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November 18, 2008 Re: Tango conference 2008 - Tomasz Stachowiak DDL talk | ||||
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Posted in reply to Peter Modzelewski | As an added bonus, I've described the basics of DDL && xf.linker for those who might want to play around with it: http://h3.team0xf.com/devlog/?p=12 Please keep in mind that it only works with DMD+Windows at the moment. -- Tomasz Stachowiak http://h3.team0xf.com/ h3/h3r3tic on #D freenode |
November 18, 2008 Re: Tango conference 2008 - Tomasz Stachowiak DDL talk | ||||
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Posted in reply to Tom S | Excellent talk! Now I finally understand what the buzz about DDL is about. My vague understanding was that it was basically a workaround for current D compilers support of dynamic libs. So I was content to just wait for D to get the kinks worked out eventually. But from your talk it seems much more like DDL is a better long term solution for dynamic linking of D code regardless. --bb On Wed, Nov 19, 2008 at 5:40 AM, Tom S <h3r3tic@remove.mat.uni.torun.pl> wrote: > As an added bonus, I've described the basics of DDL && xf.linker for those who might want to play around with it: http://h3.team0xf.com/devlog/?p=12 Please keep in mind that it only works with DMD+Windows at the moment. > |
November 19, 2008 Re: Tango conference 2008 - Tomasz Stachowiak DDL talk | ||||
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Posted in reply to Peter Modzelewski | Peter Modzelewski wrote:
> I believe DDL is a project I don't need to introduce. Tom gave a great talk about it and his branch of the project showing the power of DDL and D. Video can be found here: http://petermodzelewski.blogspot.com/2008/11/tango-conference-2008-ddl-talk.html
That looks like it has amazing implications for runtime reflection, even if you aren't using dynamic libraries. (I'd prefer it if the language and runtime supported runtime reflection, but DDL should be a lot better than nothing.)
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November 19, 2008 Re: Tango conference 2008 - Tomasz Stachowiak DDL talk | ||||
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Posted in reply to Peter Modzelewski | Peter Modzelewski wrote:
> I believe DDL is a project I don't need to introduce. Tom gave a great talk about it and his branch of the project showing the power of DDL and D. Video can be found here: http://petermodzelewski.blogspot.com/2008/11/tango-conference-2008-ddl-talk.html
>
> slides: http://team0xf.com/conference/DDL.pdf
The one I was most looking forward to... and it definitely didn't dissapoint. Runtime recompilation/reloading? CRAZY!
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November 19, 2008 Re: Tango conference 2008 - Tomasz Stachowiak DDL talk | ||||
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Posted in reply to Peter Modzelewski | That is some amazing game dev framework! How is everything licensed? I totally agree with what is said about programming with D: You just implement it, even if you understand only a subset of the language (like me :) And after a while the code becomes cleaner/better by itself. 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. 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 Why Cg? I used Cg for a bit but went back to GLSL because of its simplicity. 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 |
November 19, 2008 Re: Tango conference 2008 - Tomasz Stachowiak DDL talk | ||||
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Posted in reply to Saaa | On Tue, Nov 18, 2008 at 11:32 PM, Saaa <empty@needmail.com> wrote:
> 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.
> ...
> 3. faulty clicks are not that damaging
Oops, I just used my one-time super awesome buff trinket that I was saving for Kil'jaeden _when I was fighting a trash mob_.
It might not be damaging to your computer or data, but it can sure be frustrating in the game ;)
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November 19, 2008 Re: Tango conference 2008 - Tomasz Stachowiak DDL talk | ||||
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Posted in reply to Jarrett Billingsley | >> 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.
>> ...
>> 3. faulty clicks are not that damaging
>
> Oops, I just used my one-time super awesome buff trinket that I was saving for Kil'jaeden _when I was fighting a trash mob_.
>
> It might not be damaging to your computer or data, but it can sure be frustrating in the game ;)
Well, I mentioned it as an indirect poll :)
So, you'd rather have the conventional buttons ingame?
And, which were the games in which the unconventional way was actually
frustrating you?
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November 19, 2008 Re: Tango conference 2008 - Tomasz Stachowiak DDL talk | ||||
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Posted in reply to Saaa | Erm, my comments relate to the Damedev video :/ |
November 19, 2008 Re: Tango conference 2008 - Tomasz Stachowiak DDL talk | ||||
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Posted in reply to Saaa | On Wed, Nov 19, 2008 at 3:58 PM, Saaa <empty@needmail.com> wrote:
>>> 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.
>>> ...
>>> 3. faulty clicks are not that damaging
>>
>> Oops, I just used my one-time super awesome buff trinket that I was saving for Kil'jaeden _when I was fighting a trash mob_.
>>
>> It might not be damaging to your computer or data, but it can sure be frustrating in the game ;)
>
> Well, I mentioned it as an indirect poll :)
> So, you'd rather have the conventional buttons ingame?
> And, which were the games in which the unconventional way was actually
> frustrating you?
I strongly disagree with the notion that good usability principles in a "game UI" somehow differ from usability principles that apply to "regular UI". UI principles are universal. It doesn't suddenly become ok to throw UI principles out the window because the interface happens to be used for shooting little digital green space aliens. It's still an interface, and a human still has to use it. And, really, gamers are some of the most sensitive people in the world when it comes to UI. Ever heard gamers griping about how the graphics of some game are nice but they threw it in the dustbin after a day because the controls are too sloppy?
--bb
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