Re: [dev] Suckless design in Games

2010-08-10 Thread Szabolcs Nagy
* Chidambaram Annamalai [2010-08-11 03:26:22 +0530]: > I didn't argue BGL was simple. But I'd certainly consider it elegant. Of no it's not elegant graph algorithms are too versatile to do elegantly what boost tries to do (eg boost tries to operate on a generic graph type which cannot work as di

Re: [dev] Suckless design in Games

2010-08-10 Thread Robert Ransom
On Tue, 10 Aug 2010 17:57:08 +0200 lordkrandel wrote: > Art also has an objectively undefinable function, so you can't decide > what a functional art form is. Simplicity is one arbitrary choice. I'll let Uriel describe the value of the idea that ‘art [] has an objectively undefinable function’;

Re: [dev] Suckless design in Games

2010-08-10 Thread Robert Ransom
On Tue, 10 Aug 2010 17:35:26 +0100 Connor Lane Smith wrote: > On 10/08/2010, lordkrandel wrote: > > I believe that real life context greatly affects one's tastes. > > Psychology is one's own history, with all the experiences life brings. > > I agree, though I have tended to be influenced by sub

Re: [dev] Suckless design in Games

2010-08-10 Thread David Tweed
On Wed, Aug 11, 2010 at 1:09 AM, Alex Hutton wrote: > An idea I had the other day, and this is for dealing with data > compartmentation in games, was to write a game in C and use sqlite for > all the data. I've never used sqlite so I don't know how the > performance would go, but it seems like a g

Re: [dev] sta.li - a few questions about it

2010-08-10 Thread Robert Ransom
On Tue, 10 Aug 2010 17:32:51 -0400 m...@distasis.com wrote: > Tried reading the web site for information on sta.li and then did a search in > the mailing list for more information. I've been looking for the right Open > Source operating system to switch to from Windows and still have not found

Re: [dev] Suckless design in Games

2010-08-10 Thread Alex Hutton
Thanks, join looks very useful. Actually a while ago I was talking to some web developer friends and I was talking about writing a CMS that uses flat files and no databases, but they thought I was crazy... don't know why I've started to conform to the database crowd :). Though from looking at sqlit

Re: [dev] Suckless design in Games

2010-08-10 Thread Josh Rickmar
On Wed, Aug 11, 2010 at 11:04:24AM +1000, Alex Hutton wrote: > You're right, that would be even simpler. I was thinking about whether > or not the 'relational' abilities of the database would come in handy > but I haven't come up with any definite uses for them yet. join(1)

Re: [dev] Suckless design in Games

2010-08-10 Thread Alex Hutton
You're right, that would be even simpler. I was thinking about whether or not the 'relational' abilities of the database would come in handy but I haven't come up with any definite uses for them yet. On 11 August 2010 10:18, Jacob Todd wrote: > On Wed, Aug 11, 2010 at 10:09:00AM +1000, Alex Hutto

Re: [dev] Suckless design in Games

2010-08-10 Thread Jacob Todd
On Wed, Aug 11, 2010 at 10:09:00AM +1000, Alex Hutton wrote: > An idea I had the other day, and this is for dealing with data > compartmentation in games, was to write a game in C and use sqlite for > all the data. I've never used sqlite so I don't know how the > performance would go, but it seems

Re: [dev] Suckless design in Games

2010-08-10 Thread Alex Hutton
An idea I had the other day, and this is for dealing with data compartmentation in games, was to write a game in C and use sqlite for all the data. I've never used sqlite so I don't know how the performance would go, but it seems like a good idea to store all the data in a relational database as it

Re: [dev] Suckless design in Games

2010-08-10 Thread Chidambaram Annamalai
On Tue, Aug 10, 2010 at 7:32 AM, Matthew Bauer wrote: > What game libraries are suckless? (SDL, OpenGL) > > What programming language is best for games? (C, Python, or Go) > Although it's not a library, Simon Tataham's puzzle collection is a large set (34?) of small and addictive (unequal, solo

Re: [dev] sta.li - a few questions about it

2010-08-10 Thread pancake
Today I tried "bootroot' a tool from uclibc people to generate a crosscompiler toolchain and basic chroot for many architectures. I think we can use it to generate the rootfs and toolchain for stali. http://buildroot.uclibc.org i think that openwrt people use it. by having a toolchain and a chr

[dev] support for virtual keyboards

2010-08-10 Thread pancake
I would like to ask for virtual keyboard support for dwm. as discussed in IRC, there's an old patch . and support was removed from main repo. Anselm, can you readd support for it? It would be nice to have support for it. http://s01.de/~tox/hg/dwm/rev/d3c3a8018349 I would also talk about a patc

Re: [dev] Suckless design in Games

2010-08-10 Thread Chidambaram Annamalai
On Wed, Aug 11, 2010 at 3:12 AM, Kurt H Maier wrote: > On Tue, Aug 10, 2010 at 5:40 PM, Chidambaram Annamalai > wrote: > > Although I've "known" C++ for some time, it was only today that I found > out > > about the Boost Graph Library. Browsing through the code, I realized the > > potential and

Re: [dev] Suckless design in Games

2010-08-10 Thread Kurt H Maier
On Tue, Aug 10, 2010 at 5:40 PM, Chidambaram Annamalai wrote: > Although I've "known" C++ for some time, it was only today that I found out > about the Boost Graph Library. Browsing through the code, I realized the > potential and power of template programming that is being exercised by > experts.

Re: [dev] Suckless design in Games

2010-08-10 Thread Chidambaram Annamalai
On Tue, Aug 10, 2010 at 8:13 PM, Connor Lane Smith wrote: > On 10 August 2010 15:18, lordkrandel wrote: > > As in all fields of art, the purpose goes beyond "effectiveness" > > and "semplicity" or "productivity". Sure a simple design can be > > more attractive and addictive, but they say, de gus

[dev] sta.li - a few questions about it

2010-08-10 Thread ml
Tried reading the web site for information on sta.li and then did a search in the mailing list for more information. I've been looking for the right Open Source operating system to switch to from Windows and still have not found one that fits my needs. Biggest issue is binary compatibility. I

Re: [dev] [patch] add Control-G and Control-D to dmenu

2010-08-10 Thread Kris Maglione
On Tue, Aug 10, 2010 at 01:38:18PM +0100, Connor Lane Smith wrote: To be honest I'm surprised there's such a reaction to something so trivial as an added keybind. I'm glad this doesn't happen often or we'd never get anything done. We just like to argue. I honestly don't even care: I don't use

Re: [dev] Suckless design in Games

2010-08-10 Thread Jakub Lach
pancake wrote: > Depends on how u use it Maybe I should have phrased it clearer, or is there already a workaround making possible spawning a SDL using program window in non-reparenting wm? e.g. window spawned is blank, I observed same behaviour in scrotwm also.

Re: [dev] Suckless design in Games

2010-08-10 Thread pancake
Depends on how u use it On 10/08/2010, at 22:08, Jakub Lach wrote: > ... and SDL still sucks in dwm. > > Just my 2 cents. > > >

Re: [dev] Suckless design in Games

2010-08-10 Thread Jakub Lach
... and SDL still sucks in dwm. Just my 2 cents.

Re: [dev] Suckless design in Games

2010-08-10 Thread Kurt H Maier
I think it's great that this is what this list does with a simple question about game toolkits -- # Kurt H Maier

Re: [dev] Re: dmenu: state of the tip

2010-08-10 Thread Connor Lane Smith
On 10/08/2010, Gene Auyeung wrote: > I'm using '-Misc-Fixed-Medium-R-Normal--8-80-75-75-C-50-ISO10646-1' > and non ascii characters do show up correctly in dmenu (I visited some > sites that has non ascii characters in their titles eg > http://www.google.ru/intl/ru/ads/ and > http://www.google.com

Re: [dev] Re: dmenu: state of the tip

2010-08-10 Thread Gene Auyeung
Hi, I'm using '-Misc-Fixed-Medium-R-Normal--8-80-75-75-C-50-ISO10646-1' and non ascii characters do show up correctly in dmenu (I visited some sites that has non ascii characters in their titles eg http://www.google.ru/intl/ru/ads/ and http://www.google.com.hk/intl/zh-TW/ads/ads_2.html etc) I als

Re: [dev] swk development

2010-08-10 Thread pancake
Are you joking? Fltk is c++ and it is a full featured widget kit. Why the hell would I use a widget kit as a rendering backend? - Original message - > what about an fltk backend? > > On 8/10/10, pancake wrote: > > So much time has passed since I wrote swk with SDL and partially X11 > >

Re: [dev] fossil scm

2010-08-10 Thread Connor Lane Smith
On 10/08/2010, b...@methodlogic.net wrote: > The wiki/bugtracker integration is key to it's design principles. The > repository is a complete collection of source files, documentation (wiki) > and tickets (bugtracker). This means that as repositories are cloned, > the new repository has a very com

Re: [dev] fossil scm

2010-08-10 Thread bch
On Tue, Aug 10, 2010 at 03:49:16PM +0200, pancake wrote: > I have found that scm to be quite interesting (www.fossil-scm.org). > > What do you think about it? I have not started to use it, because I have > all my code in mercurial, > but I would be happy to move to fossil if results to be a de

[dev] Re: dmenu: state of the tip

2010-08-10 Thread Connor Lane Smith
Hey, Is there anyone with either a multi-screen Xinerama setup or a font with proper UTF8 characters, who can confirm whether those two features work in dmenu tip? My machine has neither, so when editing those features I'm sort of coding blind. If someone could test to make sure they work properly

Re: [dev] Suckless design in Games

2010-08-10 Thread Connor Lane Smith
On 10/08/2010, lordkrandel wrote: > I believe that real life context greatly affects one's tastes. > Psychology is one's own history, with all the experiences life brings. I agree, though I have tended to be influenced by subcultures, so my beliefs and tastes are not really "British". > Art also

Re: [dev] swk development

2010-08-10 Thread hiro
what about an fltk backend? On 8/10/10, pancake wrote: > So much time has passed since I wrote swk with SDL and partially X11 > backend. > > I understand that X11 backend is the more interesting, and I'm not > really a good X11 > hacker to do it right, so I would love to ask if somebody is goin

Re: [dev] Suckless design in Games

2010-08-10 Thread lordkrandel
> I believe that form and function are so intimately intertwined that > pragmatism without aesthetic is meaningless. > > cls I believe that real life context greatly affects one's tastes. Psychology is one's own history, with all the experiences life brings. I lived 16 years without Internet and

Re: [dev] fossil scm

2010-08-10 Thread Connor Lane Smith
Hey, On 10 August 2010 16:24, Szabolcs Nagy wrote: > web based project documentation solutions can > be improved but it's not such a big deal > (wiki, man2html, ..) I think suckless.org's solution to this (hg & werc) is perfect. Though I would consider keeping the documentation for a project in

Re: [dev] Suckless design in Games

2010-08-10 Thread Connor Lane Smith
On 10 August 2010 16:04, lordkrandel wrote: > Do you live in a protestant country? > I live in Italy, we have seen plenty of aesthetics. No, I don't. England is officially neither Catholic nor Protestant. Not that Christianity has had much influence on my beliefs, and thanks to the Internet where

Re: [dev] fossil scm

2010-08-10 Thread Szabolcs Nagy
* pancake [2010-08-10 15:49:16 +0200]: > I have found that scm to be quite interesting (www.fossil-scm.org). there is still no good issue tracking system! web based project documentation solutions can be improved but it's not such a big deal (wiki, man2html, ..) integrating these into the vcs

Re: [dev] Suckless design in Games

2010-08-10 Thread lordkrandel
Should I add "It also has a Facebook page"? :) Yeah, it doesn't exist. Yet. But the idea and the video are not bad. I just wanted to show something simple and modern, even if it's probably sucky code. On 10/08/2010 17.06, pancake wrote: if a youtube video is the only reference for this game it j

Re: [dev] Suckless design in Games

2010-08-10 Thread pancake
if a youtube video is the only reference for this game it just doesn't exist. i wrote pag SO MANY years ago. the source is magic, so dont try to understand it, because i decided to develop only when I was drunk and this was the result: http://hg.youterm.com/pag On 08/10/10 17:04, lordkrande

Re: [dev] fossil scm

2010-08-10 Thread Pierre Chapuis
On Tue, 10 Aug 2010 15:49:16 +0200, pancake wrote: > I think fossil is far more smart than mercurial (no python), and can be > a good alternative. It > is not suckless, but gets closer to it :) I have tried it because it is what Zed Shaw uses for Mongrel2. Apparently its creator is that of SQLi

Re: [dev] Suckless design in Games

2010-08-10 Thread lordkrandel
> So while I agree that the purpose goes beyond effectiveness and > productivity, I think simplicity is the very essence of Art. cls Do you live in a protestant country? I live in Italy, we have seen plenty of aesthetics. The classical "natural perfection" of the ancient Greek art, Baroque art

Re: [dev] Suckless design in Games

2010-08-10 Thread Connor Lane Smith
On 10 August 2010 15:18, lordkrandel wrote: > As in all fields of art, the purpose goes beyond "effectiveness" > and "semplicity" or "productivity". Sure a simple design can be > more attractive and addictive, but they say, de gustibus non > dispuntanda est. By "simple" I do not mean "smaller", b

[dev] swk development

2010-08-10 Thread pancake
So much time has passed since I wrote swk with SDL and partially X11 backend. I understand that X11 backend is the more interesting, and I'm not really a good X11 hacker to do it right, so I would love to ask if somebody is going to do something with/for it. There's still much work to do, a

Re: [dev] Suckless design in Games

2010-08-10 Thread lordkrandel
On 10/08/2010 16.09, Connor Lane Smith wrote: On 10 August 2010 14:51, lordkrandel wrote: Sure you can code a game in a way which sucks less, but I think that it's not so easy to say "Less is more" when the main purpose is to entertain. I'm not sure I agree with you. There are lots of example

Re: [dev] Suckless design in Games

2010-08-10 Thread Connor Lane Smith
Hey, On 10 August 2010 14:51, lordkrandel wrote: > Sure you can code a game in a way which sucks less, but I think > that it's not so easy to say "Less is more" when the main purpose > is to entertain. I'm not sure I agree with you. There are lots of examples of games about which their simplicit

[dev] fossil scm

2010-08-10 Thread pancake
I have found that scm to be quite interesting (www.fossil-scm.org). What do you think about it? I have not started to use it, because I have all my code in mercurial, but I would be happy to move to fossil if results to be a decent alternative. The goods I found on it: *) written in C *) ze

Re: [dev] Suckless design in Games

2010-08-10 Thread lordkrandel
Suckless programs like dwm or plan9 tools just do what they have to in a fast, simple, efficient way and extra non-necessary features are not welcome. Sure you can code a game in a way which sucks less, but I think that it's not so easy to say "Less is more" when the main purpose is to entertain.

Re: [dev] Suckless design in Games

2010-08-10 Thread Niki Yoshiuchi
I used to work for a small video game company. When I started we were making AGB games (Game Boy Advance) and all of our programming was in C (a bit of perl for auto-generated code). When we started working on NDS (Nintendo DS) games we switched to C++. Overall I think C++ worked better for us f

Re: [dev] [patch] add Control-G and Control-D to dmenu

2010-08-10 Thread Troels Henriksen
Connor Lane Smith writes: > To be honest I'm surprised there's such a reaction to something so > trivial as an added keybind. I'm glad this doesn't happen often or > we'd never get anything done. Well, you can only paint a bike shed every so often. -- \ Troels /\ Henriksen

Re: [dev] [patch] xmms like pattern matching for dmenu (update to hg tip)

2010-08-10 Thread Connor Lane Smith
On 9 August 2010 22:35, StephenB wrote: > I think I read in a previous post that there may be a dmenu release sometime > soon. I can make sure that Conner's version of the patch works with that. > (in the mean time I will back port Conner's to 4.1.1 (latest stable) and put > a pkg on AUR, I will p

Re: [dev] [patch] add Control-G and Control-D to dmenu

2010-08-10 Thread Connor Lane Smith
On 9 August 2010 23:38, TJ Robotham wrote: > Actually, it is an emacsism insomuch as bash's manpage specifically describes > the default line editing commands as emacs-style, in contrast to a vi-style > that > can be enabled in its place. Sorry, I suppose I expected better than that even from ba

Re: [dev] [patch] add Control-G and Control-D to dmenu

2010-08-10 Thread Connor Lane Smith
On 9 August 2010 23:38, TJ Robotham wrote: > Actually, it is an emacsism insomuch as bash's manpage specifically describes > the default line editing commands as emacs-style, in contrast to a vi-style > that > can be enabled in its place. Sorry, I suppose I expected better than that even from ba

Re: [dev] Suckless design in Games

2010-08-10 Thread Jacob Todd
On Mon, Aug 09, 2010 at 09:02:53PM -0500, Matthew Bauer wrote: > What game libraries are suckless? (SDL, OpenGL) > > What programming language is best for games? (C, Python, or Go) > Just hack on the Quake source ftp://ftp.idsoftware.com/idstuff/source/ pgpzUiBtFaZeH.pgp Description: PGP signat

Re: [dev] [patch] xmms like pattern matching for dmenu (update to hg tip)

2010-08-10 Thread Dieter Plaetinck
On Tue, 10 Aug 2010 03:20:57 +0200 Arian Kuschki wrote: > Excerpts from Uriel's message of 2010-08-10 02:01:40 +0200: > > This seems like a rather clumsy, non-standard and silly way to > > implement globbing. > > > > Implementing * and ? wildcards would be a much better idea. > > I've been usin

Re: [dev] Suckless design in Games

2010-08-10 Thread Alex Hutton
A lot of the old-school games were written in assembly or C, so I believe it is quite possible to make excellent games with low level languages, and that the OO approach is unnecessary. That's my contribution to the conversation :). On 10 August 2010 20:23, Szabolcs Nagy wrote: > * Matthew Bauer

Re: [dev] Suckless design in Games

2010-08-10 Thread Szabolcs Nagy
* Matthew Bauer [2010-08-09 21:02:53 -0500]: > What game libraries are suckless? (SDL, OpenGL) > > What programming language is best for games? (C, Python, or Go) i consider this approach fairly nice and simple for 'flashgames': http://repo.hu/projects/animator/ reads drawing commands from stdi

Re: [dev] [wmii] wimenu with -i option

2010-08-10 Thread Kris Maglione
On Tue, Aug 10, 2010 at 11:23:30AM +0200, LuX wrote: It seems that the -i option of wimenu-3.9.2 doesn't work for me. I haven't seen it reported in http://code.google.com/p/wmii/issues/list neither anywhere else, which makes me uncertain. I don't know if it's my fault, a bug in Arch's wmii packag

[dev] [wmii] wimenu with -i option

2010-08-10 Thread LuX
Hello list! It seems that the -i option of wimenu-3.9.2 doesn't work for me. I haven't seen it reported in http://code.google.com/p/wmii/issues/list neither anywhere else, which makes me uncertain. I don't know if it's my fault, a bug in Arch's wmii package or really a bug of wmii. Can anyone else