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Replicated Scrapyards
I’m currently in the process of going through all the source code on my machine, trying to sort it. It’s funny how much of unfinished, buggy, segfaulting stuff accumulates over the years. Now, I could just go and delete all that code, I’m not going to touch it anymore, anyway. But – well, I can’t.…
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Well, that didn’t work out so well
Today I learned: “Balls bouncing around in a cube” is not a good paradigm to build a programming language on. Let me explain. Some time ago, I tried to dive into genetic programming. Back then, I used Brainfuck as the underlying programming language – mainly because it’s very easy to generate Brainfuck code. Needless to…
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Up Next
What you see here is the prototype of a new esoteric programming language I’m currently working on. It’s much too late to go into details now, but today it printed its first output. 🙂 I’ll blog about the what, why and how tomorrow or so – for now, a screen shot must suffice: Cute, isn’t…
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PHP explained
I proudly present: The whole experience of programming in PHP, condensed into just two lines. Two function definitions from PHP’s standard library: Yep.
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Purely Functional Games
First things first: What is purely functional programming? A simple definition that’ll do it for this exercise is this: As you can see from this definition, we can never do IO, never directly allocate memory, never write to files, never receive user input – which is quite a bit of a problem for a game,…
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A Good Game Architecture Is Hard to Find
I’ve run head-first into the first big wall on my little OpenGL-Project. I was implementing a simple physics system, which triggered a much bigger problem: the general architecture of my game was crap. I knew that, but I didn’t know how to make it suck less. However, I think I have now found a solution.…
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These feet are made for walking
I just finished a part of the terrain-generator …well, let’s call it “the OpenGL project” that generates some three-dimensional primitives. I think the internal API is quite nice – though, admittedly I may be a bit biased… 🙂 If one wanted a sphere (there is no choice, really – spheres are the only primitives implemented…
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Text! Yay!
That one was surprisingly easy, then hard, and eventually pretty easy again. In most GUI-frameworks, I think, one could have just used the normal text-on-canvas functions to draw some text on top of the OpenGL canvas. At least that’s what I had expected. Well, it doesn’t really work that way in Racket’s GUI framework. So,…
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Planets! Yay!
I just got my little terrain generator to render the first planets. The generated terrain is not yet very realistic, the “texture” is just a height-map and the poles (not pictured) look really bad. Still: success! I managed to get something involving sine and cosine to actually work, sort of. And I regained my sixth…
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(values C (set! C (add1 C)))
“You are missing some linker flag somewhere” translates to C++ as follows: There is no place in this world for a language like that. We have enough problems already. Stop. Using. C++. Use C, use Go, use a Lisp – heck, use C# or Java or Brainfuck. But please, please, please stop that C++ bullshit.…





