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
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Author | Recent posts |
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Win 3D Editor coming soon (maybe) in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Monday, February 7 2005 12:50
Profile
I meant the CVS part of the Summary Page. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Win 3D Editor coming soon (maybe) in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Monday, February 7 2005 12:50
Profile
I meant the CVS part of the Summary Page. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Win 3D Editor coming soon (maybe) in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Monday, February 7 2005 11:59
Profile
Concerning SourceForge's CVS: I believe they are currently upgrading their CVS servers, which is why there are no evident CVS adds/commits. [ Monday, February 07, 2005 18:59: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Win 3D Editor coming soon (maybe) in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Monday, February 7 2005 11:59
Profile
Concerning SourceForge's CVS: I believe they are currently upgrading their CVS servers, which is why there are no evident CVS adds/commits. [ Monday, February 07, 2005 18:59: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Win 3D Editor coming soon (maybe) in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Monday, February 7 2005 10:52
Profile
quote:It is the site of the 3D editors as well as the remake of the BoA Editor. That is the correct link. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Win 3D Editor coming soon (maybe) in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Monday, February 7 2005 10:52
Profile
quote:It is the site of the 3D editors as well as the remake of the BoA Editor. That is the correct link. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Win 3D Editor coming soon (maybe) in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Sunday, February 6 2005 18:14
Profile
quote:I'd be in favor of putting it on SourceForge so anyone can look at it. Also, the code will compile using GCC (Dev-C++), right? quote:Please provide more information on this. EDIT: Perhaps we should put the screenshots on SourceForge. Any thoughts? Notus, check your PMs. [ Sunday, February 06, 2005 18:17: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Win 3D Editor coming soon (maybe) in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Sunday, February 6 2005 18:14
Profile
quote:I'd be in favor of putting it on SourceForge so anyone can look at it. Also, the code will compile using GCC (Dev-C++), right? quote:Please provide more information on this. EDIT: Perhaps we should put the screenshots on SourceForge. Any thoughts? Notus, check your PMs. [ Sunday, February 06, 2005 18:17: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Win 3D Editor coming soon (maybe) in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Sunday, February 6 2005 16:02
Profile
The 3D editor is essentially an improved version of the regular editor. All it does is just give you the option of viewing the terrain in 3D. Although there is no need, you can use both for one scenario. It should make no difference. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Win 3D Editor coming soon (maybe) in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Sunday, February 6 2005 16:02
Profile
The 3D editor is essentially an improved version of the regular editor. All it does is just give you the option of viewing the terrain in 3D. Although there is no need, you can use both for one scenario. It should make no difference. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Root of all evil in General | |
Shock Trooper
Member # 4557
|
written Saturday, February 5 2005 20:49
Profile
This is Modern Empiricism, no? Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Friday, February 4 2005 14:02
Profile
The for_each function is meant as a way to iterate through a static class where an iterator cannot be made (unless Notus knows how to make this possible). For example, the switching of endianness in the original program was done by a universal port() function in all classes that essentially called flip_short() on all its short members. This takes up quite a bit of source code, and limits the extensiblity of the code. The for_each function would take a functor as an argument and apply it to all its elements. This way a universal functor flip_data can be made (like the one I posted above) and used to flip all classes with a for_each function. Also, anytime you want to do something to all of the class' members, you can just create a functor to do it on a primitive, and call object.for_each( specified_functor() ). Inheritance is very important and is almost always used in templating, most excessively in template metaprogramming, due somewhat to virtual inheritance. Not sure how templating could mimic inheritance. Look into expression templating (an article can be found on the intro to Boost.Spirit's document) and then how Boost.Spirit uses inheritance to store these expressions (the rule<> class). EDIT: Also, templating is mainly used in the construction of libraries. To my knowledge its not usually used to any great extent in application development. [ Saturday, February 05, 2005 20:55: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Friday, February 4 2005 14:02
Profile
The for_each function is meant as a way to iterate through a static class where an iterator cannot be made (unless Notus knows how to make this possible). For example, the switching of endianness in the original program was done by a universal port() function in all classes that essentially called flip_short() on all its short members. This takes up quite a bit of source code, and limits the extensiblity of the code. The for_each function would take a functor as an argument and apply it to all its elements. This way a universal functor flip_data can be made (like the one I posted above) and used to flip all classes with a for_each function. Also, anytime you want to do something to all of the class' members, you can just create a functor to do it on a primitive, and call object.for_each( specified_functor() ). Inheritance is very important and is almost always used in templating, most excessively in template metaprogramming, due somewhat to virtual inheritance. Not sure how templating could mimic inheritance. Look into expression templating (an article can be found on the intro to Boost.Spirit's document) and then how Boost.Spirit uses inheritance to store these expressions (the rule<> class). EDIT: Also, templating is mainly used in the construction of libraries. To my knowledge its not usually used to any great extent in application development. [ Saturday, February 05, 2005 20:55: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Friday, February 4 2005 07:32
Profile
quote:Not exactly sure how an iterator can be created in a class such as boat_record_type to iterate through its members while keeping type data, and I have tried quite a bit. Can you explain specifically how? quote:I'll have to go with you on this since you have by far more programming experience. Is there a reason why that method of saving is safer? [ Friday, February 04, 2005 10:54: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Friday, February 4 2005 07:32
Profile
quote:Not exactly sure how an iterator can be created in a class such as boat_record_type to iterate through its members while keeping type data, and I have tried quite a bit. Can you explain specifically how? quote:I'll have to go with you on this since you have by far more programming experience. Is there a reason why that method of saving is safer? [ Friday, February 04, 2005 10:54: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Root of all evil in General | |
Shock Trooper
Member # 4557
|
written Friday, February 4 2005 07:21
Profile
quote:If you accept a claim based on no evidence, which you say your axioms do not have, you take it on faith. You are specifically ignoring this fact, and by doing so rationalize for the survival of your fundamentally flawed philosophy. Matterialism in its essence is the objective assumption that matter exists and can explain all phenomena. This assumption, while at times true, holds no meaning to those in the subjective realm, as we can only see things through our viewpoint. Now, it can be proved that matter exists through the senses. We feel it, we smell it, we see it, so it must exist. But to do so would mean to define and prove the senses, and that which uses them (CONSCIOUSNESS). This would fundamentally separate the concept of mind and matter thereby contradicting the base idea of materialism. For this reason all materialists do not prove the existence of matter. They consider it a "neccessary assumption" which is essentially just a rationalization created by those who cannot accept the fallacy of their belief system. This act of rationalizing completely invalidates the entire concept of materialism even though some of its ideas ring true. As for the reference to Locke: That quote was Locke's justification for the rejection of Immanuel Kant's idea of innate ideas. Although innate ideas can be true, they hold no ground as they have no proof. To be accepted as both true and EVIDENT, an idea must be examined by a CONSCIOUSNESS. [ Friday, February 04, 2005 12:15: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Thursday, February 3 2005 18:27
Profile
quote:Just an ADT with virtual functions and no pure virtual functions (I don't like pure virtual functions. They tend to make the code messier.). All classes having to do with the game, such as item_record_type, and boat_record_type would derive from this object. No objects having to do with the GUI, or objects such as standalone functors would derive from it. The for_each function is just an example of a function that would increase how generic the overall code is, and therefore make extraneous algorithms easier for others to write. I just wanted to make sure there were no arguments for the ADT. quote:Its not neccessarily the size I'm worried about. Loading all of the .bas file into the memory limits extensibility. I was thinking we could give the program an Multiple Document Interface. By doing this the way I said, or something of the like, the user can work on more than one project at once. Also saving/loading would be done much faster, as only one chunk of the file needs to be loaded. Hmmm, this sounded better in my head. Perhaps I'm not considering something? Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Thursday, February 3 2005 18:27
Profile
quote:Just an ADT with virtual functions and no pure virtual functions (I don't like pure virtual functions. They tend to make the code messier.). All classes having to do with the game, such as item_record_type, and boat_record_type would derive from this object. No objects having to do with the GUI, or objects such as standalone functors would derive from it. The for_each function is just an example of a function that would increase how generic the overall code is, and therefore make extraneous algorithms easier for others to write. I just wanted to make sure there were no arguments for the ADT. quote:Its not neccessarily the size I'm worried about. Loading all of the .bas file into the memory limits extensibility. I was thinking we could give the program an Multiple Document Interface. By doing this the way I said, or something of the like, the user can work on more than one project at once. Also saving/loading would be done much faster, as only one chunk of the file needs to be loaded. Hmmm, this sounded better in my head. Perhaps I'm not considering something? Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Root of all evil in General | |
Shock Trooper
Member # 4557
|
written Thursday, February 3 2005 15:52
Profile
quote:"FAITH" is to trust a belief/claim in the absence of corrobarating evidence. By not logically proving the existence of matter, you take it on FAITH, or assume, that it exists. Although it is true that matter exists, by assuming it and not proving it, you invalidate all derivations thereof. quote:Thuryl: You say your a dualist, so I guess I can ask you this. I don't quite get dualism, but as I understand it, it applies to any philosophy that contains an idea in its purity, and its antithesis. Is this at all correct? [ Thursday, February 03, 2005 18:29: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Thursday, February 3 2005 11:40
Profile
quote:Thank you. quote:Yes, well CVS clients are in general, well, horrible. Tortoise CVS is the only easy one I know of, and it took me a whole two weeks to become somewhat competant in it. (The Help files didn't help much.) As I'm not too competent in CVS (the actual program), I was wondering if its possible to remove a module from the cvs server. Anyone know how? quote:Sorry if I'm being impatient, I'll wait as long as is needed, but in the meantime, there are a few things I would like to get your/Isaac/other developers' opinions on: 1) Is the idea of separating the project into a GUI and a "kernel" a good one, or will it create problems I'm not thinking of? 2) Notus, you said something about changing the BoA structures' (such as boat_record_type) data members to ints. Is this correct? 3) I believe all objects having directly to do with BoA's non-visual data should derive directly from an unnamed class that has virtual functions such as for_each( _FunctorT __f ). Comments? 4) For loading towns/outdoor sects from a .bas file, should we create town/outdoor sect structures that keep track of what file they came from, so they can save/load to/from the file without reallocation? Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Thursday, February 3 2005 11:40
Profile
quote:Thank you. quote:Yes, well CVS clients are in general, well, horrible. Tortoise CVS is the only easy one I know of, and it took me a whole two weeks to become somewhat competant in it. (The Help files didn't help much.) As I'm not too competent in CVS (the actual program), I was wondering if its possible to remove a module from the cvs server. Anyone know how? quote:Sorry if I'm being impatient, I'll wait as long as is needed, but in the meantime, there are a few things I would like to get your/Isaac/other developers' opinions on: 1) Is the idea of separating the project into a GUI and a "kernel" a good one, or will it create problems I'm not thinking of? 2) Notus, you said something about changing the BoA structures' (such as boat_record_type) data members to ints. Is this correct? 3) I believe all objects having directly to do with BoA's non-visual data should derive directly from an unnamed class that has virtual functions such as for_each( _FunctorT __f ). Comments? 4) For loading towns/outdoor sects from a .bas file, should we create town/outdoor sect structures that keep track of what file they came from, so they can save/load to/from the file without reallocation? Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Remake in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Sunday, January 30 2005 13:14
Profile
I gave you developer access. Also Notus suggested you release the OS X version of the 3D Editor via SourceForge. Also I PM'd my contact info to you. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Remake in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Sunday, January 30 2005 13:14
Profile
I gave you developer access. Also Notus suggested you release the OS X version of the 3D Editor via SourceForge. Also I PM'd my contact info to you. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Remake in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Saturday, January 29 2005 17:08
Profile
You'll have to tell me the UNIX username (not the publicly shown one) you choose, then I'll give you developer access to the files. This lets you directly change the files, but does not give you administrative control. If you want administrative access, I'll give it to you, but you'll have to be more active than you plan to be. Also to get/change/commit the code you'll have to get a cvs client (if you don't have one already). If you don't know how to use cvs, well, this'll be a problem, as cvs is very hard to learn, but its not impossible. Since I used windows, I could get Tortoise CVS which is much easier to use than regular CVS, though it doesn't take advantage of advanced features. Don't know what clients there are for OS X, but the information is all on SourceForge.net. Also you can look up "The CVS Book." (Its free and online.) Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Remake in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Saturday, January 29 2005 17:08
Profile
You'll have to tell me the UNIX username (not the publicly shown one) you choose, then I'll give you developer access to the files. This lets you directly change the files, but does not give you administrative control. If you want administrative access, I'll give it to you, but you'll have to be more active than you plan to be. Also to get/change/commit the code you'll have to get a cvs client (if you don't have one already). If you don't know how to use cvs, well, this'll be a problem, as cvs is very hard to learn, but its not impossible. Since I used windows, I could get Tortoise CVS which is much easier to use than regular CVS, though it doesn't take advantage of advanced features. Don't know what clients there are for OS X, but the information is all on SourceForge.net. Also you can look up "The CVS Book." (Its free and online.) Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |