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Messages - BlakPilar

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16
TI Z80 / Re: OPIA - A full OOP language for z80
« on: June 17, 2012, 06:36:11 pm »
Sure! But yes, now wouldn't exactly be a good time for me either. My code isn't exactly the neatest as of right now. My language doesn't need a preprocessor, but the way I have everything set up, I'd like to think implementing one wouldn't be too hard. Plus my lexer isn't 100% done; it's more like 97%. I just need to add support for decimals / floats and hex.

17
TI Z80 / Re: OPIA - A full OOP language for z80
« on: June 17, 2012, 06:18:24 pm »
Yeah, that's what I'm doing with my compiler. I was using ANTLR, but I wasn't satisfied with its error reporting for the C# port, so I decided to write everything myself. I love the freedom of being able to customize everything. My lexer is done, and I'm working on the parser right now. My only problem is I don't have an exact syntax for it yet lol.

I took a quick look at your grammar before, and it looks good so far. I'll be able to take a better look at it later, though.

18
TI Z80 / Re: OPIA - A full OOP language for z80
« on: June 17, 2012, 12:34:10 pm »
He's only on the grammar right now, so no, the compiler is not currently working.

19
TI Z80 / Re: OPIA - A full OOP language for z80
« on: June 17, 2012, 12:21:16 pm »
Are you using something like ANTLR, or are you making a custom parser?

20
Gaming Discussion / Re: 3D Game Tutorials
« on: June 10, 2012, 04:09:42 pm »
You use Java's BufferStrategy along with Graphics and a BufferedImage to render everything, but it's technically pixel-by-pixel. As for the FPS, I'm on my laptop with several other programs running at the moment. I get between 60 and 65 when only Eclipse and the program are running. If I were to take away those three walls, there'd be no noticeable change because TheCherno does it in a pretty efficient manner as far as I can tell. (Plus he even openly admits that some of the rendering is from Notch's code because you can completely customize what is being rendered.)

21
Gaming Discussion / 3D Game Tutorials
« on: June 10, 2012, 03:59:49 pm »
Now, I'm sure everyone is aware of the numerous game and rendering engines that exist today, such as OpenGL/OpenTK, Unity, CryEngine, XNA, LWJGL, and many others, but if you're like me, you've wanted to know all of what's going on behind the scenes. I was content to just use those third-party libraries, but my main curiosity was how everything was being done. I've finally found a tutorial that creates a 3D engine from scratch while explaining what's going on and why. Though it is completely software based (i.e. no hardware acceleration, and framerate will depend on processors), the creator, Yan Chernikov aka The Cherno, goes through every step and explains everything thoroughly. So far I'm on episode 21, but there are 33 total and the series is still in active development. If TheCerno sticks with what he's said in one of his videos, he will make a tutorial on how to use LWJGL or some other third-party game engine after this series is complete.

I've attached a picture of what my engine could render at the end of episode 20. If you're interested in following along, you can find the series here. As a note, you do need to know at least some Java before starting this tutorial, but in the first six or so episodes he does explain what certain things are and what they do (such as a brief explanation on bit-shifting, and other bit operators (& and |)).
EDIT: Also, as far as I can tell, this can be ported to .NET WinForms by using a Bitmap that's had its bits unlocked, and C++ using QuickGC.

22
Computer Programming / Re: Raycaster Example
« on: May 24, 2012, 05:38:48 pm »
Lode's tutorial is in C++, but it gives you a very good explanation of raycasting. It's the best one I've come across, and I've been able to make raycasters in C# and Java because of it so far. (Though, they're more like ports because I didn't feel like typing everything ;))

23
Request : Each tokens should be colorized, and with auto-completion it could suggest token or letter.

Alright, can do. I'm going to change the token file format to make it easier to read and create other tokens (it is still going to be XML), and I was going to have an optional color property for each token (default would be black). I was thinking something like this for each entry:

<token color="Blue" style="Italic|Bold"> <!-- color can be named or #HEX, and using | for style will allow for multiple styles -->
  <text>abs(</text>
  <bytes>$B2</bytes>
  <group>Math</group> <!-- will allow for custom groups -->
  <syntax>abs(#number)</syntax>
  <desc>Returns the absolute value of the given number.</desc>
</token>


Now, I was planning to not release this (or any snapshots) until it was completely done, but I am going to need at least one person to help test it along the way. This version (I'm going to say it is 1.3 alpha because I pretty much scrapped 1.2, though I still have the source) is going to be the final alpha version for BexIDE once there are no bugs. Then we move on to beta and .NET application conversion :D

24
After taking a break from my major projects, and now that summer is almost here, I have decided that BexIDE will be my main priority alongside Hadean.

I have also decided that instead of building off of what currently exists of the source for BexIDE and modifying it, I am going to completely revamp it and start from scratch. Here are some of my plans off the top of my head: (I may add to this list)
  • GUI: Make the IDE more fluid and "pretty"
  • GUI: New editor (reverting to one used in alpha 1.0)
    -- I now have a better understanding of regex, so *hopefully* there won't be any bugs
    -- I also plan to use this to its full potential (including auto-complete and auto-indent)
  • Source: Create base classes and interfaces to easily allow for supporting other file types
  • Source: Make text parsing more elegant
  • Source: Syntax checking (maybe)
  • GUI/Source: Make all custom controls VS Designer compliant and less laggy
Any other requests are welcome.

25
General Discussion / Re: Watcha Been Listening Too?
« on: May 11, 2012, 09:22:44 pm »
I've listened to them before. They're good, but not something I'd listen to all the time. Music is almost always hit and miss with me, except for a few genres lol.

26
Minecraft Discussion / Re: Minecraft
« on: May 11, 2012, 08:07:06 pm »
Anyone else get Minecraft for XBox?

I did :D

I like how they implemented the control scheme. :P

Indeed, I do too. It's just movement seems a little... slow to me. It's not slow in rendering or anything, just maybe because it's on a much bigger screen. Jumping also seems off, but it's not lol.

27
General Discussion / Re: Watcha Been Listening Too?
« on: May 11, 2012, 07:39:43 pm »
@DJ_O, that sounds pretty good! I'm just still not too big on power metal ;) If you're into We Came As Romans (if you've never heard of them, they're metalcore with clean singing and they have synths in some of their songs), you might like Erra.

@Balanced_Fury, I used to listen to SOAD and Slipknot nonstop lol. Slipknot was actually the band that got me into metal. My still best friend had me listen to "Wait and Bleed" in sixth grade (at that time I listened to Disturbed, Breaking Benjamin, Three Days Grace; bands like them) and I loved it. I still think their self-titled from 1999 is their best album.

28
Minecraft Discussion / Re: Minecraft
« on: May 11, 2012, 07:16:10 pm »
I can't record without lag, so I'm out for doing that :/

29
Minecraft Discussion / Re: Minecraft
« on: May 11, 2012, 06:29:35 pm »
I don't have any homework because I took an AP test today, so I'm game for whenever.

30
Minecraft Discussion / Re: Minecraft
« on: May 11, 2012, 06:17:27 pm »
Anyone else get Minecraft for XBox?

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