163 karma · joined February 18, 2016
> Anyone who maybe was able to witness the revival able to comment with their anecdotes?
That is NOT my recollection. I bought my Atari games from the same isle I bought my NES games from at Toys R Us (obviously in different years).
I think there is truth that game console marketing shifted into its own more toy like thing, distinct from computers, but I think that shift was already underway by the heyday of the 2600. I remember an entire display of just video games (2600, ColecoVision, and others), which was separate from other software, computers, and the consoles.
With the Toys R Us closure, I wrote an article about my memories of Toys R Us and The Great Video Game crash (and recovery) that tries to fill in for people what living through the crash actually felt like.
https://playcontrol.net/ewing/jibberjabber/memories-of-the-g...
While the objc_msgSend, objc_msgSend_stret, et. al, is an annoying detail, that isn't really the hard part. (And in fact, all the good bridges use libffi to do more direct invocations and avoids a lot of this problem.)
The hard part of bridging is those places where Objective-C introspection is not powerful enough to discover the types of parameters or signatures of functions. Typically, this is all the C stuff.
So for example, Obj-C's runtime introspection cannot tell you the make up of a struct. So it cannot tell you the size of NSRect, NSPoint, NSSize, or the individual data types inside the struct (and the names of each item if you need to access them).
And the Obj-C runtime introspection cannot tell you about what C functions exist and what the parameter types and return types are. So for example, there is no Obj-C runtime way to look up that CGPointMake takes two CGFloat parameters and returns a CGPoint struct.
Also, inline functions (marcos) in C/Obj-C are also problematic for these bridges since they need to call the functions at runtime.
Apple shipped a framework called BridgeSupport in Mac OS X 10.5 which contains XML data for all the things that cannot be determined at runtime. It also contains .dylibs with symbols for inline functions. BridgeSupport is still in macOS today, but it isn't getting much love and Apple keeps (accidentally?) breaking things in BridgeSupport every release.
On his first slides, he shows the words, "anonymous functions", "lambdas", "closures", "function values", and "first-class values", and shows how each has subtly different meanings/implications and tends to take us down different lines of thinking which affects the conversation you are trying to have with somebody else.
But here is a video of the QFG5 dryad dance which will probably start making it clear. https://www.youtube.com/watch?v=D2dTxSCGeNE
And this is from QFG1, which is where the concept of dancing and personality of the fairies originate from. https://www.youtube.com/watch?v=pYpN8Uii6ng
I don't remember if that clip shows all the dialog, but they talk about how they rule the forest and make rainbows and "fairies just want to have fun". They like to dance and don't know if humans can dance.
This video does show you making them mad by walking into the fairy ring (because the human smell is impossible to get rid of). So they make you dance to your death as punishment.
The last fairy message at the end of the credits is also borrowed straight from the game. When you leave the screen in the game, a fairy will fly to you in the next screen to say a randomized good bye message before flying off.
Thanks to try! Swift Tokyo for making this talk happen, and thanks to Realm for posting it.
For more info, I wrote a few more things about the talk and conference on my blog. http://playcontrol.net/ewing/jibberjabber/swift-on-android-a...
Thanks for watching.
http://www.midimusicadventures.com/queststudios/mt32-resourc...
Wikipedia citation: King's Quest IV was the first commercially released game for PC compatibles to support sound cards instead of only the standard built-in speaker.
Sierra took it seriously and hired professional musicians to kick off their effort.
Hollywood composer William Goldstein (Fame) was hired to compose King's Quest IV. https://www.youtube.com/watch?v=19r6RnReAf4
Supertramp drummer, Bob Siebenberg, composed the Space Quest III soundtrack. https://www.youtube.com/watch?v=dxEP05TtOfE
I remember Scott Murphy (Space Quest co-creator) told a story about the first time Roland came to hear how Sierra was using the MT-32. They were blown away by the full musical scores they sequenced (Space Quest 3). He thinks they were expecting Space Invaders like sound effects.
This was a proposal/prototype/intro video for IUP for iOS & Android for the IUP community.
https://www.youtube.com/watch?v=UvrEfOg3Nyk
Repos:
https://github.com/ewmailing/IupCocoaTouch
It happens that @_silgen_name didn't break for me in 3.0. But I've been moving to @_cdecl.
000061b4 T BlurrrSwiftEntry vs. 000061cc T _TF1MySDLMainActivity16BlurrrSwiftEntryFT_T_
Lua’s design is at least very clean and avoids allowing developers from accidentally creating nasty lifecycle design issues. It is very clear with Lua about ownership and visibility, which propagates cleanly through all aspects of Lua, such as working seamlessly with Lua’s garbage collection system. The design+code is also 100% portable to any processor/platform that has a C compiler (i.e. not requiring platform/arch specific #ifdefs, which is really useful when bringing up on a lesser-used platforms/chips.) And the design has very clear performance implications. In contrast, there was a recent talk at Google I/O about Android Dalvik vs. ARTs with respect to JNI bindings and performance. The results were non-obvious to say the least.
There is a research white paper that compared the C binding design tradeoffs of several different languages. http://www.inf.puc-rio.br/~roberto/docs/jucs-c-apis.pdf
Lua’s source is pretty malleable. There are things you can rip out from Lua if you don’t need them to make it smaller. I once read a claim that a micro-controller use got it under 20kb.
This is what ldd on my build of SDL looks like:
linux-vdso.so.1 => (0x00007ffda33d9000)
libm.so.6 => /lib/x86_64-linux-gnu/libm.so.6 (0x00007ff1e4c51000)
libdl.so.2 => /lib/x86_64-linux-gnu/libdl.so.2 (0x00007ff1e4a4d000)
libpthread.so.0 => /lib/x86_64-linux-gnu/libpthread.so.0 (0x00007ff1e4830000)
librt.so.1 => /lib/x86_64-linux-gnu/librt.so.1 (0x00007ff1e4628000)
libc.so.6 => /lib/x86_64-linux-gnu/libc.so.6 (0x00007ff1e426a000)
/lib64/ld-linux-x86-64.so.2 (0x00007ff1e527e000)
SDL on Linux does a lot of dlopen detection at launch because it is so hard to know what kind of Linux environment you are running in at compile time. For example, you may have a X11 server, or you may be running completely on the command line without any window server. (It's really cool being able to develop for Raspberry Pi Raspbian via SDL without X11 since RAM is so limited.)So that list is not SDL's contribution and that demo was just linking to a lot of things, most of which look unnecessary (and sloppy, though this also makes a case why people want header-only libraries because many people don't want to think about this part). For example, why is a gui demo demo linking to FLAC and all the Ogg Vorbis libraries? SDL doesn't use or depend on these either.
http://www.inf.puc-rio.br/%7Eroberto/talks/ws2011.pdf
Excerpt:
- Not all languages are 0-based: Icon, Fortran, AWK1, and Smalltalk are 1-based; Snobol, Pascal, Modula, Modula-32, and Ada have configurable bases.
- Currently, many languages are 0-based due to influence from C.
- Ironically, none of them share the reason that made C 0-based (where a[e] means *(a+e)).
1-based arrays:
- Much more intuitive: first is 1st (not 0th). ISO-C: “E1[E2] designates the E2-th element of E1 (counting from zero).”
- Much easier for non programmers. Easy for (good) programmers :)
- Historical reason: Fortran used 1-based arrays, and most first users of Lua had a Fortran background.
And Wikipedia (Wikimedia) uses Lua for their multimedia scripting engine. Besides good performance, the implementation was good and small enough that it could be audited for security.
A few years(?) later at GDC, there was a 2 hour session to discuss scripting in games. Near the end, after everybody was depressed with no viable solutions, Bret's colleague exclaimed, "Or you can do what Bret did" and he was dragged up on stage. Bret gave an impromptu spiel about what Lua was and how they used it at LucasArts. Everybody else frantically scribbled down notes and that was how the video game industry adopted Lua as the dominant game scripting language.
*Source: Bret Mogilefsky's talk at the very first Lua Workshop in 2005
I just posted a demo video yesterday of Swift development for Android. I think this could be the very first video of a (cross-platform) Swift program running on Android. https://youtu.be/w6FY_qSi8yY
A more talky introduction here: https://www.youtube.com/watch?v=wCWFqHJC_gI&index=1&list=PLf...
https://www.reddit.com/r/raspberry_pi/comments/47zqzz/raspbe...
Also, there are also a bunch of support things for libICU which is not an official component on Android we are allowed.
Under the hood, SDL provides the common platform layer. The build system is built on top of CMake. I have been adding Swift support to CMake.
Even if you aren’t interested in my SDK, I thought it would be interesting for people to see how much is already possible with Swift today.