The Great Coding Language Thread

1SDAN

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So, after taking a break from coding, I've finally made a rendering engine for a grid based map. It can currently display any portion of a map, not crash, display as large a render distance as you want, (As long as you change the window size accordingly, and it's not a render distance as much as it's a render of a chunk of the map) and change it's display in real time as the grid's features change. Each grid holds a Biome Type (Wasteland, Grassland etc), a Terrain Type (Rough, Flat, Mountainous etc) and a Feature (Road, City, Ruin etc).

All I need to add is the ability to change the selected tile, a way to highlight the selected tile and more Tile Types than just Wasteland, Flat and None. All three of which will be painfully easy!
 

Strikingwolf

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So, after taking a break from coding, I've finally made a rendering engine for a grid based map. It can currently display any portion of a map, not crash, display as large a render distance as you want, (As long as you change the window size accordingly, and it's not a render distance as much as it's a render of a chunk of the map) and change it's display in real time as the grid's features change. Each grid holds a Biome Type (Wasteland, Grassland etc), a Terrain Type (Rough, Flat, Mountainous etc) and a Feature (Road, City, Ruin etc).

All I need to add is the ability to change the selected tile, a way to highlight the selected tile and more Tile Types than just Wasteland, Flat and None. All three of which will be painfully easy!
what are you working on?
 

1SDAN

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what are you working on?
A God-Themed Turned Based Strategy Game. You sow the seeds of the future, and battle against other gods to gain the faith of the sapient beings that one of you successfully created. There's a whole early game where the Deities shape the planet and then create animals and then one of the animals becomes super dominant and becomes sapient. I call it, Growth of Deities
 
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RavynousHunter

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C# is my boy, its what I've done my most significant work with. Java and I do not like one another: I want it to not be bass-ackwards, it wants to try and eat bark off a tree for the fiber. The only thing I've encountered that's more idiotic is Lua, whose OO capabilities are beyond arcane and are impossibly difficult to work with. It is the leading reason why I barely touch ComputerCraft. C++ is a good friend of mine, but the pointers are occasionally bothersome. Qt makes it a lot more palatable, but its debug libraries are gargantuan. I hate functional programming with a blinding, furious passion; I'd sooner use Brainfuck to make a bit-for-bit clone of Skyrim. I also despise vim because it is so loved despite being completely, totally obsolete (command-line interfaces can eat a big, hairy one).
 

1SDAN

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So as an update, I just got a basic terrain editor (Press space to toggle between flat and crater) and a arrow key movement system running
 

Strikingwolf

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Why wheezy though? regardless I will check it out
:p

Dunno, the person has a sense of humor. For example once they tweeted about how half their pages were open to OCaml FP documentation and the other half to bondage porn and said that it was fitting.
 

lenscas

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the problem is wheezy is old stable, jessie is now stable and as a result I am using that one, and as I don't want a frankendebian........
 

trajing

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@RavynousHunter: Lua isn't really an object-oriented language. Its object-oriented functionality is difficult, yes, but it's lightweight and pretty similar to JS. Oh, and technically it's functional (functions are just anonymous functions assigned to a variable name), so whatever reason you had for hating FP...
 
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Strikingwolf

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@RavynousHunter: Lua isn't really an object-oriented language. Its object-oriented functionality is difficult, yes, but it's lightweight andpretty similar to JS. Oh, and technically it's functional (functions are just anonymous functions assigned to a variable name), so whatever reason you had for hating FP...
Wait...lua isn't OO, but I wouldn't say it's functional, functions being first-class doesn't make an FP language...
 

Strikingwolf

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Knew you were going to nitpick that. :p My point stands, still. It's not meant to be an OO language.
What can I say, I'm predicable :p

Also, lua and js aren't that similar, as all the responses to that stack overflow question show...
 

trajing

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What can I say, I'm predicable :p

Also, lua and js aren't that similar, as all the responses to that stack overflow question show...
They're actually somewhat similar. Dynamically typed, C-like, requires you to sacrifice a circuit board to the almighty coding gods in order to write object-oriented stuff with it, first class functions.
 

Strikingwolf

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Well, actually, I need to be specific

Lua is OO, but it is different from most OO that people see. In most Object Oriented you have classes which can be constructed into objects. However, in languages like JS and Lua, which are used primarily for scripting you have prototype-based OO, which is where you make an object once and clone it to make new ones (adjusting variables). The prototype comes in when you do inheritance. For inheritance you define an object with a parent (or prototype) and if the method/variable isn't found in the object it searches the parent and so on recursively.

For more info http://en.wikipedia.org/wiki/Prototype-based_programming#Languages
 

Strikingwolf

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They're actually somewhat similar. Dynamically typed, C-like, requires you to sacrifice a circuit board to the almighty coding gods in order to write object-oriented stuff with it, first class functions.
Similar in those things, but they are put to very different purposes. For example, the problem domain of the two languages is entirely different as are the goals of the langauges
 

Strikingwolf

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Well, actually, I need to be specific

Lua is OO, but it is different from most OO that people see. In most Object Oriented you have classes which can be constructed into objects. However, in languages like JS and Lua, which are used primarily for scripting you have prototype-based OO, which is where you make an object once and clone it to make new ones (adjusting variables). The prototype comes in when you do inheritance. For inheritance you define an object with a parent (or prototype) and if the method/variable isn't found in the object it searches the parent and so on recursively.

For more info http://en.wikipedia.org/wiki/Prototype-based_programming#Languages
A cool thing about this is it allows the language programmer to only need to build an object system, not a class system. Oh, and also, that means that every link between objects and their parents is direct and explicit