Gwenio1

Gwenio1

Joined Member # 4229085
5 Posts 449 Replies 12,650 Reputation

[quote who="scratchthepitch" reply="2" id="2889027"]Let's have the "good" as genocidal, tyrannical and intolerant, as they really are[/quote] Play Black and White 2. You can be pure good and throw all the useless old people into the ocean to drown. Being pure evil without hurting people is really hard though; however, is closer to the realm of possiblities in the expansion (Battle of the Gods).

58 Replies 40,992 Views

[quote who="Ynglaur" reply="11" id="2881499"] We need to save the rainforest to protect oxygen-breathers like people. If we can't save the rainforest, we should protect the algae, which produce most of the oxygen. To protect the algae, we should eliminate their predators. So...we can chop down the rainforests to make nice coffee tables, but only if we kill the whales. [/quote] Nope, mucking up the water is a bigger problem for algea that whales are. So we can

38 Replies 78,066 Views

[quote who="Fistalis" reply="53" id="2888538"] Naw thats called pretend time.. [/quote] Depends on how it is done. If you are doing puedo-random number generation for the results, then you are playing a video game in your head.

76 Replies 255,221 Views

[quote who="Supergulo" reply="34" id="2886432"]Geographical location? Wouldn't it be better to just have it see the clock? It also saves those that will surely find playing at night ALWAYS the pain... While the seasons idea sounds good (some even suggest a change in forests) the seasons move WAY too quickly to be pleasant, every turn the whole world goes color swapped, will look like we were seeing a cartoon timewarp, only without a KOed person in the middle of the screen being cov

60 Replies 124,901 Views

[quote who="lordbrutish" reply="151" id="2886240"]I don't know much about AngelScript, but dear God. C++ has many strengths, but its syntax is not one of them. [/quote] It is if you do not like having to type more than you need to. It may not be pretty, but it is short and to the point. And the ugliest stuff is saved for the things beginners should not mess with. [code="c++"][](){}();[/code]

157 Replies 408,807 Views

[quote who="Glowing_Ember" reply="152" id="2886294"]After reading most of this thread, i have come to a most logical conclusion. Fortran and cobol are simply far too efficient. We should go with object oriented turing as the language of choice. There is simply nothing else that compares. [/quote] Shakespear. /sarcasm

157 Replies 408,807 Views

[quote who="Aeon221" reply="11" id="2884654"]Noticed that the Civ4 SDK also had pointers everywhere. Do you pros do it because it's cheaper (but less safe) to pass a reference, or is this a bad habit from C? Also grats on bug kill. [/quote] References and pointers are not the same. References are safer, but have certain limitations. The reason for pointers is when you dynamically allocate memory (at run time) that needs to stick around you get a poin

22 Replies 49,730 Views

[quote who="mmilleder" reply="147" id="2884197"] While an IDE would be nice, it also is a huge amount of effort. I'd settle for good error messages - both from the script interpreter and from the code around the events. The code calling the event handlers must be ready for errors in the script and should also sanity check the values returned by the event. [/quote] And an external tool to build scripts, so that people do not have to start Elemental to se

157 Replies 408,807 Views

[quote who="mmilleder" reply="146" id="2884192"] Unfortunately, you can't mix C++ code from different compilers, see the description in the MinGW wiki. Only plain C is easy. [/quote] That is object files, and it has to do with the name mangling. It does not matter as much for DLLs which should be using a more standard calling convention (namely that of the WINAPI). There maybe some incompatabilities, but there must be a way around them if the compiler is to make b

157 Replies 408,807 Views

[quote who="Brillig" reply="15" id="2883990"] Tired canards aside, IPv6 is ridiculously overengineered. There is enough space in IPv6 to allocate 20 IP addresses to every molecule in every human being's body. In exchange for this, we're losing the ability for humans to use IP addresses at all. People can remember 192.168.21.17. People won't remember 4d8c:77ee:0034:128f:f000:3812:a9d3:34ee. There's a reason why we don't let the engineers design the

48 Replies 79,778 Views

[quote who="Anangara" reply="142" id="2883955"]IMO an 'objective' look of scripting languages would show AngelScript, JavaScript and Lua as being far ahead of the alternatives on most measures, excepting C++ as not strictly being a scripting language. All these are made to be called and call native code and themselves. One other important factor is who Stardock can afford/get to do the actual integration of the codebase. If someone like Mike Pall creator of LuaJIT (both a

157 Replies 408,807 Views

[quote who="larienna" reply="139" id="2883795"]I have to agree that Object oriented structure is very hard to grasp, especially when you are not the designer of that structure. So you first need to learn the language and then the structure. So it doubles the learning curve. I would only add the object structure when making 3rd level modding in c++. *snip* When I was programming Wizardry, I was using Gcc for windows. I think it's called dev-cpp. The only thing I hope is that

157 Replies 408,807 Views

[quote who="Anangara" reply="133" id="2883229"]One plus for scripting in Lua and Python contra C++(can be done but not a walk in the park) is the possibility of interactive development, testing and debugging by having a scripting console open while running a script. For one example of a Lua implementation see ToME T-Engine 4. That style of development has always been a favourite since way back when I discovered Lisp and Forth. Many modern development and testing techniques ar

157 Replies 408,807 Views

[quote who="DireUltra" reply="129" id="2882992"]Lets be clear about this: Lua does not support multithreading. It only has coroutines. "Lua does not support true multithreading, that is, preemptive threads sharing memory" p.281 Programming in Lua, 2nd Ed, Roberto Ierusalimschy. [/quote] You can however create multiple interpreters. Then you just need one for each thread (as previously discussed, it is unlike the scripts themselves will deal with multithreading), thoug

157 Replies 408,807 Views

[quote who="NoobFukaire" reply="4" id="2882957"]So wait, a C++ application (steam) is slower than a .NET application (impulse)? It's possible but I doubt it given how good Valve's development teams seem to be and Stardock is well... Stardock. [/quote] It uses less as in it can be turned off (unlike Steam which runs in the background) leaving more resources availible while playing games. Then there is application size from the features they provide. And the burd

20 Replies 42,265 Views

[quote who="Anangara" reply="127" id="2882885"]While there are C++ compilers for Windows it represents a possible failure point unless the game makers either bundles or anoints a blessed distribution due to quirks and implementation decisions made in the compilers. [/quote] As Stardock uses Visual Studio and its compiler, any C or C++ compiler that target Windows should do. They would have to build programs in such a way that they can interact with the W

157 Replies 408,807 Views

[quote who="Rhanan666" reply="118" id="2882524"]Fortran 77[/quote] If either Fortran or Cobol is used, then it would likely be the first time in years that the shelves of books on those langauges have a purpose.

157 Replies 408,807 Views

[quote who="mmilleder" reply="122" id="2882578"] Basically, I'd like to call for a C(++) API that makes it easy to integrate a scripting engine. I'd suggest that the official interpreter be integrated via this API, and that this integration be available in source code to show how it is done. PS: I hate the quoting system - and the forum needs a preview [/quote] All of these langauges allow C/C++ stuff to be bound to the interpreter for use in scripts, so al

157 Replies 408,807 Views

[quote who="gibbert" reply="113" id="2882341"]Okay, maybe I'm not that imaginative, but it certainly seems interesting to me to imagine the possibilities from having the ability to manipulate objects in a running game. Hope the modding tools can support that. [/quote] Some scripting langauges do support dynamically compiling and executing commands. One of the samples of how to use AngelScript provided in the SDK is a console app that lets the user enter commands that c

157 Replies 408,807 Views

[quote who="illmunkeys" reply="109" id="2882231"]It doesn't force objects onto you (objects are nice, but not always necessary).[/quote] ... What? Sure they are not always needed, but how do the other options force them on people (unless the API for Elemental requires it)?

157 Replies 408,807 Views

[quote who="larienna" reply="106" id="2882182"] I agree that the modding should be done in 3 levels: XML -> Script -> DLL. Since the C language is not acessable to everybody. But a scripting language that has a C syntax is not bad except for a few operators which are not intuitive like "&&" and "||". [/quote] For the logical operators (&&, ||, ^^, and !), AngelScript has non-special symbol equivalents (and, or, xor, and not; repectively). Both are valid

157 Replies 408,807 Views