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Group: Ann-Reply ... Reply to Announce group [web-public] | ||
Maxim: 17-Jan-2011 | It will seamleslly integrate to my Custom Gob Renderer so the same GLASS style will be able to render in any renderer for which a compatible style was built. this means the same layout and interface for a button will be useable in a normal AGG render up to a 3D game representation of that button, with no user code change. just a swap in the skin being used. | |
Group: Core ... Discuss core issues [web-public] | ||
[unknown: 10]: 20-Nov-2006 | Thanks...I finaly can finish my Brain-Game ;-) | |
Ingo: 19-Feb-2008 | ... just to be part of the game ;-) | |
btiffin: 8-May-2008 | John; If you ever get a chance, check out R. http://www.r-project.org It's a statistical analysis language (in the main) and goes to great length to ensure a reproducible random sequence on each run. This allows for verification, stable screen shots of sample graphs etc. I like the fact that REBOL has the same feature of "known" random numbers across runs, until a forced seeding. In Quebec, someone figured out the sequence of the provinicial Keno game. He won three times before someone got suspicious. The lotto corp wanted to deny him his prize money. A judge ruled that if they did, they would have to deny and claw back all winnings from everyone. So they paid. And fumed and puffed out their chest, and then went back to school to learn better programming. :) Last I heard, the guy hasn't cracked the new sequence ... yet. | |
Janko: 8-Feb-2009 | (that was the reason why I wanted to embed smalltalk into game engine, but I would much rather do this with rebol) | |
Janko: 21-Jan-2010 | I embedded lua and nekovm when I was working at some game to make levels scriptable instead of data driven. It was really nice way to make games, and if I could I would much rather use rebol. rebol is the data and dialect language which is main point of embedding dynamic languages in the first place | |
Terry: 17-May-2010 | FIND, SELECT and PICK are blazing.. foreach is a game killer. Need to work out a way to FIND all values | |
Reichart: 14-Jun-2010 | Not to sound doom and gloom, but I see little evidence that we will get a single platform we can all write to so we can focus on a free market war of "best products" as opposed to a private war between the biggest companies (Apple, Microsoft, etc.). We are pawns in THEIR game until we have standards enforced. | |
Maxim: 24-Aug-2010 | I am on vacation, I having fun working on my animation/game/math package. this will allow more precise animation timing... cause as it stands, in R2 I can't manage much more than 32 OR 66 frames per second, since all time values are stuck in 0.016 increments. | |
Fork: 26-Sep-2010 | /INTO is kind of novel and catchy, in terms of some of the optimization scenarios it allows for. Making variants like "/NO-COPY" winds up looking like Rebol is doing a bad job of conventions like REDUCE vs REDUCE! ... as opposed to playing a whole different game. | |
Group: View ... discuss view related issues [web-public] | ||
Pekr: 2-Apr-2008 | View including rebol is still under 1MB - what other language provides that? Flash, Silverlight (which needs .Net)? We are "third to the game" here. | |
Janko: 31-Oct-2009 | I already told this here but I know AGG was used in this higher profile "indie" game: http://www.wikgame.com/ | |
BudzinskiC: 25-Apr-2010 | I'm currently writing a Rogue like game with Rebol. I used a box to display the game map and set the focus on it so that it receives keyboard input but when I do that there is a weird white stripe being drawn on top of the box in the center. Any idea why that is and how I can make it go away? http://img.skitch.com/20100425-ju42itgetsasupi6yerc1ph4db.png | |
Henrik: 25-Apr-2010 | otherwise an alternative is to provide a sensor face, size 0x0, sitting in the corner. focus that and the caret won't appear. then control the main game area using the sensor face. | |
Maxim: 23-Aug-2010 | btw, I'm working on getting this kind of collision detection code working under REBOL :-) in fact, I also want to support rotated shapes, which makes it quite a bit more complex to handle generically, but I've done enough research on the subject to have a good feel on how to get it to work. I'm hashing out all the maths to do it, and will integrate this into my little game engine. | |
Maxim: 31-Aug-2010 | shape collisions :-D a little milestone in my rebol game development kit... The first version of an SAT-based collisions lib for arbitrary convex polygon is now fully functional: test it in action in this test script: do http://www.pointillistic.com/open-REBOL/moa/files/ctest-preboled.r note that it handles shape rotation which isn't always supported in implementations of this algorithm on other platforms. | |
Maxim: 1-Sep-2010 | MAJOR milestone for Game kit. test app updated and includes multiple shape collisions and propagation. quite fun :-) also: press g to view spatial sorting grid, its a bit mesmerizing to see do http://www.pointillistic.com/open-REBOL/moa/files/ctest-preboled.r | |
Maxim: 1-Sep-2010 | most of it is math, AGG is just reflecting the vector maths I am doing. its also responsible for about 90% of the CPU use :-( but for now its not an issue since the game kit doesn't actually use these shapes for the user graphics, only for collision detection. | |
amacleod: 15-Sep-2010 | I wanted to create a near transparent window onto another windows app so I could draw/sketch over it like they do on tv during a football game. playing with Cyphre's script the transparency works on the whole window including title bars and borders. Perhaps I could use a chrome key to get full transparency on the area I want to see throught to and lay over that a draw based semi-transparent object to draw on....I'll do some experimenting. Else I will need to make the whole project Rebol and not use this "cheat" | |
Maxim: 15-Sep-2010 | game engines use this simple system. -create very transparent images with a gaussian fall off. actually give the prefered shape to your image... so if you want a triangle-like flame, generate a smooth triangle with alpha/color falloff. -create a block which will store a list of pairs, each one holds the position of a single "particle" | |
Oldes: 16-Sep-2010 | (it's not slow as stand alone, but with game where I need it it's noticable) | |
Oldes: 16-Sep-2010 | The problem is, that we have only 40MB for complete game so I cannot prerender the smoke effect into sequence of images and I cannot do it even during init time as the engine has some problems with premultiplied semitransparent images. But I want to do some improvements.. also it's possible to make (pregenerate) a classic animation for each particle so no AS would be used to traverse the block with positions which also slows down a little bit... and no, the engine is not slow for that, but you must have the game itself running as well under the smoke effect:) | |
Group: !RebGUI ... A lightweight alternative to VID [web-public] | ||
Ashley: 13-Apr-2009 | Hi Giuseppe, I'll respond in full to your questions here as I've had quite a few emails recently asking similar questions about the future of R3 and RebGUI. As you have created the best GUI solution for REBOL2 ... Thanks, remember that "best" is in the eye of the beholder though ;) ... RebGUI was created only because VID wasn't up to the task. I ask to myself why your still not involved in REBOL3 GUI. ... Apart from the fact that I cannot give the project the time it requires, the R3 GUI is in far more capable hands than mine. I'm looking forward to it making RebGUI obsolete! ;) Are you waiting the final VID version to port your great experience in this area ? ... When the R3 GUI is stable I'll look at how best to port apps from RebGUI to it. I'm thinking either a compatibility layer or an outright script conversion utility. But while we wait for that glorious future (stable R3/GUI SDKs on Windows, Mac and Linux) RebGUI is still the only R2/GUI game in town (IMHO). | |
Ashley: 26-May-2010 | ... which is still the latest official release ( http://www.dobeash.com/download.html ) 118 was the commencement of a makeover but as Graham says broke a lot of things. The 118 efforts morphed into an almost total rewrite of 'the engine' (everything bar the widgets) and were about 90% complete (build 218) when R3 gobs hit the scene (a game changer IMHO). | |
Group: DevCon2005 ... DevCon 2005 [web-public] | ||
james_nak: 30-Sep-2005 | Reichart would know that, for example, that nowadays it seems to take big bucks to make a game. Again, I believe that's a mindset. | |
Terry: 3-Oct-2005 | Those are pretty big assumptions... what makes the next 4 years any better than the last? Is there some killer app coming out? Nothing I see. All this stuff is readily available with other products... and then some. With the lack of community and resources.. Rebol is in a constant game of 'catch up'... but the competition isn't sitting by idly. | |
Group: Tech News ... Interesting technology [web-public] | ||
Geomol: 29-Nov-2009 | mental faculties reach a peak in one's early 20s I don't think, that's true either. I can do many things better and faster now, than 20 years ago, when I was in my early 20ies. I can program a lot faster and with fewer errors now than back then. Now and then I try a computer game on my Amiga, that I haven't touched in 20 years. I can finish games now, I couldn't figure out back then. My reactions might be a bit slower now, even if I'm not really sure about that either. But I solve the puzzles better now. Many years of practise has also made me a better piano player now, than 20 years ago. I don't know, where that saying come from, but I can't see it being true. | |
AdrianS: 16-Jan-2010 | A technical preview of Kodu for PCs is available from Microsoft Labs. http://fuse.microsoft.com/kodu/ This is a really nice game creation application for kids. It's completely graphical and requires good 3D hardware for best effects (I'm using it with an embedded Intel 945G chipset and it's almost acceptable at a 1280x720 res, though I don't get the nice shaders, glow, etc.). If you've got kids of around 8+, I would really recommend you check this out. I've been looking at what's available out there and there aren't too many really nice environments. Part of the problem with most development environments is that the little guys expect quite a lot in terms of whizzbang from the exposure to all the latest games and it's quite a lot of work to do anything approaching this in most kid friendly tools. Kodu seems to be an exception. I'd also recommend StarLogo TNG from MIT, Scratch (and the enhanced version BYOB -build your own blocks) from MIT, as well as the newsest version of Alice (3.0 beta) from Carnegie Mellon. It would be a good little project to create REBOL tools for content creation/edition for Kodu. Later, when Maxim's 3D and other UI candy is in place, maybe REBOL could be used to create the best kids' programming tool ever. | |
Henrik: 20-Mar-2010 | I wonder if this is a trend... I just saw a demo of Ribbon Hero for MS Office. Instead of having Clippy, you have a scoreboard and a list of "challenges" shaped like little games to help you use various features in Word, Excel and Powerpoint. You can share your scores on facebook just like any other game. It's very game oriented, but I wonder if this will help or hinder Office users in the future. | |
Henrik: 19-May-2010 | Maxim, it could probably be used, but it fails more than it should: I own the Mass Effect game, which allows movement of the character via tilting the iPod, but you need a frame of reference to do that, hence you must sit very still when playing the game, and you must perform calibration, if you change your position. Another app is a bit more reasonable: A star chart app that I have, will change the field of view if I move the iPod over my head, perpendicular to my face, but it has limited usefulness. | |
Maxim: 19-May-2010 | one of the stupid gestures shown is using the tilt to select things... like a ball tilt game... does the guy remember that ball tilting is quite hard in real-life? that shoudn't be used at all. | |
AdrianS: 17-Dec-2010 | OnLive seems to be available now in the app store. Seems to work quite well if you can believe this video. I had forgotten about this tech - it's got significant implications to the platform fragmentation issue. See around the 8 min mark where they're running Maya on an iPad. http://video.allthingsd.com/video/dive-tech-onlive-now-more-than-just-a-game/2D385273-C40C-41D7-B01D-39A6E3B50F9F/ | |
GrahamC: 6-Jan-2011 | I guess the compelling proposition with unity3d is the create 3d game on multiple platforms? | |
GrahamC: 9-Feb-2011 | http://www.zdnet.com/blog/btl/hps-touchpad-tablet-smartphones-put-webos-back-into-the-game/44636?tag=nl.e589 HP's impressive tablet using WebOS | |
Group: #Boron ... Open Source REBOL Clone [web-public] | ||
Geomol: 15-Nov-2009 | I found the Computer Language Benchmark Game a few weeks ago. Could be interesting to make REBOL and ORCA versions of those benchmarks. | |
Group: !REBOL3-OLD1 ... [web-public] | ||
Maxim: 16-Jun-2007 | if you are talking about the card game ... YES :-) such a great game | |
Maxim: 16-Jun-2007 | werewolf is such a fun game. especially if you add in a few other special characters... I had a guy as a werewolf who was soooo masterfull at it that he killed 18 people after the first werewolf was discovered at first day! | |
btiffin: 14-Jul-2007 | Is it too late in the game to ask for a 'last result' auto-variable as part of the console interpreter? back-tick ` or dot . maybe, something unshifted. Or am I just being lazy? It would turn (for me at least) an up arrow, home (repeated back cursor actually), insert set-word sequence to a set-word last-result sequence. | |
Geomol: 30-Jul-2007 | GLUT also add joystick support to some degree across platforms, so for e.g. game writers, GLUT is a good library to use. | |
BrianH: 20-Sep-2008 | It is thus better for us to do something that Flash can't do, rather than to try to beat Flash at its own game (like Silverlight). | |
Pekr: 21-Sep-2008 | I think we should wrap some services. Do you remember few scripts, wrapping SlashDot? What about wrapping Google mail? And then showing the source code of VID? I think it could cause some jaws drops, how small the source can be. Then we could encap it, and provide it as a Flash app. It could be downloaded in millions. And Google might get interested. They imo need something against Flash/Silverlight, and there is not third technology to the game but REBOL imo ... | |
Janko: 11-Jan-2009 | if there will be a chance to write bindings for R3 then this shouldn't be a problem because people will probably make bindings to various sound libs like (I know few that are used in (casual) game engines like irrKlang, KSound, SDL mixer, or something. | |
Janko: 11-Jan-2009 | at sound (to my limited knowledge) there are many solutions but neither one is ideal. It's not like software rendering for graphics - where you know they will work everywhere. Or even OpenGL (which has problems on certain % of windows users because of bad drivers)... there is OpenAL but it also won't work on some hardware. Example of this is that something as big as Java doesn't have a solid sound library that would work in non-signed applets. I wrote a game in processing(java lib/lang) but had to rewrite it to java+lwjgl+jopenAL because there was no way to make native java play sound consistenty. Basically it didn't work on more computers that it did, and processing is very media oriented. | |
Maxim: 29-Apr-2009 | a few throw-away utilities isn't the same as building the company IT over rebol. its an entirely different ball-game. | |
Maxim: 21-Aug-2009 | Its working on my system :-) when A80 is out, depending on what he will have added to the API, I will try to port a simple OpenGL game to REBOL :-) | |
Maxim: 26-Aug-2009 | JSON is a proof that it already has... now let's get that into the spotlight and start letting REBOL do what its really good at.... high-level application development... let it be the MCP for all the cool APIs, libs, network services, game engines, web sites, smart appliances, etc... out there. (Refer to the movie Tron, for those who don't know what MCP stands for... ;-) | |
Maxim: 9-Sep-2009 | actually it isn't hard to mix VID and OpenGL :-) all we need is a way to do a quick memcopy of the OpenGL pixel buffer into an image! datatype... that's it. really simple. now I dont want to be forced into using View though. I want to be able to use extensions to control the windowing too. I need to be able to use other window managers if I want to integrate into better engine which are already ported to all major platforms. Things like open scene graph or other game-oriented 3D engine, DirectX, whatever. | |
shadwolf: 2-Dec-2009 | (oh and i had a 3D game running on the computer at same time...) | |
Group: !Cheyenne ... Discussions about the Cheyenne Web Server [web-public] | ||
Steeve: 22-Dec-2009 | i'm bad at this Game | |
Steeve: 22-Dec-2009 | i mean, position in the last game | |
Terry: 11-Jan-2010 | Working on some websocket experiments.. http://shinyrockets.com/exper.html - simple canvas game... Losing the game publishes the fail , ip and port to everybody. | |
Kaj: 9-May-2010 | Trying with View only works when the window environment is started, even when X11 is installed on a machine, so this is game over for headless servers | |
Endo: 11-Jul-2010 | well, I'm planning to make an turn based online game, but not inside a browser, client will be a separate rebol application. it will be connected to a web socket, and player did somthing it will be sent to all other players | |
Gregg: 14-Feb-2012 | I believe in optimizing on a case by case basis, as most do. And I believe in optimizing different things in any given case. Size, speed, felxibility, and readability are all fair game for optimization. As far as AltME and other slow REBOL UIs, I remember Carl saying once that View is a miser, saving pennies, while VID is the government and spends millions. I think whoever designed the list model used in AltMe and other apps (e.g. IOS conference and messenger) chose to make the implementation small and quick to write, knowing that they might not be fast. They may also not have imagined how far they would be pushed. | |
Group: !REBOL2 Releases ... Discuss 2.x releases [web-public] | ||
BrianH: 29-Dec-2009 | No PARSE improvements this release unless Carl has a ready bugfix. Fixes to DECODE-URL are fair game though. | |
BrianH: 3-Jan-2010 | Doc in the Core group: "this could be a really great addition to R3 (or even R2)" Policy: Additions of new globally defined functions to new R2 releases almost always must get put in R3 first, go through consensus, testing and the REBOL optimizer, then be backported to R2 (usually through R2/Forward). Enhancements of existing functions in comparable areas of the code (not ports, View or library) also go through the R3 gauntlet first. If you want R2 /Core enhanced, get to work on R3. Change to the semantic model of R2 isn't going to happen: No new port model, no new View, no extensions or host code - use R3 if you need those. New (real) R2 datatypes are unlikely, though faked backports of R3 datatypes are OK and have already made it into 2.7.7, with more to come. Natives that can be fixed without changing the semantic model or adding new datatypes are fair game though. Bug fixes will be done though as long as code (that we can't fix) doesn't depend on the bug (no fix to PICK, POKE and AT's off-by-one error, for instance), as will backwards-compatible enhancements to R2-specific areas, like the port model, View/VID and library support. Backwards-compatible means we also test it against existing code, so if you want to test it against your favorite code, please do so and tell us what you find. These fixes are coming, at least in theory - someone has to do the work. If you have a favorite bug you need fixed or enhancement you need, do the work yourself or pay someone to do the work (REBOL Consulting, perhaps). Changes go in as they are made, and they are made by people with priorities. If you have priorities too, act on them :) | |
Kaj: 4-Jan-2011 | Yes, View, which doesn't work on headless servers - game over | |
Group: !REBOL3 Extensions ... REBOL 3 Extensions discussions [web-public] | ||
Maxim: 9-Dec-2009 | jocko, yes and no. ;-) Glass is going to be rebol code only, but its going to be based on rebogl, the OpenGL extension I am currently working on (as I write this). Rebogl its going to be an evolutionary process, starting with simple high-level pre-defined primitives and colors and then will get more and more customisable (deformers, animation, textures, programmable shaders, etc). I am still not sure how the Glass engine will evolve, but there is a good chance that it will be based on the scene graph technology I am working on for the Scream game engine. This has the benefit that Glass can be used to build the interfaces within the games themselves. But it most definitely won't require you to load a complete (and inherently complex) 3d world manager, just to build a window with a form. if possible, I'd like to have window masks, so that the 3D forms can actually live like 3d models direclty on the desktop... so some of the nice 3d feature isn't wrapped within an OS window border. | |
Maxim: 10-Dec-2009 | I know have added callbacks to extensions using a little hack with an intermediary dll I built, loaded by the host and any extension that needs to run rebol code. so its fun to know that in the end... we already have ways to tailor the executable to what we need even when it officially doesn't support what you need. :-) obviously we can't do everything, but this little test is already nice. right now I execute code when the OpenGL window is resized.... I will be adding events for mouse clicks and keyboard presses, so I can start interacting with the 3D rendered stuff. yes... R3 is a completely different ball game than R2 :-D | |
Group: !REBOL3 Priorities ... Project priorities discussion [web-public] | ||
Carl: 2-Nov-2009 | So, here's a rough game plan... | |
Group: !REBOL3 GUI ... [web-public] | ||
Pekr: 16-Dec-2010 | Late to the game, but as for A) - don't we have already tags? It could all be in the tags block, not in the new field. And if tags block is just flat, and those for states could collide with another flag names, we could use nested blocks flags: [ show? [visible]]. I see no reason why to introduce new field, unless from the speed reasons Generally I like B) more, but: I definitely don't like being dependant upon the size of 0x0? That seems really strange to me. Visibility state in the gob-tree should be imo independent from the size? E.g. look at Cyphre's code example: button 0x0 "test" options [resizes?: true] Do you really want to see code like that in the VID level? | |
Pekr: 20-Dec-2010 | Henrik - if 'view is going to be overhauled, add 'unview to the overhual game too, please :-) | |
Oldes: 1-Jan-2011 | Btw... the main problem I see is, that current R3 is not able load PNG24 image. If I would like to do own GUI, and or game in Rebol, I would like to use semitransparent images. (I know that there is a lot of people who don't like bitmaps, but I see bitmap usage useful). I can load any image to Rebol using ImageMagick, but that is not a way we want to go... IM is too large to be used as common Rebol way how to deal with basic images. | |
Maxim: 26-Jan-2011 | but when a client tells me, I want this banner red, this one navy and this one black... I've stopped trying to convince them that its ugly, it just irritates them, and it inevitably leads to bad relations. I will convey my experience and state that its not something professional, but in the end, the client writes the check, and I need to be able to push the bytes out the door. there is no philosophy or ideology when you need to deliver and a tool can't turn around and be flexible. I don't want to post stuff from other engines here since its not a comparison game, but I've used many APIs from prbably 20 different dev platforms, and everytime I use one which has an "unwielding" ideology where you can't modify things to make them do what you want... as a user, I get frustrated and I just look for something else to do and/or work on. good defaults, decent properties and backbone, clean style. all the rest, open and hack. I woudn't be a Reboler otherwise. that's just my 2 cents. | |
Pekr: 26-Jan-2011 | From Max: "I don't want to post stuff from other engines here since its not a comparison game, but I've used many APIs from prbably 20 different dev platforms, and everytime I use one which has an "unwielding" ideology where you can't modify things to make them do what you want... as a user, I get frustrated and I just look for something else to do and/or work on." And I say - Amen. Set it into stone, and you might wonder in the end, why you have no following. It is exactly the same reason most ppl are not able to understand, that no matter how logical it is to have the skin done as a last, R3 GUI did not get any following, because of the first look experience simply get's users not interested at all. And it was said here not jus by me. You can protest, but that is all you can do about it. | |
Pekr: 17-Feb-2011 | Show me other basic allowign rather easy animations, sound, and game creation :-) | |
Maxim: 17-Feb-2011 | their cow and camper racing game was hilarious :-D | |
Cyphre: 31-Jan-2012 | There is definitely 'something' in the R3 Core that crashes the interpreter. At the moment it is very hard to track it without the access to the sources or having the debug release of the R3 library. (ie. I was able to trace the crash using the debug release of hostkit exe but the trace ended in the 'hidden' dll part so the hostkit code seems to be most probably out of the game here) IMO it has nothing to with the graphics part(unless there are 2 separate bugs ;)) as I was able to crash R3 when writing non graphical script as well. The crash is very hard to reproduce as it occurs only with specific form of the executed script. If you change some line or even order of words etc. the script works just fine. It looks to me either some GC or other memory allocation leak issue and have suspicion it have something to do with the map! datatype (but this is just my feeling). | |
Group: !REBOL3 ... [web-public] | ||
shadwolf: 26-May-2010 | Here I come with a nuclear bomb Ask .... This document requieres Viewer Advise if upon reading those line your retina blow up I could not held responsible for that. I was htinking of the possible logical reasons why rebol is not used widly in today's computing area. First i can say compared to other scripting language it's source code is not freely accessible. Second I can say most of the script laguages use now in days is in a role where the script source code isn't available to read to the client. And so most of those script use are around Webserver, server side so the scripts are hiden to the view of the consumer (the cleint). And most of the time when a company needs to broadcast a software to their customer (a game, a client software, etc...) then they need to hide their source code. So most of the time they use compiled or speudo compiled programing language. On an ideologic side what rebol offers is "take my blackbox but you have to broacast your software source code viewable for all" Personnally i like that part .... that's what allowed me to build most of my softwares and contribute to most of some of other ones project. But I perfectly understand that for the industry they need to hide their "know how". So they use java so they use what ever compiled language to hide their "know how" Next is the fact that most of the time companies choose a langage more for the extension related to their project than for any other consideration. Compiled language are faster the script languages most of the time. So my ask is could rebol be like java compiled like language? I'm not talking about rebol/SDK to me fusing the VM binary with the script and somehow hiding the script is not the right solution that's just a cheap way to achieve that goal and rebol deserves better than cheap ways. My point is to have like java does the need to go to the rebol.com and install the REBOL runtime environement -> That strategy 1 rule 1 modo 1 in spreading your technology Why sun Java and Microsoft .NET does it and rebol not ? And there we fall to what Carl noticed and shared with us some years ago while initiating the R3 projet wich was "Administrators on IT companies doesn"t knows about REBOL so when they see it they kill it from running tasks" Maybe the whole R.E (runtime Environement) thing was made to make most of the people look at the juava or .net dedicated websites and so be informed of what is jvm or what is netvm. At taht time when CArl tried to talk about us with that the solution Carl proposed was -> "Lets change rebol names" and my reply was cold "If people after 6 years don't know rebol they won't know better anyother name the problem so i not the name is the way we spread the information". So in a way a runtime environement is the best way to populate your idea without investing to much. Next thinking is about the compiled / speudo compiled is faster than any possible scripting language. FASTER ???? IN WHAT ? those are the questions ... Most of people whould reply faster in execution ... Ok bu if i remamber well what i learn at school (yes i went to school stop laughing ...) before running a binary program you need to build the script ... and that's where most of the work time is bruned up and where the need of a IDE (intergrated Developement Environement) is needed and most of the time those IDE ends up in being a Click and feel the form ... wich is adding a complexity layer instead of simplifying the scriptiing. Intents like small talk for example that push this aspect to it's core limits were hum not widely accepted as a suitable way to build software. Mainly because they make nearly impossible to extend easyly their selfves in comparasion of other compiled languages. So we are then saying rebol is the fastest way to build applications in the world. It's a ight weight very well though scripting langages with alot of possibilities. Most of the time in one line of rebol you do as much as tens of lines in any other languga (or even more) and that's because in my opinion rebol doesn't need a heavy script grammar to exist. But you can stil make an IDE to help organise your work and speed it up and make it easyly more cooperative. But this is not the part we are discussing. So in fact what really matters in comuting area is less the time you spend building you application than the need to hide your 'how I did it' and to then have the closest possible level to your hardware for your software. And for that my friends rebol need to be speudo compiled able. And maybe the step further java in our industry is to have a keep it simple language hiding your industrial secrets but allowing you if you want to share your work in full view full access like it's actually the case. Some will say to me yes but with R3 we have new extendsions so the industrial secret can be hidden in that layer. that's right but then you don't do rebol anymore you do C and what id the purpose of embeding rebol into a complexifed C layer ... C layer is to extend our language capabilities the fastest way but not to make the need of our language to desapear ... Because in the end what we want to promote is REBOL not C language.... It's a long post I'm sorry for that but I'm thinking about it since a long long time and tonight i feeled like sharing those thoughts | |
shadwolf: 17-Jul-2010 | CARL what about -12.244x-12.21 matrix don't negative floating numbers deserves their own pair! too ? ( if we are loosin time in stupidity why not playing to game to the core ?) | |
shadwolf: 17-Jul-2010 | CPU are not feated with matrix computations because the industry decided that matrix area was such a big thing that they needed a spécific library and a specific hadware extensivly optimised to perform those computations. and so the GPU accellerated enhanced for opengl and DirectX is born.... Now in day the industry use most likely the DirectX because well 90% of the personal computers are windows and that 100% of them support DX so 100% of the sold PC games are done that way... And that allow to cut cost when another company like unreal tech for example make a game engine you buy it and you save alot of time and monney the only thing you will have to do then is to create the specific IHM for your game and all the visual /audio content. then your project time spent is shorted by 2 or 3 years... | |
shadwolf: 17-Jul-2010 | since unreal shows you can do blasting High definition photorealistic close to the perfection 3d real time rendering engine with DirectX then the other will say ok we need our own DX engine cause DX is the only one able to do this ... Then you have the GPU founders that will say ok since the game industry wants and need DX then we will enclose in our harware GPU alot of optimisations for DX ... or even the next DX version noone use now in day .. buuuuut we will be ready ! | |
shadwolf: 17-Jul-2010 | game industry is a 90 billon dollars market ... if rebol can be used to solve most ot the coding problems there i would say why not ? | |
GrahamC: 26-Oct-2010 | we can play this game all day | |
BrianH: 3-Nov-2010 | Trying to game the system, Kaj? :) | |
Oldes: 6-Sep-2011 | I used REBOL to build Machinarium game for iPad2 which should be released this week:) And I can swear that without REBOL it would not be possible although this version is coded in ActionScript 3. | |
Group: Power Mezz ... Discussions of the Power Mezz [web-public] | ||
Gabriele: 21-Dec-2010 | My approach was, instead of doing what many others do (try to remove things from the HTML that are known to be "bad", eg. use regexps to remove anything that starts with "javascript:" or anything between <script>...</script> etc.), was to only pass what was known to be good, and ignore everything else. This is a bit more limiting but I consider it to be safer (you don't have to play a game with attacker where every time they find a new vector, you have to add it to the "bad" list). | |
Group: !REBOL3 Host Kit ... [web-public] | ||
Cyphre: 5-Jan-2011 | Also there is significant amount of testing/work that needs to be done and my time is limited. But I personally plan to get back to it during this year but have no high priority for that unless R3 will be ported to some other interesting devices (game consoles, smartphones, tablets etc.). | |
Group: Core ... Discuss core issues [web-public] | ||
Steeve: 3-Dec-2010 | If you give us your actual script we can find some improvment rooms. Despite beeing lazy, we are not bad at such game. | |
Group: Red ... Red language group [web-public] | ||
Kaj: 12-Feb-2012 | Ah, that's only supported in import functions, I think. That's why I handle them as integers everywhere, but then you can't call it as a function. So game over |
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