Profile for KernelKnowledge12
Field | Value |
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Displayed name | KernelKnowledge12 |
Member number | 4557 |
Title | Shock Trooper |
Postcount | 264 |
Homepage | |
Registered | Wednesday, June 16 2004 07:00 |
Recent posts
Pages
Author | Recent posts |
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BoA Editor Remake in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Friday, February 18 2005 15:05
Profile
quote:Here's an example of virtual inheritance (although you probably have the idea already): The output from this should be: A's do thing B's do thing This is dependent on the RTTI (Run-Time Type Information) of a program, which Notus says (and he's probably right) is created after the globals are loaded. quote:Template metaprogramming is amazingly simple to write. (Reading it however will warp your brain, as it did mine :P .) The main thing you'll want to keep in mind is what Koenig calls the Fundamental Theorem of Software Engineering: "We can solve any problem by introducing an extra level of indirection." - Butler Lampson This is applicable in all programming, but especially so in template metaprogramming, since the majority of the latter is run at compile-time. Boost has a quick start tutorial which should be pretty self-explanatory, and if you have any questions I'd be more than willing to answer (assuming I know the answer). EDIT: Was messing with some code, and I ran into an error I cannot explain in my class_base class. It worked fine, and then I had to reinstall my compiler (keep in mind my code was never changed). Now I get an error equivalent to the following: Something happened to my compiler (Dev-C++) when I reinstalled it that causes this annoying, incorrect and limiting error. Does anyone know how I could remedy this problem? [ Saturday, February 19, 2005 15:33: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Remake in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Friday, February 18 2005 15:05
Profile
quote:Here's an example of virtual inheritance (although you probably have the idea already): The output from this should be: A's do thing B's do thing This is dependent on the RTTI (Run-Time Type Information) of a program, which Notus says (and he's probably right) is created after the globals are loaded. quote:Template metaprogramming is amazingly simple to write. (Reading it however will warp your brain, as it did mine :P .) The main thing you'll want to keep in mind is what Koenig calls the Fundamental Theorem of Software Engineering: "We can solve any problem by introducing an extra level of indirection." - Butler Lampson This is applicable in all programming, but especially so in template metaprogramming, since the majority of the latter is run at compile-time. Boost has a quick start tutorial which should be pretty self-explanatory, and if you have any questions I'd be more than willing to answer (assuming I know the answer). EDIT: Was messing with some code, and I ran into an error I cannot explain in my class_base class. It worked fine, and then I had to reinstall my compiler (keep in mind my code was never changed). Now I get an error equivalent to the following: Something happened to my compiler (Dev-C++) when I reinstalled it that causes this annoying, incorrect and limiting error. Does anyone know how I could remedy this problem? [ Saturday, February 19, 2005 15:33: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Remake in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Friday, February 18 2005 14:23
Profile
quote:It is true that polymorphism is not inheritance, but polymorphism is needed in virtual inheritance, which is what we are trying to implement. quote:[/b] Is this something that can be controlled by the compiler? Just had a thought on globals. We could create a struct such as game_struct, which would have as data members all globals, and all global functions as member functions (everything would be public). The game_struct would be declared in the main(...) function, and all code in the main function would call functions through this object. Doing this in the current code would be a waste of time, but for future reference would this at all work, or would the invisible this pointer that is passed to the internal functions of the struct slow things down? quote:[/b] What's even more amazing is that the MPL is only a very small part of what can be done with templates. Read the book "C++ Template Metaprogramming" by David Abrahams and Aleksey Gurtovoy (I am currently reading this). Note: If that last part is considered advertising, I apologize. [ Friday, February 18, 2005 14:24: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Remake in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Friday, February 18 2005 14:23
Profile
quote:It is true that polymorphism is not inheritance, but polymorphism is needed in virtual inheritance, which is what we are trying to implement. quote:[/b] Is this something that can be controlled by the compiler? Just had a thought on globals. We could create a struct such as game_struct, which would have as data members all globals, and all global functions as member functions (everything would be public). The game_struct would be declared in the main(...) function, and all code in the main function would call functions through this object. Doing this in the current code would be a waste of time, but for future reference would this at all work, or would the invisible this pointer that is passed to the internal functions of the struct slow things down? quote:[/b] What's even more amazing is that the MPL is only a very small part of what can be done with templates. Read the book "C++ Template Metaprogramming" by David Abrahams and Aleksey Gurtovoy (I am currently reading this). Note: If that last part is considered advertising, I apologize. [ Friday, February 18, 2005 14:24: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Town Importation Error in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Friday, February 18 2005 14:03
Profile
Which editor are you using, what version, and what platform? Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Town Importation Error in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Friday, February 18 2005 14:03
Profile
Which editor are you using, what version, and what platform? Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Order of SpiderWeb's Games in General | |
Shock Trooper
Member # 4557
|
written Friday, February 18 2005 10:39
Profile
Captain Obvious is no match for . . . Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Remake in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Friday, February 18 2005 10:34
Profile
quote:If we do this, maybe we should create a sort of package manager, similar to that featured in Dev-C++. quote:Would implementing the wxWidget's App class speed thinks up to any extent? (The globals would be encapsulated in the app class.) quote:As I recall, the code loads images into memory temporarily to draw them. It then releases them. Would it speed things up to load these files at runtime, and hold these (by pointers or other means) in the definition types (creature_record_type, item_record_type, etc.)? Other than this, should we get started on the buffer class? quote:I looked at it. Its a standalone metaprogram that is capable of generating C++ code based on a form design. It should work fine. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Remake in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Friday, February 18 2005 10:34
Profile
quote:If we do this, maybe we should create a sort of package manager, similar to that featured in Dev-C++. quote:Would implementing the wxWidget's App class speed thinks up to any extent? (The globals would be encapsulated in the app class.) quote:As I recall, the code loads images into memory temporarily to draw them. It then releases them. Would it speed things up to load these files at runtime, and hold these (by pointers or other means) in the definition types (creature_record_type, item_record_type, etc.)? Other than this, should we get started on the buffer class? quote:I looked at it. Its a standalone metaprogram that is capable of generating C++ code based on a form design. It should work fine. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Remake in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Thursday, February 17 2005 18:34
Profile
quote:Well, this is just brilliant! I never even considered this! Perhaps we can extend this (if we make this) to make the editor behave as a link to a database full of maps/custom graphics/scripts etc. quote:Is this really neccessary with the use of inheritance? Can't we use inheritance without changing the global variables to pointers, or am I missing something? quote:I am a little confused by this notion. What exactly would the buffer do? quote:I think I may be able to automate the constant size, using my class_base class. I developed it enough so that it automatically creates the default constructor, copy constructor, get/set functions, assignment operator and i/o routines given a class' "schematic". (The schematic is just a type sequence such as boost::vector< int, int, bool ... >.) I know this does not have too much to do with the application design, but it will make development much faster and easier. Look at the boa_primitives.hpp file in the CVS to see how its implemented. I'll put a static const size_t that tells the size of class that ignores any evident inheritance. Note: I was thinking about wxDev-Cpp, and I'm not too sure we should use it, since: a) It is based off of Dev-C++, not an actual plugin, although it says it is. b) It uses a slightly older version of Dev-C++. c) We don't really need it, since we should be able to do the code itself. Do you have any opinions on this matter? Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Remake in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Thursday, February 17 2005 18:34
Profile
quote:Well, this is just brilliant! I never even considered this! Perhaps we can extend this (if we make this) to make the editor behave as a link to a database full of maps/custom graphics/scripts etc. quote:Is this really neccessary with the use of inheritance? Can't we use inheritance without changing the global variables to pointers, or am I missing something? quote:I am a little confused by this notion. What exactly would the buffer do? quote:I think I may be able to automate the constant size, using my class_base class. I developed it enough so that it automatically creates the default constructor, copy constructor, get/set functions, assignment operator and i/o routines given a class' "schematic". (The schematic is just a type sequence such as boost::vector< int, int, bool ... >.) I know this does not have too much to do with the application design, but it will make development much faster and easier. Look at the boa_primitives.hpp file in the CVS to see how its implemented. I'll put a static const size_t that tells the size of class that ignores any evident inheritance. Note: I was thinking about wxDev-Cpp, and I'm not too sure we should use it, since: a) It is based off of Dev-C++, not an actual plugin, although it says it is. b) It uses a slightly older version of Dev-C++. c) We don't really need it, since we should be able to do the code itself. Do you have any opinions on this matter? Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Remake in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Wednesday, February 16 2005 12:06
Profile
quote:The "floating" state is needed, but by using Jeff's code this could get complicated. We should think of height in pasting later. Putting paste functions that copy just the terrain should be our first priority. Then we should try and put a paste function that copies the height. What we can do afterwards is place a "Paste Special" menu item to handle any other type of pasting. quote:This'll only make it easier to violate copyright. Seeing as how the community seems ready to rip violaters limb from limb, I doubt the copy/paste function will really affect the desire to copy someone else's work. If anyone has any comments on this please post them. EDIT: Concerning the "floating" terrain, perahaps we should implement a layering system. This wouldn't have to much to do with actual terrain design, except that people could work on several pieces of terrain without having to actually change the terrain. [ Wednesday, February 16, 2005 12:09: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Remake in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Wednesday, February 16 2005 12:06
Profile
quote:The "floating" state is needed, but by using Jeff's code this could get complicated. We should think of height in pasting later. Putting paste functions that copy just the terrain should be our first priority. Then we should try and put a paste function that copies the height. What we can do afterwards is place a "Paste Special" menu item to handle any other type of pasting. quote:This'll only make it easier to violate copyright. Seeing as how the community seems ready to rip violaters limb from limb, I doubt the copy/paste function will really affect the desire to copy someone else's work. If anyone has any comments on this please post them. EDIT: Concerning the "floating" terrain, perahaps we should implement a layering system. This wouldn't have to much to do with actual terrain design, except that people could work on several pieces of terrain without having to actually change the terrain. [ Wednesday, February 16, 2005 12:09: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Remake in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Tuesday, February 15 2005 18:57
Profile
quote:Awesome. Concerning the idea of the copy/paste idea, I think we should just go ahead with the square selection. We can improve it later (My emails contain a suggestion for that). Will this be added to the current 3D Editor (Dev-C++ Project)? Also if you don't know by now, Isaac has joined the discussions concerning the planning of the application. He also has suggestions on the improvement of selection. [ Tuesday, February 15, 2005 18:58: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Remake in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Tuesday, February 15 2005 18:57
Profile
quote:Awesome. Concerning the idea of the copy/paste idea, I think we should just go ahead with the square selection. We can improve it later (My emails contain a suggestion for that). Will this be added to the current 3D Editor (Dev-C++ Project)? Also if you don't know by now, Isaac has joined the discussions concerning the planning of the application. He also has suggestions on the improvement of selection. [ Tuesday, February 15, 2005 18:58: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Remake in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Tuesday, February 15 2005 11:37
Profile
quote:Sorry to hear that :( . Can you still PM? Also, did you get the last two emails I sent you? If not, I can send them to you through PM, or just post them on the board. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Remake in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Tuesday, February 15 2005 11:37
Profile
quote:Sorry to hear that :( . Can you still PM? Also, did you get the last two emails I sent you? If not, I can send them to you through PM, or just post them on the board. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Remake in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Monday, February 14 2005 11:39
Profile
quote:Looks okay. Not as powerfull as others I've seen, but much easier to use. Here are some other libraries. As for using OpenGL in the Remake, its pretty much been decided that this would complicate matters. This does not mean that the idea is dead as wxWidgets does have support for OpenGL. Isaac - Check your PMs. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Remake in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Monday, February 14 2005 11:39
Profile
quote:Looks okay. Not as powerfull as others I've seen, but much easier to use. Here are some other libraries. As for using OpenGL in the Remake, its pretty much been decided that this would complicate matters. This does not mean that the idea is dead as wxWidgets does have support for OpenGL. Isaac - Check your PMs. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Beta call for Win 3D BoA Editor in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Friday, February 11 2005 12:19
Profile
Was messing around, and I think I found a bug. I was editing a town and changed of the terrain of the very edge of the town. Instead of drawing the new terrain in just that one spot, it draws the terrain in the spot, and in a line that proceeds from that spot and goes out of the town. Not a serious bug, but a bug nonetheless. EDIT: I checked, and this happens in all modes. May not be a bug. EDIT 3: I checked in the game. Its not a bug. Notus - Do you get emails from the SourceForge Bug Tracking System? quote:Worked fine for me, so others might not experience this problem. Would a timer slow it in all cases? EDIT 2: I uploaded the Dev-C++ version of the project into a module called DevBoA3DEditor. The warnings issued by MingW are gone (commented out in case their removal results in problems). [ Friday, February 11, 2005 12:45: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Beta call for Win 3D BoA Editor in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Friday, February 11 2005 12:19
Profile
Was messing around, and I think I found a bug. I was editing a town and changed of the terrain of the very edge of the town. Instead of drawing the new terrain in just that one spot, it draws the terrain in the spot, and in a line that proceeds from that spot and goes out of the town. Not a serious bug, but a bug nonetheless. EDIT: I checked, and this happens in all modes. May not be a bug. EDIT 3: I checked in the game. Its not a bug. Notus - Do you get emails from the SourceForge Bug Tracking System? quote:Worked fine for me, so others might not experience this problem. Would a timer slow it in all cases? EDIT 2: I uploaded the Dev-C++ version of the project into a module called DevBoA3DEditor. The warnings issued by MingW are gone (commented out in case their removal results in problems). [ Friday, February 11, 2005 12:45: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Beta call for Win 3D BoA Editor in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Thursday, February 10 2005 19:35
Profile
Oops, guess I was too lazy to look through the code :P . Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Beta call for Win 3D BoA Editor in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Thursday, February 10 2005 19:35
Profile
Oops, guess I was too lazy to look through the code :P . Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Beta call for Win 3D BoA Editor in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Thursday, February 10 2005 11:56
Profile
Notus, I just recently downloaded the code for this particular project and tried to compile it using Dev-C++. The compiler reported an incomplete list of warnings that numbered in the dozens. If you are not already aware of this, I thought I'd tell you, as these could be the reasons for certain bugs. I'll go ahead and fix as many as I can, but I won't upload it to the CVS until I get it to build and am certain it does not cause any more bugs. EDIT: Got rid of all the warnings brought up by MingW, and I found out how to fix the error posted on SourceForge. This is not in the current build, nor in the CVS Repository. EDIT 2: quote:Couldn't understand what you meant at first, but I think I do now. If I'm understanding you right, this is not a bug. The start with surface button only applies to outdoors. When you create a town there is a separate button that you need to press in order for said town to be on the surface. Kind of odd, but there you go. [ Thursday, February 10, 2005 19:27: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Beta call for Win 3D BoA Editor in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Thursday, February 10 2005 11:56
Profile
Notus, I just recently downloaded the code for this particular project and tried to compile it using Dev-C++. The compiler reported an incomplete list of warnings that numbered in the dozens. If you are not already aware of this, I thought I'd tell you, as these could be the reasons for certain bugs. I'll go ahead and fix as many as I can, but I won't upload it to the CVS until I get it to build and am certain it does not cause any more bugs. EDIT: Got rid of all the warnings brought up by MingW, and I found out how to fix the error posted on SourceForge. This is not in the current build, nor in the CVS Repository. EDIT 2: quote:Couldn't understand what you meant at first, but I think I do now. If I'm understanding you right, this is not a bug. The start with surface button only applies to outdoors. When you create a town there is a separate button that you need to press in order for said town to be on the surface. Kind of odd, but there you go. [ Thursday, February 10, 2005 19:27: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |