Михаил
so that shouldnt bother you
IMANE
Hi guys i new here
IMANE
How is everything going?
Zeth
All good! still figuring things out. What about you?
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IMANE
??
Ano
Hey
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Roxifλsz 🇱🇹
lovely
klimi
/warn 7293445527 ad
Rose
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User MSY has 1/2 warnings; be careful! Reason: ad
IMANE
Sorry, maybe I mistyped it.
Rose
You need to be an admin to do this.
klimi
Кіт ✙
do you prefer the trailing return type syntax or the traditional approach? Do you stick to specific one for consistency or it depends?
💋Niharika Sharma❤️
Ccc
Кіт ✙
Ccc
informative
B
/warn 7577234930 ad
Rose
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User Ofce has 1/2 warnings; be careful! Reason: ad
mito
do you prefer the trailing return type syntax or the traditional approach? Do you stick to specific one for consistency or it depends?
If I'm at work, I use whatever the style that is followed in the code base. But usually, I use the old way except in some scenarios when defining some template functions and lambdas obviously.
mito
Now that you've reminded me, I'm thinking of trying to use trailing return types wherever it is possible since I don't want to use two different styles depending on what I'm writing.
Mar!o
do you prefer the trailing return type syntax or the traditional approach? Do you stick to specific one for consistency or it depends?
I always use trailing it allows to align the function names beautifully (since all start with auto) and with many functions or methods this looks more clean
Кіт ✙
auto arsch() -> void if simply void arsch()?
Mar!o
yeah, but with integral types it looks kinda... Bulky
Yes if you use plain int, char,void etc maybe yes but with long types it’s nice
Mar!o
auto arsch() -> void if simply void arsch()?
auto nerv_nich() -> std::string_view; auto warum_deutsch() -> const std::string&; auto trololo() -> const std::unordered_map<std::string, std::pair<int, char>>&
Кіт ✙
Yes if you use plain int, char,void etc maybe yes but with long types it’s nice
agree, it's a whole problem to see the actual function name among all these std::pair<std::vector<...>>
Mar!o
agree, it's a whole problem to see the actual function name among all these std::pair<std::vector<...>>
yeah exactly but it's preference in the end the default one looks shorter with plain types like int, void etc
Кіт ✙
auto nerv_nich() -> std::string_view; auto warum_deutsch() -> const std::string&; auto trololo() -> const std::unordered_map<std::string, std::pair<int, char>>&
I'm still a bit concerned by the overhead of trailing syntax in cases like auto kollega_darum() -> int, cause for the sake of consistency I cannot mix both ways
Кіт ✙
but at least I found out I'm not the only weirdo wanting his C++ look a bit less old-ish🙂
Mar!o
I'm still a bit concerned by the overhead of trailing syntax in cases like auto kollega_darum() -> int, cause for the sake of consistency I cannot mix both ways
yeah true but in most cases you want to use std::int*_t fixed integer types anyway and they are a bit longer auto haha() -> std::int64_t
Mar!o
but at least I found out I'm not the only weirdo wanting his C++ look a bit less old-ish🙂
yeah I like this trailing return syntax rust has it too, python etc..
Кіт ✙
yeah true but in most cases you want to use std::int*_t fixed integer types anyway and they are a bit longer auto haha() -> std::int64_t
I have the whole set of fixed-width integers in my global scope somehow and it makes my life a bit brighter
Mar!o
I have the whole set of fixed-width integers in my global scope somehow and it makes my life a bit brighter
Yeah the ones without std:: are the same but from C C++ basically just wrapped them in std
Кіт ✙
yeah I like this trailing return syntax rust has it too, python etc..
it's psychology - there I have no alternatives:)
Кіт ✙
Ludovic 'Archivist'
auto nerv_nich() -> std::string_view; auto warum_deutsch() -> const std::string&; auto trololo() -> const std::unordered_map<std::string, std::pair<int, char>>&
If your return types get too long, you should probably make an alias for them anyway. At least that's the way I think. If it is just std::vector<element_t> gobbledygoop_elements(int param) It is probably fine, but anything longer gets an alias in my code
Rose
Reported Muskaan Sharma [7345984039] to admins.​​​​​​​​​​
Tirone
Español?
Devil Within
is learning C as the first language for basics in programming a good choice?
Devil Within
I am sort of coming from a background of web dev
Devil Within
but I am interested In game development
Devil Within
Absolutely
So Many stuff i don't know in game dev programming
Devil Within
And in programming in general tbh kinda left out behind
mito
but I am interested In game development
You can learn game programming through C as well. Check this out. https://www.raylib.com/
Devil Within
Because My first language was python
Devil Within
I heard of this already
Vlad
is learning C as the first language for basics in programming a good choice?
Yeah, gives you the basics on how cumputors work so you aren't permanently braindead with magical thinking like with python or smth
Ludovic 'Archivist'
You can learn game programming through C as well. Check this out. https://www.raylib.com/
I am using it in my current gamedev project and also for teaching people. It is fantastic
mito
I am using it in my current gamedev project and also for teaching people. It is fantastic
Yeah, it is very good for learning the fundamentals. I'm assuming people who straight up dive into Unreal Engine, Unity miss some things but later learn them.
mito
Is it less boilerplate than vanilla opengl?
It abstracts more than opengl.
mito
A lot more
Ludovic 'Archivist'
mito
So like sfml?
More than SFML
mito
wait, I think both are kinda the same
Vlad
More than SFML
Hmm then what are you learning then exactly?)
Vlad
How to ask it to do magic for you?
Vlad
Welp I guess you still have to move rectangles around
Vlad
For a platformer
mito
I'd say raylib is still a lot easier than SFML.
Ludovic 'Archivist'
So like sfml?
Very similar to SFML, but not relying on OOP so much (also SFML is not very good)
Ludovic 'Archivist'
Raylib also supports 3D
Vlad
Raylib also supports 3D
Does it do all the translation scaling, projection etc internally?
Devil Within
Yeah, gives you the basics on how cumputors work so you aren't permanently braindead with magical thinking like with python or smth
Yeah had an issue where I got told to learn the basics and all what I got is the language documention
Ludovic 'Archivist'
Does it do all the translation scaling, projection etc internally?
It can, but you can also do it yourself, it has matrix math and quaternions implemented in it
Devil Within
Ludovic 'Archivist'
Wow do you have a preview of how your game looks like?
Currently it is ugly because i have to stab the artist with a rusty spork and kidnap them to a basement to get any assets done