h3r3tic on #D freenode |
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