Livestream: Application Programming: Menu

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Jon, I've been binging on your game design talks lately, trying to soak up wisdom as I embark on a new game project. They're great, but these recent streams of you coding have been extra inspiring and informative. Really appreciate you sharing your knowledge and I hope you continue to make more as time permits!

MikeCampo
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As an aspiring game programmer these videos are just fantastic. Thank you for all your hard work and willingness to share your knowledge.

bgzdevtips
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Really enjoying these videos, thank you Jon for sharing these. I'm going to be kicking through these as I continue to work on my own game engine. Very very different in many ways, but your thoughts, opinions, & experience definitely serve to present alternative considerations.

Tiptup
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1:36:44 (about calling conventions) MS has started to add new calling conventions to X64 code as well, the only example currently is __vectorcall, but that's still notable.

DelusionalLogic
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The struggle... must resist urge to write better Photoshop... maybe after jai... 1:13:05

thebrd
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"Everyone likes hitting resume? You JUST hit escape to OPEN the menu."

Yeah, see, I always think like Jonathan on these things. The button opens the menu, you had to press that button already which makes it instantly intuitive, it's totally logical and you save clutter removing a useless menu option. Sometimes people want more complicated functionality for no good reason.

SkeleTonHammer
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If you render a font at 2x the resolution (so 4x the pixels) with enough blur, you can just use cubic-order interpolation (so four taps per dimension, cubic hermite splines work very well and are separable) to get subpixel displacements of the font with very low distortion of the antialiasing. Subsample it to actually display it.

Subpixel offsets for normal images are only problematic because we store too much high frequency information in normal images. If the image is blurry, it's fine, and it gets approximately fine enough by around 2x the resolution for the same "information content" we store now (though you actually get slightly more information out of these 2x-res images, which is why subpixel displacement is better).

This still isn't good for small text because small text needs/wants hinting and that's a form of distortion of the underlying glyph.

wareya
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I fucking love this language already. so direct and clear.

joaoedu
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I wanna try this language so bad. I don't even care what state the compiler is in. Alpha, beta, doesn't matter. #hyped

iamhardliner
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YouTube search algorithm is shit. I really really wanted to learn more about game engine and how to program it. But never it suggested me this Channel.

random
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Well Shadertoy is the best thing I have seen since sliced bread for introducing folks to shaders and computer graphics. Thank you sir. This will go to direct use in my tutoring program

polymakegames
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How come the Vector3 move_toward doesn't handle the z component? or is this a mistake? ( 3:09:40 )

Potato
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Chat: We want "resume" back!!
Jonathan: Why do you want resume back? you can hit esc and you get back to the game
me: Cuz chat is trolling!
Chat: We want "resume" back!!
Jonathan: Fine!!! here is your useless menu!!
Me: Fucking hell man....

FoundarySource
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You should write a text editor in Jai.

theknarf
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question: how cyclic dependence is handled? blocks at file level or at function/struct level?

joaoedu
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Thank you for actually explaining your code so us noobies or lesser skilled programmers can actually learn from it instead of you just showing off your smarts lol.

PaperBagMan
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I have one question about the language. When it's eventually released, what is the support for dependencies? Many languages that have a large selection of dependencies have remote repositories you can add as project dependencies. Considering the compilation instructions are controlled by the language itself I'm guessing there's probably some bit of code we can do to achieve something similar? Obviously your language has dependency support as you're using OpenGL and thus you're somehow interfacing with the library files, but could you give any insight into how exactly one would go about adding an external dependency to a project?

DreadKyller
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I'm always amazed at how good you are at explaining your thoughts while writing code. Loving Jai btw, can't wait to try it out whenever it's ready!


Quick question (v2): at 24:00, you mentioned that you could automate the conversion of C++ to Jai? Have you already written a tool to do this? Or did you mean that you *could* write one?

assilksiksi
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I might be completely out of bounds here, but what are your thoughts on Vulkan and will it affect your programing language?

What is the 3d engine in your language (if any? i might have missunderstood how game development works)?

Lorkin
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There's something hypnotic about that tipped over box of trash or whatever it is. Are you just moving into that space?

supernewuser