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From: Mickael P. <mpo...@ed...> - 2002-11-13 08:12:27
|
> Here I could list also a lot of the "old school" paint programs I use, > but unless you are a serious 'graphician' I doubt the features would > impress. Most good digital artists will already know about the likes > of Deluxe Paint II or GrafX2, which can be found floating around in > the public domain if you are interested. I think you could also add ProMotion, and Aura (new name of TV-Paint): http://www.cosmigo.com/promotion/ http://www.newtek.com/products/aura/index.html Aura is more in the paint box category, while Pro Motion is the spiritual successor of Deluxe Paint, and is particularly good for clut based picturing (GBA and PS2) Mike |
From: Bob <ma...@mb...> - 2002-11-13 04:53:10
|
... GMax is useless to developers (unless you are using 3DS Max and want to provide a free editor for your users, for a hefty licensing fee). TrueSpace is not well geared to game development tasks; not sure how that option even came up. Blender3D... if you can find a use for it, feel free. I didn't have the patience. MilkShape3D <http://www.milkshape3d.com> is not going to win any awards for it's 'intuitive' UI I will grant you, but it is geared to game development tasks with support for a large number of formats (and a plugin architecture to allow custom formats and expansion of it's modeling/animation functions). For $20 you won't find better options. To compliment MilkShape there are two other programs that are very good: Untimate Unwrap 3D <http://www.unwrap3d.com> is possibly the best UV mapping tool available for less that $500 (UUW3D is only $30), and CharacterFX <http://www.insanesoftware.de/CharacterFX> is a quite good skeletal animation tool, though the rendering engine uses some quirky OGL methods. Another low-end 3d modeling tool I really like is Nendo, but it has been impossible to get for some while. However, a clone of the Nendo modeler, Wings 3D <http://www.wings3d.com> is available free. The downside of this alternative is that it relies on some hefty libraries and suffers from a few quirks and bugs that Nendo does not. To me, the ultimate in high end 3d game development software packages is Mirai <http://www.izware.com>, but it is not as well recognized as Maya and is far from the least expensive option. Plus, with the state izware/nichimen is in, support is nonexistent and there is little hope that the package has a future. So you are probably best going for Maya these days, if you are going to make that large an investment. On paint programs... Ulead??? Not a name I associate with "useful tools" so much as quick solutions for web designers who aren't artistically inclined. You can blame them for most of the gaudy eyesores on the 'net. PhotoShop is quite decent, but as stated previously, it is primarily geared to print art. There are many pixel artists who swear by it, but I personally would recommend Corel PhotoPaint or Paint Shop Pro for most of the tasks people use PhotoShop for in game development. A free alternative that is very quirky but quite capable is The Gimp <http://www.gimp.org>. Here I could list also a lot of the "old school" paint programs I use, but unless you are a serious 'graphician' I doubt the features would impress. Most good digital artists will already know about the likes of Deluxe Paint II or GrafX2, which can be found floating around in the public domain if you are interested. Ultimately, I look at the initial question, posted on a game development list, and wonder: am I just sending out yet another programmer to try solving the need for an artist with a piece of software? Maybe the link that is most needed is something like this: <http://www.ice.org>. --Bob |
From: Eero P. <epa...@ko...> - 2002-11-11 19:46:19
|
BG wrote: > Discreet also provides a lightweight derivative of MAX called Gmax > (Microsoft bundles with with Flight Simulator 2002 as well). > > http://www.discreet.com/products/gmax/ AFAIK GMAX is targeted for the game end user. For the developper, who wants to bundle it with his game it is not so cheap at all. For a very low budget 3d modeller you might look at AC3D (www.ac3d.org). For 2d graphics Gimp and Imagemagick for batch conversions etc. Eero |
From: BG <arc...@ma...> - 2002-11-11 15:43:51
|
Discreet also provides a lightweight derivative of MAX called Gmax=20 (Microsoft bundles with with Flight Simulator 2002 as well). http://www.discreet.com/products/gmax/ > > But before you go for those, I would send off an email to Alias and > Discreet. If you ask nice enough, they tend to give free eval = editions. > >> -----Original Message----- >> From: Sebastian Uribe [mailto:su...@it...] >> Sent: 11 November 2002 15:05 >> To: gam...@li... >> Subject: [GD-General] software for artwork >> >> >> >> Hello all, >> >> I'm looking for some cheap software for producing artwork >> for a game >> (3D models and scenes, 2D textures, backgrounds, etc.) for using on >> Windows platform. >> I'd like to know which tools you're using for your projects, and >> what alternatives exist (i.e. Paint Shop Pro instead of >> Photoshop). I'd >> love to use the best, but right now our economical situation >> isn't good >> for buying multi-thousand-dollar software. >> >> Thanks. >> >> -- >> Sebasti=E1n Uribe >> ITOCHU Argentina S.A. >> su...@it... >> |
From: Kent Q. <ken...@co...> - 2002-11-11 15:30:48
|
Photoshop is well-known by many artists, but it's still really oriented towards print. Though it's been moving more towards web support lately, it still has a couple of major problems (.png file support, for example) that prevent it from being a truly great tool for game work. A remarkable product for web, texture, and UI design is ULead's Photoimpact. It has the best button making tools I've ever seen. In fact, pretty much any ULead product is professional grade (if sometimes a little weird), and an incredible value. For 3D products, I can recommend staying away from TrueSpace. It's not as cheap as it looks, and if you're going to spend that much, spend the extra and buy one of the big name packages. I've heard good things about blender3d, which has just become completely GPL'd. As in free. It's a python-scriptable 3D design tool, and rumor is that it's solid. I'd love to hear from others as to whether it's really any good. It seems to be in transition right now, so it's hard to find good information on line. Kent Monday, November 11, 2002, 10:05:14 AM, gamedevlists-general-admin wrote: > Hello all, > I'm looking for some cheap software for producing artwork for a gam= e > (3D models and scenes, 2D textures, backgrounds, etc.) for using on > Windows platform. > I'd like to know which tools you're using for your projects, and > what alternatives exist (i.e. Paint Shop Pro instead of Photoshop). I'd > love to use the best, but right now our economical situation isn't good > for buying multi-thousand-dollar software. > Thanks. > -- > Sebasti=E1n Uribe > ITOCHU Argentina S.A. > su...@it... > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=3D557 --=20 Kent Quirk, CTO, CogniToy ken...@co... http://www.cognitoy.com |
From: Gareth L. <GL...@cl...> - 2002-11-11 15:09:12
|
Milkshape 3D is supposedly a good free 3d Modeller (http://www.swissquake.ch/chumbalum-soft/index.html) GIMP (http://www.gimp.org/) is also free.=20 But before you go for those, I would send off an email to Alias and Discreet. If you ask nice enough, they tend to give free eval editions. > -----Original Message----- > From: Sebastian Uribe [mailto:su...@it...] > Sent: 11 November 2002 15:05 > To: gam...@li... > Subject: [GD-General] software for artwork >=20 >=20 >=20 > Hello all, >=20 > I'm looking for some cheap software for producing artwork=20 > for a game > (3D models and scenes, 2D textures, backgrounds, etc.) for using on > Windows platform. > I'd like to know which tools you're using for your projects, and > what alternatives exist (i.e. Paint Shop Pro instead of=20 > Photoshop). I'd > love to use the best, but right now our economical situation=20 > isn't good > for buying multi-thousand-dollar software. >=20 > Thanks. >=20 > -- > Sebasti=E1n Uribe > ITOCHU Argentina S.A. > su...@it... >=20 >=20 >=20 >=20 > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=3D557 >=20 |
From: Sebastian U. <su...@it...> - 2002-11-11 15:03:37
|
Hello all, I'm looking for some cheap software for producing artwork for a game (3D models and scenes, 2D textures, backgrounds, etc.) for using on Windows platform. I'd like to know which tools you're using for your projects, and what alternatives exist (i.e. Paint Shop Pro instead of Photoshop). I'd love to use the best, but right now our economical situation isn't good for buying multi-thousand-dollar software. Thanks. -- Sebastián Uribe ITOCHU Argentina S.A. su...@it... |
From: Brian H. <bri...@py...> - 2002-11-08 19:29:07
|
> Nothing wrong with answer (1) - it's the way I've done it in > the past. Zealots would advocate you use a union rather than > a cast, but we've had that particular religious war. Since there's no downside to using a union, I use unions now for that type of thing. I've actually found some architectures where casting definitely is bad. For example, this won't be valid: char *x; char *y = x + 5; int i; i = ( int ) x; i += 5; x = (char*)i; if ( x != y ) printf( "Error" ); //this gets hit Even though int and void * are the same sizes, the pointer arithmetic is handled specially because of offset bits in the upper bits of a pointer. However, not many people use UNICOS on Cray systems, so that's not a real big concern =) In fact, the Cray is easily the most disastrous system I've had to try to get things working on in terms of portability. Don't ask. So many things wrong with it I don't even know where to start.... > I thought the early Alphas were even worse - they didn't have > bytes. So string handling all had to be emulated with shifts > and masks and nastiness like that. They didn't have native bytes, so the compiler was responsible for doing the appropriate thing behind your back. The bad part was that the operation wasn't guaranteed to be atomic, which could cause problems if you were doing multithreaded kernel hacking. The 21164 and later added native byte manipulation I think. Brian |
From: Tom F. <to...@mu...> - 2002-11-08 19:16:40
|
Nothing wrong with answer (1) - it's the way I've done it in the past. Zealots would advocate you use a union rather than a cast, but we've had that particular religious war. I thought the early Alphas were even worse - they didn't have bytes. So string handling all had to be emulated with shifts and masks and nastiness like that. I think your answer is pretty acceptable though - stuff 'em. No mass-market architecture is going to make that mistake again in a hurry. Tom Forsyth - Muckyfoot bloke and Microsoft MVP. This email is the product of your deranged imagination, and does not in any way imply existence of the author. > -----Original Message----- > From: Brian Hook [mailto:bri...@py...] > Sent: 08 November 2002 18:58 > To: gam...@li... > Subject: [GD-General] Some portability questions > > > Okay, these are fun ones. Let's do the easy one first. > > 1.) How do you portably and safely byte swap a floating point value? > > Disregarding the whole "some architectures aren't IEEE and/or > don't have > 32-bit floats" issue, it seems like the right way to do this safely is > to cast the bits to an integer value, swap those, and store out as > integer. To load a floating point value, you perform the inverse, and > pray that you didn't load some invalid thing that will generate an FP > exception on some systems. > > I hadn't really thought about this until I started working on POSH > (Portable Open Source Harness). > > 2.) How do you cleanly handle architectures where, say, all data types > are either 1-byte or 8-bytes. The Cray and early 21064 > Alphas were like > this (actually, I don't think early Alphas even had atomic <8-byte > read/writes). > > Answer: it's a Cray, dude. Shut up. If I can't figure out a clean, > safe way of handling this, I may just punt on those architectures. > > Brian |
From: Brian H. <bri...@py...> - 2002-11-08 18:58:27
|
Okay, these are fun ones. Let's do the easy one first. 1.) How do you portably and safely byte swap a floating point value? Disregarding the whole "some architectures aren't IEEE and/or don't have 32-bit floats" issue, it seems like the right way to do this safely is to cast the bits to an integer value, swap those, and store out as integer. To load a floating point value, you perform the inverse, and pray that you didn't load some invalid thing that will generate an FP exception on some systems. I hadn't really thought about this until I started working on POSH (Portable Open Source Harness). 2.) How do you cleanly handle architectures where, say, all data types are either 1-byte or 8-bytes. The Cray and early 21064 Alphas were like this (actually, I don't think early Alphas even had atomic <8-byte read/writes). Answer: it's a Cray, dude. Shut up. If I can't figure out a clean, safe way of handling this, I may just punt on those architectures. Brian |
From: Tom H. <to...@3d...> - 2002-11-08 03:58:08
|
Hi again folks! As of this email, we're changing over the following mailing lists to reply-to-list: gdalgorithms gd-consoles gd-design gd-general gd-linux gd-windows A vote was conducted on the algorithms list since that has the highest number of subscribers (~2000) and most of the people on the other lists are also on the algorithms list. Of the responses I got, 30 wanted us to change and 4 wanted us to stay the way we were. I haven't gotten another vote for 10 hours, so I figure that's probably all the votes we're going to get. Thanks for your time! Tom |
From: brian h. <bri...@py...> - 2002-11-07 17:28:44
|
> Not sure wether this topic belongs here in general, or in design.... gamedevlists-general is a dumping ground for pretty much anything even tangentially related to games development. gamedevlists-design is more oriented toward game design itself. > BTW I'm thinkin' also to use QT(by Troll Tech) to make it > crossplatform (linux,fbsd,win), any thoughts on that ?? Another one to look at is wxWindows. -Hook |
From: Thatcher U. <tu...@tu...> - 2002-11-07 16:41:55
|
On Nov 07, 2002 at 04:09 +0100, Per L?vmo wrote: > > Looking into the subject of creating design tool for a stratigy-game. The > grapical part is OK, but when it comes to the editor for scripts, I was > wondering if perhaps the best thing was to use an alredy exiting > customizeble editor (I'm thinkin' of makein' an VC look-alike app). Since I > really don't need to reinvent the weel... > > Do you know any good free/opensource editors out there applicable for this > task ?? I'm not a regular user, but I've heard some good things about Scintilla: http://www.scintilla.org/ It's an open-source cross-platform source-editing component, that some people have used to build little IDE's for various scripting languages. -- Thatcher Ulrich http://tulrich.com |
From: Grills, J. <jg...@so...> - 2002-11-07 15:50:27
|
We use QT pretty extensively here. I wrote a widget for it that runs = our game loop and renders the world, so we basically have the whole game embedded inside the QT application. You could do something like that = to let you interactively edit the game logic/data while it's running and see immediate feedback, which has wonderful payoff in productivity. j Jeff Grills Star Wars Galaxies Technology Director, Austin Studio Sony Online Entertainment -----Original Message----- From: Per L=F8vmo [mailto:Per...@ep...] Sent: Thursday, November 07, 2002 9:10 AM To: gam...@li... Subject: [GD-General] Development tool (in-house built) Hi folks, Not sure wether this topic belongs here in general, or in design.... Looking into the subject of creating design tool for a stratigy-game. = The grapical part is OK, but when it comes to the editor for scripts, I was wondering if perhaps the best thing was to use an alredy exiting customizeble editor (I'm thinkin' of makein' an VC look-alike app). = Since I really don't need to reinvent the weel... Do you know any good free/opensource editors out there applicable for = this task ?? BTW I'm thinkin' also to use QT(by Troll Tech) to make it crossplatform (linux,fbsd,win), any thoughts on that ?? Regards Per ----------- "God is a comedian playing to an audience too afraid to laugh" |
From: Kent Q. <ken...@co...> - 2002-11-07 15:39:44
|
Would you consider simply hooking into an open source tool's plugin architecture? If so, you should definitely look into Eclipse: http://www.eclipse.org/ and JEdit: http://www.jedit.org Eclipse is really an IDE, while JEdit is more of a text editor. There's even an article entitled "The Case for Using Eclipse Technology in General Purpose Applications." http://www.genuitec.com/products/eclipseapplicationframework.pdf They're both Java-based, which may or may not matter to you. Kent Thursday, November 7, 2002, 10:22:37 AM, gamedevlists-general wrote: > We just bought Sourceview from http://www.tetradyne.com and are very ha= ppy > with it. But it's just the edit box bit, you'll have to implement the a= pp > itself :) >> -----Original Message----- >> From: Per L=F8vmo [mailto:Per...@ep...] >> Sent: 07 November 2002 15:10 >> To: gam...@li... >> Subject: [GD-General] Development tool (in-house built) >>=20 >>=20 >> Hi folks, >>=20 >> Not sure wether this topic belongs here in general, or in design.... >>=20 >> Looking into the subject of creating design tool for a=20 >> stratigy-game. The >> grapical part is OK, but when it comes to the editor for=20 >> scripts, I was >> wondering if perhaps the best thing was to use an alredy exiting >> customizeble editor (I'm thinkin' of makein' an VC look-alike=20 >> app). Since I >> really don't need to reinvent the weel... >>=20 >> Do you know any good free/opensource editors out there=20 >> applicable for this >> task ?? >>=20 >> BTW I'm thinkin' also to use QT(by Troll Tech) to make it=20 >> crossplatform >> (linux,fbsd,win), any thoughts on that ?? >>=20 >> Regards >> Per >> ----------- >> "God is a comedian playing to an audience too afraid to laugh" >>=20 >>=20 >> ------------------------------------------------------- >> This sf.net email is sponsored by: See the NEW Palm=20 >> Tungsten T handheld. Power & Color in a compact size! >> http://ads.sourceforge.net/cgi-bin/redirect.pl?palm0001en >> _______________________________________________ >> Gamedevlists-general mailing list >> Gam...@li... >> https://lists.sourceforge.net/lists/listinfo/gamedevlists-general >> Archives: >> http://sourceforge.net/mailarchive/forum.php?forum_id=3D557 >>=20 > ------------------------------------------------------- > This sf.net email is sponsored by: See the NEW Palm=20 > Tungsten T handheld. Power & Color in a compact size! > http://ads.sourceforge.net/cgi-bin/redirect.pl?palm0001en > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_idU7 --=20 Kent Quirk, CTO, CogniToy ken...@co... http://www.cognitoy.com |
From: Jamie F. <ja...@qu...> - 2002-11-07 15:38:39
|
our scripts are simply text files, and we assume people have text editors= :) we use QT for our editor (http://www.qubesoft.com/q/studio.php). it certainly speeds development up, although i believe it's not as customisa= ble as might be ideal. jamie -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Per L=F8vmo Sent: 07 November 2002 15:10 To: gam...@li... Subject: [GD-General] Development tool (in-house built) Hi folks, Not sure wether this topic belongs here in general, or in design.... Looking into the subject of creating design tool for a stratigy-game. The grapical part is OK, but when it comes to the editor for scripts, I was wondering if perhaps the best thing was to use an alredy exiting customizeble editor (I'm thinkin' of makein' an VC look-alike app). Since= I really don't need to reinvent the weel... Do you know any good free/opensource editors out there applicable for thi= s task ?? BTW I'm thinkin' also to use QT(by Troll Tech) to make it crossplatform (linux,fbsd,win), any thoughts on that ?? Regards Per ----------- "God is a comedian playing to an audience too afraid to laugh" ------------------------------------------------------- This sf.net email is sponsored by: See the NEW Palm Tungsten T handheld. Power & Color in a compact size! http://ads.sourceforge.net/cgi-bin/redirect.pl?palm0001en _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D557 |
From: Tom F. <to...@mu...> - 2002-11-07 15:30:25
|
CodeWright (http://www.premia.com/) is a good general-purpose editor = with no particular language bias. If you're thinking of writing your own scripting language, I heartily recommend you look at one of the existing ones. Saves you a lot of = work. We're using Python, but I've also heard good things about Java and LUA. Tom Forsyth - Muckyfoot bloke and Microsoft MVP. This email is the product of your deranged imagination, and does not in any way imply existence of the author. > -----Original Message----- > From: Per L=F8vmo [mailto:Per...@ep...] > Sent: 07 November 2002 15:10 > To: gam...@li... > Subject: [GD-General] Development tool (in-house built) >=20 >=20 > Hi folks, >=20 > Not sure wether this topic belongs here in general, or in design.... >=20 > Looking into the subject of creating design tool for a=20 > stratigy-game. The > grapical part is OK, but when it comes to the editor for=20 > scripts, I was > wondering if perhaps the best thing was to use an alredy exiting > customizeble editor (I'm thinkin' of makein' an VC look-alike=20 > app). Since I > really don't need to reinvent the weel... >=20 > Do you know any good free/opensource editors out there=20 > applicable for this > task ?? >=20 > BTW I'm thinkin' also to use QT(by Troll Tech) to make it=20 > crossplatform > (linux,fbsd,win), any thoughts on that ?? >=20 > Regards > Per > ----------- > "God is a comedian playing to an audience too afraid to laugh" >=20 >=20 > ------------------------------------------------------- > This sf.net email is sponsored by: See the NEW Palm=20 > Tungsten T handheld. Power & Color in a compact size! > http://ads.sourceforge.net/cgi-bin/redirect.pl?palm0001en > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=3D557 >=20 |
From: Gareth L. <GL...@cl...> - 2002-11-07 15:22:42
|
We just bought Sourceview from http://www.tetradyne.com and are very = happy with it. But it's just the edit box bit, you'll have to implement the = app itself :) > -----Original Message----- > From: Per L=F8vmo [mailto:Per...@ep...] > Sent: 07 November 2002 15:10 > To: gam...@li... > Subject: [GD-General] Development tool (in-house built) >=20 >=20 > Hi folks, >=20 > Not sure wether this topic belongs here in general, or in design.... >=20 > Looking into the subject of creating design tool for a=20 > stratigy-game. The > grapical part is OK, but when it comes to the editor for=20 > scripts, I was > wondering if perhaps the best thing was to use an alredy exiting > customizeble editor (I'm thinkin' of makein' an VC look-alike=20 > app). Since I > really don't need to reinvent the weel... >=20 > Do you know any good free/opensource editors out there=20 > applicable for this > task ?? >=20 > BTW I'm thinkin' also to use QT(by Troll Tech) to make it=20 > crossplatform > (linux,fbsd,win), any thoughts on that ?? >=20 > Regards > Per > ----------- > "God is a comedian playing to an audience too afraid to laugh" >=20 >=20 > ------------------------------------------------------- > This sf.net email is sponsored by: See the NEW Palm=20 > Tungsten T handheld. Power & Color in a compact size! > http://ads.sourceforge.net/cgi-bin/redirect.pl?palm0001en > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=3D557 >=20 |
From: <Per...@ep...> - 2002-11-07 15:14:53
|
Hi folks, Not sure wether this topic belongs here in general, or in design.... Looking into the subject of creating design tool for a stratigy-game. The grapical part is OK, but when it comes to the editor for scripts, I was wondering if perhaps the best thing was to use an alredy exiting customizeble editor (I'm thinkin' of makein' an VC look-alike app). Since I really don't need to reinvent the weel... Do you know any good free/opensource editors out there applicable for this task ?? BTW I'm thinkin' also to use QT(by Troll Tech) to make it crossplatform (linux,fbsd,win), any thoughts on that ?? Regards Per ----------- "God is a comedian playing to an audience too afraid to laugh" |
From: Brian H. <bri...@py...> - 2002-11-06 19:58:06
|
> Night depression), but I thought Brian was offering to > end the "reinventing the wheel" pattern by posting a > definitive header file that should satisfy the needs > of most cross-platform developers. That's exactly what i'm saying. It's obvious that this problem has been solved before. In lots and lots of different ways. In fact, if you look at any popular open source library, you'll see a "configurator" file that basically does environment inference. SDL, Lua, Apache, MySql, zlib, libpng, ijg, Python, Mesa, Qt, wxWindows, etc. The list goes on, and each of them re-invent the wheel. And for many of the GPL/LGPL ones, if you take their wheel, you've "infected" your own source base in the process. And, of course, a lot of those wheels are overkill (support for PDP-11); incompatible (need C++); encumbered (GPL/LGPL); difficult to use (require manual definition of key constants); difficult to integrate (don't use prefixes and thus pollute the namespace); etc. They all work well for their intended purposes, but excising just the configuration elements can be time consuming and painful. > The reason these > devlopers "rolled their own" header files was because, > I suppose, a standard header file had never been > created or published. Exactly. The mere fact that something as obvious as a comprehensive central repository for compiler defined constants on various architectures doesn't exist is pretty damning. Thankfully someone is at least making an effort: http://predef.sourceforge.net/ I have no idea how anyone finds the above, because it didn't turn up on any of my searches until about an hour into this last night, several pages back. In fact, I still have trouble having it show up in a search engine when entering words straight off the page. It also lacks comments on where/how/when things are defined -- the constants are both compiler and target platform dependent. So _WIN32 might be defined on MSVC, but it's __WIN32__ on Borland. But at least someone has recognized the value of having this documented. > and algorithms, perhaps GOSH will save developers from having > to enter the world of arcane compiler variables and > directives. Sure, there will be people that want custom > headers, just as some people need to avoid STL. That's my intention. And it will be totally unencumbered. It's a frigging header file, header files shouldn't haver licenses =) That said, it's possible that it would expand over time to include other basic functionality that you would expect, the obvious ones being endianess utilities and architecture reporting. There aren't that many different ways to write "Swap16" and "Swap32", yet everyone does it all the time. Sometimes with functions, sometimes with macros, sometimes with shifts/masks, sometimes with unions/swaps, etc. And a generic "Give me a string that tells me what platform this is" would be nice. And, of course, all optional. But that's for another day. Brian |
From: Javier A. <ja...@py...> - 2002-11-06 14:16:49
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Colin Fahey <cp...@ea...> wrote: > I might be wrong here (I'm still recovering from Election > Night depression) [...] Don't worry, a couple of of white-dressed very nice men will come in a few minutes to take you a much better place where you will be very happy and everything will be all right. ;-) Javier Arevalo Pyro Studios |
From: Colin F. <cp...@ea...> - 2002-11-06 13:51:59
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2002 November 6th Wednesday > > This is something that should have been mostly figured out years ago, > > and yet everyone rolls their own. > [...] > > Anyway, I'm writing a single generic header file that's going to be > > used by all of our ANSI C libraries, > > You asked the question, and then indirectly answered it yourself. The wheel > was invented a long time ago, but there are hundreds of different wheels in > the market today. I might be wrong here (I'm still recovering from Election Night depression), but I thought Brian was offering to end the "reinventing the wheel" pattern by posting a definitive header file that should satisfy the needs of most cross-platform developers. The reason these devlopers "rolled their own" header files was because, I suppose, a standard header file had never been created or published. Just as the initiative that led to the Standard Template Library (STL) now saves many developers from having to make the same basic containers and algorithms, perhaps GOSH will save developers from having to enter the world of arcane compiler variables and directives. Sure, there will be people that want custom headers, just as some people need to avoid STL. Anyhow, as far as having "hundreds of different wheels in the market today", it's not because consumers desire variety. No, it's because "The Man" knows that open standards and compatability might mean that His products actually need to compete for consumer's cash. "The Man" is not interested in the welfare of the consumer beyond the ability to produce more things to be consumed, and the ability to buy stuff (preferably invisible stuff, like derivative stocks and phone sex). So, we have the Sony wheel, with its memory stick, funky cables, and wacky batteries. Then there's the Microsoft wheel, which requires you to get a ".NET Passport", a "hotmail" account and spam, and always keep your wheel online so it can call home. The MSN 8.0 wheel is just as good as the AOL 8.0 wheel. The Cingular wheel allows you to drive around a little more next month if you didn't drive around so much this month, like that's an excuse to switch from some other wheel. Verizon has a wireless wheel, but to have any fun with it you have to get a Microsoft wheel and pay money for "Get It Now!". (AT&T also has a wireless wheel, but anyone can mess with their own wheel.) RealNetworks has the "Real One" wheel, which gathers information about where the wheel has been, a lot like the Microsoft Media Player wheel does. GameCube, PS2, and XBox wheels don't work together at all; you have to choose where you want to roll, unless you're willing to buy all three wheels. For all the wheels mentioned above, you should buy the wheel you see the most on television, especially if the wheel is shown next to a popular but totally unrelated wheel. Vote for the wheel that will lower taxes, and then freak out when hospitals, schools, parks, libraries, roads, homeless shelters, clinics, fire stations, and police stations start closing. Forget about domestic issues and the economy, and expand programs to "defend" our wheels against vague threats halfway around the globe, without the support of most wheels in the civilized world. The true dream of "The Man" is to create an attractive wheel whose operation is completely secret, and then achieve market saturation by dumping these wheels all over the world for free (or far below cost), and then license and lease the ability to make the wheels roll. Only through partnership with "The Man" can you hope to compete with others who are already partners with "The Man". Eventually, when a partner of "The Man" becomes really successful, "The Man" will assimilate the essence of the partner just to eliminate the gap between "The Man" and pure profit. That's the Amazing(r) Story(c) of "The Man(sm) and His Wheels(tm), LLP", all rights reserved, patent pending, registered trademark, copyright, etc. If you do not agree to the terms of this e-mail, OR CRAZY LEGAL PARAGRAPHS WRITTEN IN ALL UPPERCASE LETTERS, or any of the 1000 paragraphs in the EULA that you couldn't possibly have read in the 1.3 seconds before you finally preceive and immediately press the "I Agree" button, then return all materials in the original packaging to the manufacturer for a "full refund"(*), in the form of a voucher that allows you to purchase some of our other products. Please allow 8 to 200 weeks for delivery. Not responsible for goods damaged or lost in the mail. Before returning any product, you must notify us in writing, and you must register online with a telemarketing database. You must send the original store receipt, a notarized affadavit, a self-addressed stamped envelope, tax returns, and medical records. If, God forbid, there's actually competition in this domain, we will charge an early termination fee when you finally wake up and switch to a better product. If you fail an arbitrary credit check, we'll increase the cost of the product by 50% as a convenience to you, and this amount is non-refundable even if you return the product. [ ] I Disagree, even though I drove all the way to the computer store, paid $400 for this software, have a strong desire to do something productive with the software, and already did most of the installation steps. There was a tiny clause in the EULA that I just cannot accept, despite the fact that the overwhelming elements of the program do just what I want. Sure, the next best software out there may be used by only 2% of the market, but I'm willing to enter obscurity and alienation if it means that GiantCorporation won't make me make yet another concession in my privacy. I know that eventually the OS will fundamentally invade my privacy, and checkboxes will revert to allowing full disclosure, and minor incidental software upgrades will totally change the agreements, but I'll take a silly stand against these things even when the federal government will let GiantCorporation do whatever it wants anyhow. [ ] I Agree. Okay, I didn't really read the EULA. I trust that GiantCorporation will do what's best for me. I kind of like WWW sites that greet me by name. The targeted advertising and e-mail is just great. Actually, it's kind of reassuring to know that GiantCorporation is checking if I have any pirated music, images, or software on my computer, and checking my documents for any anti-establishment talk. When ObscureCorp enforces an all-encompassing patent on "interactive software", I'll automatically be billed for royalties. In general, renting is better than buying; it keeps me from owning things, and I get to spend money on an ongoing basis and gives me a thrill of imagining what might happen if I lost my job. Maybe I can save some money if I leased some of my software on an hourly basis. I'm hoping that GiantCorporation can devise a closed system on my own desktop, monitoring all files, and managing my life -- like I'm part of a giant club, where everyone likes the same music, movies, video games, and GiantCorporation's version of the news. It's easier when we're all the same! I hope GiantCorporation makes us all the same, of a single mind, at equilibrium, in perfect harmony with GiantCorporation. Yes, I Agree! --- Colin cp...@ea... |
From: Gareth L. <GL...@cl...> - 2002-11-06 11:28:47
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I personally advocate using a very common one, for example if you use stlport (Which a lot of us do) use theirs, it's tried and tested and works. > -----Original Message----- > From: Javier Arevalo [mailto:ja...@py...] > Sent: 06 November 2002 11:03 > To: gam...@li... > Subject: Re: [GD-General] Minor rant - cross-platform configuration > > > brian hook <bri...@py...> wrote: > > > This is something that should have been mostly figured out > years ago, > > and yet everyone rolls their own. > [...] > > Anyway, I'm writing a single generic header file that's going to be > > used by all of our ANSI C libraries, > > You asked the question, and then indirectly answered it > yourself. The wheel > was invented a long time ago, but there are hundreds of > different wheels in > the market today. > > Javier Arevalo > Pyro Studios > > > > > ------------------------------------------------------- > This sf.net email is sponsored by: See the NEW Palm > Tungsten T handheld. Power & Color in a compact size! > http://ads.sourceforge.net/cgi-bin/redirect.pl?palm0001en > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 > |
From: Javier A. <ja...@py...> - 2002-11-06 10:56:40
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brian hook <bri...@py...> wrote: > This is something that should have been mostly figured out years ago, > and yet everyone rolls their own. [...] > Anyway, I'm writing a single generic header file that's going to be > used by all of our ANSI C libraries, You asked the question, and then indirectly answered it yourself. The wheel was invented a long time ago, but there are hundreds of different wheels in the market today. Javier Arevalo Pyro Studios |
From: brian h. <bri...@py...> - 2002-11-06 09:15:09
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In the process of working on some of our internal source that I will eventually be open sourcing, I needed to come up with a "config.h" that handles per-platform dependencies. Looking at the plethora of open source libraries I use -- zlib, libpng, ijg, Lua, SDL, etc. -- I was appalled at the amount of repeated work done for the most basic task: configuring your build environment and targets. This is something that should have been mostly figured out years ago, and yet everyone rolls their own. Every project has a header file that basically is chock full of this kind of loveliness: #if defined _WIN32 || defined __WIN32__ #if defined __BORLANDC__ || defined _MSC_VER #if EXPORTING_DLL #define PUBLIC_API __declspec(dllexport) #elif IMPORTING_DLL #define PUBLIC_API __declspec(dllimport) #endif #endif #endif #ifndef PUBLIC_API #define PUBLIC_API #endif . . . PUBLIC_API void MyLib_SomeFunction( void ); And then we have similar drills for type sizes, compile time assertions, operating system, compiler, CPU, endianess, you name it. Configuring 64-bit types; calling conventions; etc. It's not rocket science. It's just tedious crap that everyone has to write from scratch and learn the hard way. Simple things aren't so simple -- "How do I know if I'm compiling for MacOS?" or "What kind of endianess is this architecture?" For example, if "__sun" is defined, you cannot assume Solaris nor can you assume Sparc. You have to look at the __sparc/sparc and __SVR4 constants, because you may be on Solaris/x86 or SunOS for Sparc or even 68K/x86. A lot of people assume that __MWERKS__ means "MacOS", but that's not true either. There's no universal constant for MacOS X, so you have to looked __APPLE__ and __APPLE_CC__ or something else if __MWERKS__ is defined. If __mips is defined, it may mean many different things, but a lot of people will assume immediately "Irix" and "big endian". Can't do that. Borland defines __WIN32__, but not _WIN32. MSVC is the opposite. God knows what's going on with Watcom these days, but sadly enough, people still use it. And don't get me started on MingW and Cygwin. Bah. It's depressing. Anyway, I'm writing a single generic header file that's going to be used by all of our ANSI C libraries, and I'll open source that hopefully to help others avoid the frustration as well. Current working name is "gosh.h" for Generic Open Source Header. I'm trying very hard to make it "plug and play" -- simply including it will automagically setup everything, so you don't have to deal with a bunch of -DMAGIC_CONSTANT=x or "./configure" and what not. Adjunct to this rant -- so far I've only found one site (off sourceforge) that even tries to catalog all the various compiler definitions for different operating systems, compilers, and architectures. -Hook |