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Member Since 11 Apr 2006
Offline Last Active Jul 26 2016 06:15 AM

Posts I've Made

In Topic: Best engine for card-based game?

25 April 2016 - 06:59 AM

Hearthstone did use unity like Lactose said but again that is not really your only choice.  UE4 can easily do a card game as well.  Unity and UE4 are the top engine players but really almost if not all engines out their can do a card game.  With that said it would be good to keep in mind that UE4 has blueprints which can be very advantageous for prototyping or even making the whole game with.  Ultimately the choice is yours as you only know the kind of experience you have to work with.

In Topic: Healthbar structure for a game?

07 April 2016 - 04:49 PM

The Health Bar is nothing more then the visual of the Health of the player.  So within the player class you would have the health value then the User interface would use that value to display the current health in the form of a health bar.

In Topic: Out of the loop for a while looking for some framework direction

14 January 2016 - 01:04 PM

Thanks for the response. I am not sure if a full blown engine like godot, ue4, or unity would work for something this different and customizeable but will for sure look into them you never know. They can go one of two ways make less work or cause much more work. I am quite out of the normal mold here.

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.