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Author Topic: When do we rewrite GG2 in a sane language  (Read 5274 times)

notajf

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Re: When do we rewrite GG2 in a sane language
« Reply #15 on: June 24, 2011, 02:15:33 am »

Most people on the development team (read: not me) have experience in other programming languages, as for the community---


That does sound interesting and useful, don't know a thing about python syntax though
Python syntax is not very hard to learn. The big difference with python syntax is whitespace denotes code blocks (no {}), e.g.:
Code: [Select]
if x == 2:
    print ("stuff")
    if y == 3:
        print ("more stuff")
else:
    print ("other stuff")
eh, gtg now. will discuss more later/actually do something
« Last Edit: June 24, 2011, 02:16:14 am by afj »
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MedO

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Re: When do we rewrite GG2 in a sane language
« Reply #16 on: June 24, 2011, 06:32:12 am »

I'm not trying to shoot this down or anything, and it would be cool if it did happen, but this has been brought up very often in the history of this project, almost from the very beginning. Several people started projects for this (including me, twice) but nobody ever got close to completion. And doing it becomes more difficult since the game constantly grows larger, while on the other hand there is less reason for it, since gmksplitter removed (or at least reduced) one of the big drawbacks of Game Maker.

I'm just trying to say, don't underestimate the work involved.
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Quote from: Alfred North Whitehead
It is the business of the future to be dangerous; and it is among the merits of science that it equips the future for its duties.

Quote from: John Carmack
[...] if you have a large enough codebase, any class of error that is syntactically legal probably exists there.

notajf

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Re: When do we rewrite GG2 in a sane language
« Reply #17 on: June 24, 2011, 10:22:15 am »

I understand. I think, for that reason, if I do this, I should plan it out thoroughly in advance.

Also, set a list of goals. For instance, my personal first goal is "working client and server where player can join as red querly and move around, visible to other players". That alone requires quite a bit of code, but is the important first step.

Meh. If I can get there in a not-too-long period of thime, this yet-another-rewrite project might go somewhere.
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Vindicator

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Re: When do we rewrite GG2 in a sane language
« Reply #18 on: June 24, 2011, 01:49:02 pm »

I understand. I think, for that reason, if I do this, I should plan it out thoroughly in advance.

Also, set a list of goals. For instance, my personal first goal is "working client and server where player can join as red querly and move around, visible to other players". That alone requires quite a bit of code, but is the important first step.

Meh. If I can get there in a not-too-long period of thime, this yet-another-rewrite project might go somewhere.

Start with the server, it would be easiest to test and if you ever decide to give up, you're still left with a functioning non-gml server :D

What reason do you want to use python for? Of course any language is probably better than gm, but I would think we would want to choose a language that is both development-friendly and also beneficial. Other than being faster, Python doesn't have much over what we have now.
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Hanz Ketchup

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Re: When do we rewrite GG2 in a sane language
« Reply #19 on: June 24, 2011, 03:00:23 pm »

I think we should use Pygame.

Haxton Sale

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Re: When do we rewrite GG2 in a sane language
« Reply #20 on: June 24, 2011, 03:18:26 pm »

Let's code it in whitespace
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notajf

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Re: When do we rewrite GG2 in a sane language
« Reply #21 on: June 24, 2011, 03:56:33 pm »

I understand. I think, for that reason, if I do this, I should plan it out thoroughly in advance.

Also, set a list of goals. For instance, my personal first goal is "working client and server where player can join as red querly and move around, visible to other players". That alone requires quite a bit of code, but is the important first step.

Meh. If I can get there in a not-too-long period of thime, this yet-another-rewrite project might go somewhere.

Start with the server, it would be easiest to test and if you ever decide to give up, you're still left with a functioning non-gml server :D

What reason do you want to use python for? Of course any language is probably better than gm, but I would think we would want to choose a language that is both development-friendly and also beneficial. Other than being faster, Python doesn't have much over what we have now.
Python is both development-friendly and beneficial. Java is neither.

I think we should use Pygame.
That's my thoughts too.
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Vindicator

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Re: When do we rewrite GG2 in a sane language
« Reply #22 on: June 24, 2011, 04:12:48 pm »

Python is both development-friendly and beneficial. Java is neither.

Way to elaborate/ not answer the question.

Java works well cross platform, how is that not beneficial? Its syntax is much more legible than Python as well.
« Last Edit: June 24, 2011, 04:16:06 pm by Vindicator »
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notajf

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Re: When do we rewrite GG2 in a sane language
« Reply #23 on: June 24, 2011, 04:30:25 pm »

Python is both development-friendly and beneficial. Java is neither.

Way to elaborate/ not answer the question.

Java works well cross platform, how is that not beneficial? Its syntax is much more legible than Python as well.
Python has very concise and powerful, easily human-readable syntax. It also has great cross-platform compatibility.

I don't see how Java's syntax is more legible.
Code: [Select]
dict = { "a": 1, "b": 2 }
for key, value in dict.items():
    print(key, value)
    if key == "a":
        print("Look mom, no braces!")
vs
Code: [Select]
Dictionary dict = new Dictionary();
dict.put("a", 1);
dict.put("b", 2);
for (Enumeration e = dict.keys() ; e.hasMoreElements() ;) {
    String key = e.nextElement();
    System.out.println(key + " " + dict.get(key));
    if (key == "a") {
        System.out.println("Look mom, braces!");
    }
}

ugh
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Vindicator

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Re: When do we rewrite GG2 in a sane language
« Reply #24 on: June 24, 2011, 05:14:25 pm »

Hm, Python seems like a good idea then.
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MedO

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Re: When do we rewrite GG2 in a sane language
« Reply #25 on: June 24, 2011, 05:24:23 pm »

Code: [Select]
Map<String, Integer> dict = new HashMap<String, Integer>();
dict.put("a", 1);
dict.put("b", 2);
for (Map.Entry<String, Integer> entry : dict) {
    System.out.println(entry.getKey() + " " + entry.getValue());
    if (entry.getKey().equals("a")) {
        System.out.println("Look mom, braces!");
    }
}

ftfy.
Yes, Java is quite verbose, partly because it is a statically typed language, and we could discuss the drawbacks and benefits of that for weeks. It has its advantages though, not least of which is that it's significantly faster (around half as fast as C++, as far as I know), and way better documented than Python. I think it's in fact one of the best documented languages / standard libraries around, which is worth a lot.
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Quote from: Alfred North Whitehead
It is the business of the future to be dangerous; and it is among the merits of science that it equips the future for its duties.

Quote from: John Carmack
[...] if you have a large enough codebase, any class of error that is syntactically legal probably exists there.

notajf

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Re: When do we rewrite GG2 in a sane language
« Reply #26 on: June 24, 2011, 05:26:39 pm »

Code: [Select]
Map<String, Integer> dict = new HashMap<String, Integer>();
dict.put("a", 1);
dict.put("b", 2);
for (Map.Entry<String, Integer> entry : dict) {
    System.out.println(entry.getKey() + " " + entry.getValue());
    if (entry.getKey().equals("a")) {
        System.out.println("Look mom, braces!");
    }
}

ftfy.
Yes, Java is quite verbose, partly because it is a statically typed language, and we could discuss the drawbacks and benefits of that for weeks. It has its advantages though, not least of which is that it's significantly faster (around half as fast as C++, as far as I know), and way better documented than Python. I think it's in fact one of the best documented languages / standard libraries around, which is worth a lot.
Way better documented than Python?

I'd argue Python is better documented. It has generally excellent documentation for all of the standard library.
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Hanz Ketchup

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Re: When do we rewrite GG2 in a sane language
« Reply #27 on: June 24, 2011, 05:54:22 pm »

Well how about an "ambassador" for each of the different coding languages recreate GG2 in single player in their language, then we ask everyone which one works best (not a poll). Once a winner is decided, we can work on adding multiplayer, custom map support, and all that good stuff.
y/n?

notajf

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Re: When do we rewrite GG2 in a sane language
« Reply #28 on: June 24, 2011, 05:58:22 pm »

Well how about an "ambassador" for each of the different coding languages recreate GG2 in single player in their language, then we ask everyone which one works best (not a poll). Once a winner is decided, we can work on adding multiplayer, custom map support, and all that good stuff.
y/n?
>adding multiplayer

No, that has to be there from the beginning
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Hanz Ketchup

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Re: When do we rewrite GG2 in a sane language
« Reply #29 on: June 24, 2011, 05:59:12 pm »

Fine, they have to have barebones multiplayer too.
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