Re: [dev] Suckless design in Games

2010-08-14 Thread Chidambaram Annamalai
On Fri, Aug 13, 2010 at 9:45 PM, Connor Lane Smith wrote: > On 11 August 2010 19:15, Chidambaram Annamalai > wrote: > > Interesting. May I ask what languages you are familiar with? > > C, Python, and Java, mostly, with some Ruby, Vala, Awk, etc on the > side. I've just never had a reason to lear

Re: [dev] Suckless design in Games

2010-08-13 Thread Connor Lane Smith
On 11 August 2010 19:15, Chidambaram Annamalai wrote: > Interesting. May I ask what languages you are familiar with? C, Python, and Java, mostly, with some Ruby, Vala, Awk, etc on the side. I've just never had a reason to learn C++, really. cls

Re: [dev] Suckless design in Games

2010-08-11 Thread Chidambaram Annamalai
On Wed, Aug 11, 2010 at 8:37 PM, Connor Lane Smith wrote: > On 10 August 2010 22:56, Chidambaram Annamalai > wrote: > > I suppose you have browsed through the sources an don't find anything > novel > > in them. In which case, I certainly would like to know what you consider > > elegant. Then, ma

Re: [dev] Suckless design in Games

2010-08-11 Thread Chidambaram Annamalai
> > to decouple the storage schemes from the algorithms so that you can write > > O(M + N) code to support O(M*N) template instances. And there is no point > if > > this abstraction had a severe penalty on the runtime performance. BGL > > exactly knows which algorithm to use for a particular storag

Re: [dev] Suckless design in Games

2010-08-11 Thread Eivind Michael Skretting
On Thu, Aug 12, 2010 at 12:08:13AM +0700, Anh Hai Trinh wrote: > On Wed, Aug 11, 2010 at 11:20 PM, Eivind Michael Skretting > wrote: > >> > >> What do you mean exactly? His A major Prelude is probably the shortest > >> piece of music that exists (20~ seconds) and amongst the most > >> beautiful. I

Re: [dev] Suckless design in Games

2010-08-11 Thread Anh Hai Trinh
On Wed, Aug 11, 2010 at 11:06 PM, Antoni Grzymala wrote: > > I would argue about that: the mid-sized Impromptus, Ballades, Fantaise > and Barcarolle (and the lateish-largish Mazurkas and Nocturnes) are > probably his best works, but the entire published (by him) body of > work is of such high qual

Re: [dev] Suckless design in Games

2010-08-11 Thread Anh Hai Trinh
On Wed, Aug 11, 2010 at 11:20 PM, Eivind Michael Skretting wrote: >> >> What do you mean exactly? His A major Prelude is probably the shortest >> piece of music that exists (20~ seconds) and amongst the most >> beautiful. If that is not minimalistic, I don't know what is. > > Well, first of all, a

Re: [dev] Suckless design in Games

2010-08-11 Thread Eivind Michael Skretting
On Wed, Aug 11, 2010 at 10:29:18PM +0700, Anh Hai Trinh wrote: > On Wed, Aug 11, 2010 at 10:08 PM, Eivind Michael Skretting > wrote: > > On Wed, Aug 11, 2010 at 09:35:48PM +0700, Anh Hai Trinh wrote: > >> I think the essence of minimalism is that one take away as much as one > >> possibly can. > >

Re: [dev] Suckless design in Games

2010-08-11 Thread Antoni Grzymala
Eivind Michael Skretting dixit (2010-08-11, 16:13): > > He most definitely is (along with Chopin, I'd argue) – at the opposite > > end you'd find Bruckner, Wagner and Berlioz. Flame away, I'm on holiday. > > Mozart and Chopin really have nothing to do with Minimalism. Some of Mozart's > pieces ar

Re: [dev] Suckless design in Games

2010-08-11 Thread Anh Hai Trinh
On Wed, Aug 11, 2010 at 10:08 PM, Eivind Michael Skretting wrote: > On Wed, Aug 11, 2010 at 09:35:48PM +0700, Anh Hai Trinh wrote: >> I think the essence of minimalism is that one take away as much as one >> possibly can. >> > > Then one should exclude Chopin from that definition. What do you mea

Re: [dev] Suckless design in Games

2010-08-11 Thread Eivind Michael Skretting
On Wed, Aug 11, 2010 at 09:35:48PM +0700, Anh Hai Trinh wrote: > I think the essence of minimalism is that one take away as much as one > possibly can. > Then one should exclude Chopin from that definition. In regard to the "needless repetitions" of Reich and Glass, that is much of what the style

Re: [dev] Suckless design in Games

2010-08-11 Thread Connor Lane Smith
On 10 August 2010 22:56, Chidambaram Annamalai wrote: > I suppose you have browsed through the sources an don't find anything novel > in them. In which case, I certainly would like to know what you consider > elegant. Then, maybe I can learn to appreciate good design? I haven't even heard of Boos

Re: [dev] Suckless design in Games

2010-08-11 Thread David Tweed
On Wed, Aug 11, 2010 at 1:05 PM, Szabolcs Nagy wrote: > i experimented with various types of genericity for algorithms > here is one approach: > implement the algorithm in the simplest way for the most useful types > etc. then when you need it for a specific task then copy the code and > apply app

Re: [dev] Suckless design in Games

2010-08-11 Thread Connor Lane Smith
On 11 August 2010 05:28, Alex Hutton wrote: > 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 t

Re: [dev] Suckless design in Games

2010-08-11 Thread Connor Lane Smith
On 11 August 2010 15:35, Anh Hai Trinh wrote: > I think the essence of minimalism is that one take away as much as one > possibly can. > > It's interesting that in this meaning, minimalism is not just the > opposite of bloat, but also denotes some kind of balance. "The simplicity of wabi-sabi is

Re: [dev] Suckless design in Games

2010-08-11 Thread Anh Hai Trinh
On Wed, Aug 11, 2010 at 9:13 PM, Eivind Michael Skretting wrote: > > Mozart and Chopin really have nothing to do with Minimalism. Some of Mozart's > pieces are maybe light (but not all of them, like Don Giovanni or Kyrie > Eleison from Requiem), and Chopin may be elegant, but Minimalism is a > sep

Re: [dev] Suckless design in Games

2010-08-11 Thread Eivind Michael Skretting
On Wed, Aug 11, 2010 at 10:32:15AM +0200, Antoni Grzymala wrote: > > I hope you aren't suggesting that Mozart *is* minimalist. > > He most definitely is (along with Chopin, I'd argue) – at the opposite > end you'd find Bruckner, Wagner and Berlioz. Flame away, I'm on holiday. Mozart and Chopin re

Re: [dev] Suckless design in Games

2010-08-11 Thread Szabolcs Nagy
* Chidambaram Annamalai [2010-08-11 13:12:46 +0530]: > Have you even bothered to look through the sources? You really have yes although it was a couple of years ago last time i used bgl > to decouple the storage schemes from the algorithms so that you can write > O(M + N) code to support O(M*N) t

Re: [dev] Suckless design in Games

2010-08-11 Thread Robert Ransom
On Wed, 11 Aug 2010 11:19:37 +0200 lordkrandel wrote: > > A computer game is a computer program whose creator intended primarily > > that human beings enjoy interacting with it. > > I was just arguing that the idea of "suckless design" may fit not so > well in game programming. That depends on

Re: [dev] Suckless design in Games

2010-08-11 Thread lordkrandel
A computer game is a computer program whose creator intended primarily that human beings enjoy interacting with it. I was just arguing that the idea of "suckless design" may fit not so well in game programming. That's why at a certain point I answered a message in a private way but then the r

Re: [dev] Suckless design in Games

2010-08-11 Thread Robert Ransom
On Wed, 11 Aug 2010 10:16:07 +0200 lordkrandel wrote: > > I will, however, point out one consequence of that idea: the most > > noticeable difference between abstract art and abstract mathematics is > > that abstract mathematics has some aesthetic value. Abstract art can > > now consist of a can

Re: [dev] Suckless design in Games

2010-08-11 Thread Antoni Grzymala
Robert Ransom dixit (2010-08-10, 23:12): > > I like Mozart and Minimalism just as much as I like Dadaism or free > > Jazz, even if they have different forms and subjective functions. > > I hope you aren't suggesting that Mozart *is* minimalist. He most definitely is (along with Chopin, I'd argue

Re: [dev] Suckless design in Games

2010-08-11 Thread lordkrandel
I will, however, point out one consequence of that idea: the most noticeable difference between abstract art and abstract mathematics is that abstract mathematics has some aesthetic value. Abstract art can now consist of a canvas painted one color, or mere splatters of paint (or other substances)

Re: [dev] Suckless design in Games

2010-08-11 Thread Mate Nagy
On Tue, Aug 10, 2010 at 12:39:24PM -0700, Robert Ransom wrote: > This list is a subculture itself (as is the 9fans list). wait what? i thought this list *was* the 9fetish^wfans list M.

Re: [dev] Suckless design in Games

2010-08-11 Thread Chidambaram Annamalai
On Wed, Aug 11, 2010 at 12:24 PM, Szabolcs Nagy wrote: > * 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

Re: [dev] Suckless design in Games

2010-08-11 Thread lordkrandel
On 11/08/2010 2.09, 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 good idea to store al

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] 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] 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

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] 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] 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] 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] 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] 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

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

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] 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] 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] Suckless design in Games

2010-08-09 Thread Dmitry Maluka
On Mon, Aug 09, 2010 at 10:14:02PM -0400, Sean Howard wrote: > It depends on the game. Most games want an Object Oriented Language, > simply because the OO design is the best for something dealing with > the manipulation of objects. The problem is the lack of a good OO > language. I don't really kn

Re: [dev] Suckless design in Games

2010-08-09 Thread Kris Maglione
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) Surely you jest? -- Kris Maglione He hoped and prayed that there wasn't an afterlife. Then he realized there was a c

Re: [dev] Suckless design in Games

2010-08-09 Thread Kurt H Maier
On Mon, Aug 9, 2010 at 10:14 PM, Sean Howard wrote: > Most games want an Object Oriented Language, simply because > the OO design is the best for something dealing with the manipulation of > objects. hahahah Most Meaningless Tautology Award for 2010 -- # Kurt H Maier

Re: [dev] Suckless design in Games

2010-08-09 Thread Sean Howard
I do not believe there's a suckless games library. The world of game coding is a different animal, and the libraries do what they say, we hope, and so we use them. It depends on the game. Most games want an Object Oriented Language, simply because the OO design is the best for something dealing

[dev] Suckless design in Games

2010-08-09 Thread Matthew Bauer
What game libraries are suckless? (SDL, OpenGL) What programming language is best for games? (C, Python, or Go)