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Re: coding contest [Re: mk_1] #74749
08/10/06 14:26
08/10/06 14:26
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Quote:

There's a difference. You can stop working on a model and work on another fun out of pure joy. But you can't stop working on a big code and continue another one. At least not as easy as for models, music, etc. because this is basically art and as long as you come up with new ideas you can continue.




I do that every day. I work on a dozen projects. Sometimes I have to switch back to projects that are made several years ago. So it works with code as well as you can work with arts. You simply have to write good and readable code. That's all.

Sometimes it even helps to stop and later continue on a project because you get better ideas though it is not good to stop working in the middle of a certain task that has to be solved.

Quote:

Programming is math and logical solutions and you can't divide either of them in small parts.




You can and you should do that. I do object oriented programming most of the time. But you can also use functions and procedure to divide a code into a lot of tasks. That is important. That helps you. And it helps to re-use a few functions and procedure later in new projects.
All the other attempts are called "Spaghetti-code" and this is not readable and of course not easy to continue later on.


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Re: coding contest [Re: Machinery_Frank] #74750
08/10/06 15:11
08/10/06 15:11
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline
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FoxHound  Offline
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Joined: Jun 2004
Posts: 2,234
Wisconsin USA
This is very true, i made my TB RPG source readable, I hadn't worked on it in about 9 months, but I was able to jump back on it and start modding away.

However it is not as easy to jump from one code project as it is to jump from one art project to another. HOwever if I mess up on code, it's very easy to fix, my ink never drys!


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Re: coding contest [Re: FoxHound] #74751
08/11/06 07:37
08/11/06 07:37
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

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mk_1  Offline

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Posts: 4,608
This is possible, yeah. But if there're a lot of game dynamics with facts and figures you musst know off the head to work fast this becomes a little more complicated - and that's not about code, it's just about the complexity of a mathematical or logical problem.

It's one thing to draw the head for a model a year later than the body (except your style changed drastically) and another to know, how a whole game works and how the two lines long equation works.


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Re: coding contest [Re: mk_1] #74752
08/11/06 08:23
08/11/06 08:23
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
That really depends on the view. As I said, I have to understand very old code projects from my older customers. That is the business and I cannot whine because of that. I see no problem in it.

When you want to work on an old model you also have to understand your mesh flow and the UV-map. When you change a uv-map then you might move a few hundreds or even thousands vertices. When you draw a texture with 50 layers of shadows, specularities and folds then even this is not easy to jump in later on.

I would not say one job is more work than another job. That sounds arrogant. I used to do that as a small boy as I thought that my sport (swimming) would be the one and only sport. But I know it better now. Every type of sport has advantages and disadvantages. The same counts for jobs and tasks.


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Re: coding contest [Re: Machinery_Frank] #74753
08/11/06 09:11
08/11/06 09:11
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline
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FoxHound  Offline
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Joined: Jun 2004
Posts: 2,234
Wisconsin USA
As a beginner coder this is true, i had to restart a few projects because I dind't understand them and my style had changed so much, but after you progress you learn how to do it right the first time, to comment the lines and to have a huge comment at the start of a function which tells what this function does. Soon it becomes like reading a book.

As you go further you also learn how to use "paramters" and "retruns" which helps lessen the amount of global vars you need which also makes it much easier to understand the code.

For more proof of this coders often use "templates" in which they can connect their own library togetehr and make quick games very easily with this.


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Re: coding contest [Re: FoxHound] #74754
08/11/06 11:00
08/11/06 11:00
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

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mk_1  Offline

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Posts: 4,608
I agree that programming isn't a tougher task than modelling or composing music but to me it looks like modellers have a lot time to create a model just for fun. I don't have time to program a game just for fun because there's always work for me to do. Maybe that is because indie games need a good prototype first before models are created...

anyway I was a bit selfish... I don't have time for a contest (but I'm pretty sure you can encode an ip with 6 characters)


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Re: coding contest [Re: mk_1] #74755
08/14/06 23:59
08/14/06 23:59
Joined: Jul 2002
Posts: 5,181
Austria
Blattsalat Offline
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Blattsalat  Offline
Senior Expert

Joined: Jul 2002
Posts: 5,181
Austria
its not the case but unlike coders a modeler can show off his work faster and easier plus it gets more and faster feedback.
also not any coder wants to show all of his stuff to everyone...maybe one reason we still dont have the windows source code. you can hardly copy and reuse a screenshot of something but code on the other hand...

also the most impressive and best code doesnt have to have the "wow" effect once shown. weather calculations are impressive but i havent seen anybody post something like "damn, thos pressure field calculations rock!"...."this is the damn best temperature forcast i have seen in my whole life!"

and most important: you simply dont have much time left to show your work when you are ploting world domination from your parents garage

personaly i admire anyone who is capable of making code files be more then just words written after another.
also the ammount of sardism someone has to have to survive weeks and weeks of bug hunting. beside lots of coffee this also requires a talent and lots of stamina.


while for obvious reasons i wouldnt participate on a coding contest (dont know if i could win with a hello world ) i think its an great idea and i would keep my eyes on it.

cheers and good luck


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Re: coding contest [Re: Blattsalat] #74756
10/25/06 09:53
10/25/06 09:53
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline OP
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Joey  Offline OP
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Joined: Jan 2003
Posts: 4,615
Cambridge
well, it's been a while, but why not having another task for us all?

write a c-script function that rotate's an entity by a given speed in the given directory. the entity must start rotating smoothly and must stop rotating smoothly when the function is called again for this entity. you may only use one skill. the function definition has to look as follows:

function anim_ent_rotate(&v);

good luck.

Re: coding contest [Re: Joey] #74757
10/25/06 13:22
10/25/06 13:22
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline
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mpdeveloper_B  Offline
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Joined: Feb 2006
Posts: 2,185
oooh, i like this one, i think i might enter because my game uses this, i integrated it into my movement, rotation wouldn't be a change, so what's the prize?


- aka Manslayer101
Re: coding contest [Re: mpdeveloper_B] #74758
10/25/06 13:37
10/25/06 13:37
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
Rabbit Developer
Inestical  Offline
Rabbit Developer

Joined: Apr 2005
Posts: 3,815
Finland
btw, I could push down the IP for 4 letters

Or, did I miss the mainpoint?

EDIT: no wait, I can't my quick brain gives out 6-8 letters :|

Last edited by Inestical; 10/25/06 13:42.

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