I'm currently working on it.. adding a multithreading core. Don't dare to ask me when the first revision will be commited, because I don't know. Do you guys have anything else you want to see implemented, other then the things I'm already working on?
Would be better to make this work on private servers on pretty much all games similar to Conquer Online, pretty much all MMORPGs actually. < IMO
Unfortunately, most other private server scenes already have everything they need setup. Perhaps -future- implementations, but that would rather be going 'outside of the box,' something that doesn't happen around here.
I code in C++ for my iPod Touch! xP
What's the advantage of doing this though? Managed (C#) vs. Native (C++)
Native applications have more power over the operating system right?
I code in C++ for my iPod Touch! xP
What's the advantage of doing this though? Managed (C#) vs. Native (C++)
Native applications have more power over the operating system right?
No, you don't use C++ for your iPod Touch. You use Objective C....and. Well it's apple, when do they make a good choice?
You can have MANAGED C++, if you want. C# is not the only managed language, nor is C++ the only native language. Managed merely refers to the memory management, managed is done by a virtual machine, whereas unmanaged(native) is done in the application by the application.
In general native code is faster, allows for more customization, and is more cross-platform. In terms of an mmo server, it's generally considered better because it's more scalable, again, customizable, and sometimes a few fractions of a second faster. But in a game, fractions of seconds really matter.
No, you don't use C++ for your iPod Touch. You use Objective C....and. Well it's apple, when do they make a good choice?
You can have MANAGED C++, if you want. C# is not the only managed language, nor is C++ the only native language. Managed merely refers to the memory management, managed is done by a virtual machine, whereas unmanaged(native) is done in the application by the application.
In general native code is faster, allows for more customization, and is more cross-platform. In terms of an mmo server, it's generally considered better because it's more scalable, again, customizable, and sometimes a few fractions of a second faster. But in a game, fractions of seconds really matter.
You're half right
They kind of do support C++. However, this doesn't get past the point Apple is ****.
Well said though about the fractions of seconds being important; on this note, would you sacrifice neatness (of code) for speed (of code-execution). I can't particularly think of an example, but I recall having to do this once.
Carbon was totaly in C++, but it's no longer updated by Apple... Cocoa is in Objective-C, seems that you can add C++ part also, and it's the only updated language for OS X... You can still program with Carbon, but you can't use the graphic API and there is no 64 bits support.
Well said though about the fractions of seconds being important; on this note, would you sacrifice neatness (of code) for speed (of code-execution). I can't particularly think of an example, but I recall having to do this once.
Neatness is in the eye of the beholder though. A master at C++ might consider templating classes and function pointers to be neat, but someone relatively new might see that as sloppy, and vice versa experience might show something functional as sloppy and can make a better version. Comments are there for "neatness" and helping to understand what code does. The goal is to make it as fast as possible without sacrificing functionality. Use comments to explain, not the code itself.
Neatness is in the eye of the beholder though. A master at C++ might consider templating classes and function pointers to be neat, but someone relatively new might see that as sloppy, and vice versa experience might show something functional as sloppy and can make a better version. Comments are there for "neatness" and helping to understand what code does. The goal is to make it as fast as possible without sacrificing functionality. Use comments to explain, not the code itself.
While not time efficient, assembly coding would ideally give the biggest performance (or at least used to). Compilers are getting more intelligent and can mostly make the best decisions on how to compile the code. In some cases, assembly could be faster. It's just about knowing when to use and when not to use certain functions.
First revision near to be done;
-CoCore::Threading::IDisposable implemented.
-CoCore::Threading::Monitor implented.
-CoCore::any<T> implemented.
-CoCore::Collection::IComparable<T> implemented.
-CoCore::Collection::Queue<T> implemented.
During this project I'm using boost; Available for windows users on boostpro.com and most linux users already have it.
I don't think rather even using C++ is a smart idea for this community. Barely a handful > 10 , are capable of c++. Nearly half or more than half are incapable of managing safe and smart coding in c#. You can account for this but anyone who could mange this all hide in underground. I think its a fair assessment that the public community for Conquer Online just is to lazy to get up and learn. In my opinion the only language that is of the current state of this group of people that login everyday to this forum, post , reply , and "thank" would be more suitable using Visual Basic.
OpenSource -- Newbie Spammer 09/23/2010 - 4Story Hacks, Bots, Cheats & Exploits - 13 Replies Hello People,
Today im realase an "Newbie Spammer", the Script is OpenSource.
This is an Script for Nobbys.
Thanks.
#RequireAdmin
Global $Timer = TimerInit()
OpenSource-Server 05/12/2010 - Metin2 Private Server - 27 Replies Hi,
morgen beginnt das verlängerte Wochenende für viele. Deshalb starte ich morgen ein neues kleines Projekt.
Einen OpenSource-Metin2-Server. Ich zahle einen kleinen Server (max. 100 Spieler). Die Files dieses Server sind öffentlich, einzige Ausnahme: Account-DB.
Itemshop wird es natürlich nicht geben!
Vielleicht gibt es ja ein paar nette Leute, die Lust hätten zu helfen. :)
Der Servername wird "Syrka" (Syrka.net) lauten.
MfG,
WowSharp wird Opensource! 06/29/2007 - World of Warcraft - 34 Replies Today is a big day in the history of WoWSharp, most of it bad, some of it good.
In the past 9 months since development started, WoWSharp has been a milestone in WoW-bot development. First starting out with WoWRadar and WoWFisher, then other utilities like WoWBot, SharpSeer, WoWPartyBot, where created.
Everyone knows that since about a bit over a month, Blizzard has been using the WardenClient to detect 3rd party utilities. This WardenClient has put the World of Warcraft hacking on its...