151 karma · joined January 20, 2011
You can even throw whatever you download on a network, and anyone can access it from there rather than individually needing to download it. That requires setting something in the registry though to access from the network (let me know if you want to know though).
And when valid javascript is valid typescript, it seems odd to not opt to use it when the only addition is a compile step to ensure sanity.
At times it's frustrating how often you have to use the mouse, but other times it's so great compared to any alternative ways (that I know of).
Wonder what the difference is? I don't sync among devices, but for the people that it did crash for do you sync among devices? Maybe that has something to do with it?
Also I'd imagine (haven't used it yet!) if you change the source in visual studio while debugging it would save to a file, while I cannot do that in chrome. I think I've heard it's possible in chrome, but never really seen how.
Little things like jumping to a function with pressing a button, or finding all things that are referencing a function\class\etc are extremely useful, but certainly not necessary. Then things like intellisense are a godsend.
That being said, a lot of my time is spent out of visual studio, but with Sublime Text which add's a lot of things that simply make me have to type less, and focus more on the actual task at hand.
I can see what you're saying. I still feel like intuitive code == simpler, but we'll have to agree to disagree.
This has made me more interested in diving in and learning some lower level stuff since you believe it is more simple. At the very least it'd be a great learning experience.
Now take a language like RoR which I have never used. I can easily look at it and atleast kind of see what is going on.
The abstractions we have now atleast allow for code that can read like a book, and that is a lot less intimidating for someone trying to get started with programming.
That being said unless it's just a quick hack for myself I tend to stray from C# due to it not being usable on all platforms.
- You have a background layer, lets just say it's a blue background - A middle layer, lets say clouds that move as you move to the right - And a tile layer, which draws the sprites, and the tiles of the maps
For the tile layer, we can break it down into two separate groups, animated sprites, and static sprites.
The static sprites, can be drawn to the offscreen canvas, and you get the imageData from that one time, and then push that data to the screen there after. Then the animated sprites will just be drawn to the on screen canvas every time. http://imgur.com/n6RFF The stuff that should be drawn to the offscreen canvas, then grab the image data has gray around it, and the animated sprites are in the green.
So for drawing the tiles of the map we only have to loop through the tile data, one time, and after that if the imgData remains valid (a separate flag) we can just push that imgData to the screen.
This would also allow drawing section of the screens on the offscreen canvas in chunks, and storing that draw to just be pushed to the screen at appropriate times.
I don't know if I explained it very well, I could probably through together a crappy little demo if you'd like.