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opengl + script + windows?

category: code [glöplog]
(shader compilation time on the other hand...)
added on the 2010-07-08 12:51:10 by Rob Rob
real demo-coders just insist on doing it all emselves !
and thats why the scene brought so many real talents ! :p
going the easy road by using others code may be fast but doesnt help you keeping complete control of whats going on ! so we just do it all on our own :p
maybe not, thinking of fmod, bass, 4klang, crinkler, etc...but as soon as possible ppl exchange it with their own stuff, if they get an idea of how to improve it !
wait...thats so 90s :P ( damn, hardware is faster than i can apply to it, with my leak of 8 years no coding at all its even harder! )

but still i say:
if its for work -> use all of the shit someone else coded available:
if its for the scene -> you´ll have more time to crank out new ways of doing sth in your metier ! whatever you like right now, then or anytime !
Quote:
real demo-coders just insist on doing it all emselves !

bullshit.
added on the 2010-07-08 12:55:00 by skrebbel skrebbel
calling bullshit on hardy's posts is SO 2007
added on the 2010-07-08 12:58:39 by havoc havoc
This entire thread is full of bullshit ;)

Garbage collection (as an overall memory allocation policy) is a bad idea, and so is auto_ptr. Why? Because clean resource lifetime is done by making sure that each object has one long-living owner, not through tracking who has references to it. Yes, it can be non-trivial some times, but nowhere near as tricky as to figure out why your system (or it's virtual machine) sometimes runs out of resources only after n hours, and the garbage collector hides all the good bits of debugging-info.
added on the 2010-07-08 13:18:52 by kusma kusma
Skrebbel: If you're not able to keep track of your memory in C++, you also won't be able to handle it properly in C#. Mixing strong and weak references, for instance, will cause just as many resource leaks in C# as they would in C++.

Also,this: "choose between either memory-management crap (pointers) or no polymorphism at all (references)" makes little to no sense :)

Having said that, I still prefer C# to C++, but not because of memory management reasons.
added on the 2010-07-08 14:29:50 by sagacity sagacity
And btw, I agree that if you just want to dick around with graphics a bit, there are usually better options than C++ :)
added on the 2010-07-08 14:30:28 by sagacity sagacity
I might as well post three messages in a row, for luck.
added on the 2010-07-08 14:30:54 by sagacity sagacity
rasmus, hey that's a nice wikibook there! i recently tried books/articles by herb sutter but they made me want to kill myself. thanks for the link.

sagacity, in all honesty, i do not know enough about C# to answer that. and, fair enough, kusma has a good point. i clearly lack some experience here :-)

that said, i still think c++ hates humans.
added on the 2010-07-08 20:17:57 by skrebbel skrebbel
http://tkscript.de/
added on the 2010-07-11 12:19:54 by El Topo El Topo
skrebbel is sooo pathetic... any language will slap you sooner or later for weak designed stuff, just that c++ does it pretty soon and c#/java often only after a large pile of code was already built out of it...

auto_ptr is pretty deterministic though, and in case of using exceptions can actually help to avoid ressource leaks.

Anyway, "I don´t need to write ressource handling stuff" does not mean "I don´t need to have any clue about what´s going on", as well as "it looks easier" often means "it is easier to overlook what´s going wrong here"

And the future is more likely beeing scripted and declarative, castrated bytecode-based environments for the masses are just a dead end which will fade even more quickly than stuff like c sooner or later
added on the 2010-07-11 23:48:38 by T$ T$

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