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Member Since 11 Apr 2006
Offline Last Active Oct 18 2014 06:39 AM

Posts I've Made

In Topic: Is c++ good

14 July 2014 - 06:09 PM

I agree with most of the comments here. C/C++ are great to learn to use but they are fazing out in a lot of more common areas.  They still have their place and will probably have their place for a very long time yet to come.  Learning will make you a better programmer overall even in more modern languages.  For games you really do not need C++ or C.  There are lots of great technologies out there today that are beyond capable of keeping up.  Heck even today much of the games you play are done with scripting languages and those languages hook into the C++ rendering engine on the backend.


The main reason I say C/C++ will be for around for a long time is mainly because of specific areas like kernel development as well as embedded micro controller development.  Sure there are new languages coming out that are compiled to machine code like Google's Go.  The big downfall of those types of languages is the lack of direct memory access through pointers and direct interfacing with assembly code.  In the world of Kernels and embedded micro controller (think ARM Cortex M, PIC, AVR) you really need that otherwise you can't really do anything without extreme C interfacing hoops.  Some of those chips are so tiny in memory you would be lucky to get a runtime driven language on them.  These are extreme cases.


So in the end if you are learning your first language I would recommend it not be C++.  I would rather see a new programmer on their first language use pure C, C#, Java, or Python.  C is a very simple language to learn and will let you learn some really useful concepts this is still my all time favorite language.  C#, Java, and Python are also relatively simple languages that rule out memory management and will allow you to focus on core algorithm concepts.  Choose something you want to choose not what everyone forces you to choose and stick with it for a while before moving on.  Every language you learn will teach you something new.

In Topic: XNA vs Other

14 July 2014 - 05:54 PM


Your tutor might respect the fact that you are looking outside the box and towards solving issues of portability (a major topic within the game development industry).
Now that would be a sight to behold, my tutor scolded me for trying Lazarus instead of Delphi biggrin.png (I had a linux box so Delphi wasn't an option).


Heh I had a teacher scold me for using GCC + Makefiles + Vim in my C++ class because it was all I had available at the time due to a computer explosion.  Apparently Visual Studio is the only way to write C/C++ now a days in school.

In Topic: STL Map and SDL2 Texture segfault

06 July 2014 - 07:35 AM

I could be off base here but are you sure the texture is even getting stored in the map?  By the looks of your loadTexture function you are storing a local variable that will be destroyed when the function returns so when you try to access the data it is actually invalid memory because nothing is there.  I could be wrong as I am not sure how SDL_CreateTextureFromSurface operates it might actually malloc memory not sure.  It is just a thought to look into because a segfault is actually caused by accessing invalid (bad) memory.  So the first place I would look is to make sure the texture is actually being stored properly.

In Topic: Is working in terminal/console really a waste of time?

05 June 2014 - 08:53 AM

I did not vote but I really feel like console games will never be a waste of time.  In theory the core concepts of game development cross between all mediums be it text, or graphical.  It is really a great way to get your feet wet.  Look at all these people who want to make MMO games like WoW or whatever as a hobby developer.  This is not really a task that can be completed by one guy.  Now what if you wanted to learn the core concepts behind making an MMO without the huge amount of effort on the content side of things as this is the real problem with the MMO on top of that learning network programming and getting things to work together.  Now lets step back if you really want to make your MMO dreams come true why not step back to the console and create a MUD.  First the content can be rather easily generated.  Next the network code and the interactivity between the server and client is less complex due to the simplicity of telnet protocols.  The MUD is a great first step in getting some experience to the direction in a MMO.  I could even imagine someone with extensive mud development experience would have some great potential portfolio samples for leverage in getting a job on a real MMO team.


The general rule of thumb is the console is never a waste of time and you can learn some really valuable lessons from it without the added complexity of rendering engines and graphics issues.

In Topic: Easy-to-use Version Control on Windows? Needs to be able to easily ignore cer...

17 May 2014 - 10:15 AM

Like many others said git or mercurial would be perfect. I myself prefer mercurial even though they are very similar and either will do. I like mercurial because of the sane cmd line interface and branch flexibility. For instance if I want a perm named branch I got it or temp through bookmarks. I even have the option for stacked patches. All of this follows a nice clean easy to remember interface.