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i_luv_cplusplus

Member Since 27 Jun 2006
Offline Last Active Jun 28 2013 03:15 AM

Topics I've Started

Importance of technology choices

25 November 2012 - 04:25 PM

Most likely I will be attempting a break-in soon and there's one topic that made me wonder...

how important is specific tech used in portfolio for job application. For example, if my portfolio consisted of two Java games and one game written in Python, would I have any chance when applying for a C++ job? In my opinion language is just a tool, you can hone your skills with it and master it, but for an entry-level job I'd think the general game programming concepts are more important (and shared by every technology).

or should I just make sure my portfolio includes a game or something game-related for every language to cover all bases?

Multiplayer asteroids

10 April 2012 - 11:36 AM

hello.

I am trying to write something, the closest analogue would be multiplayer asteroids, as in we have ships which can steer left/right and thrust forward. There's no shooting on anything at the moment.

the first version worked like this (everything is UDP) :
- client sends pressed keys info to server every 100 ms
- server calculates physics all the time, sends position info to players every 100 ms

now the problem was, there was choppy movement because client had positions only every 100 ms

next thing I implemented was trying to extrapolate movements based on position, velocity (+angular_velocity) and acceleration.
The problem is: let's say the latency between client and server is 200 ms. Player pressed the "forward" key. Client sends a packet to server (200 ms). Server sends back position packet to client (200 ms). Now, on the server, the player has just started to move, while on client it was moving for 400 ms already. As a result, despite trying to predict the movement, client will have to snap the player back to where it began to accelerate.

How to avoid this? I can't think of a way..

Python - slow or not?

01 April 2011 - 12:32 PM

Hi.

I'm writing an isometric 2D game like X-Com ( http://www.cosmicmah...010/01/xcom.jpg ) in c++ at the moment, but would like to try something new. I've noticed there are games written in Javascript (or ported to it, like FreeCiv or Quake2), so Python should be a good choice as well...

Most benchmarks show it's muuuch slower than eg. C, but on the other hand, there is a difference between raw numerical/algorithmical processing and turn-based game... Obviously, in 3D there is a lot of computation involved, multiplying lots of matrices and stuff, but not necessarily in 2D.




So, is Python a viable choice for a game (fully or almost entirely written in python, not as a scripting language) and what are the biggest performance traps?

Text rendering VBO-way

10 October 2010 - 07:42 AM

I want to add some core profile text rendering to my engine. I came across this post by Yann L:
http://www.gamedev.net/community/forums/viewreply.asp?ID=3600571 where he advises to render fonts on CPU to a texture and render quads. I don't see it as a feasible solution, as it would force me to make lots of DrawElements for single quads (it forces me to change texture every text line).

Yann L is also negative towards display list implementation of text rendering. This makes me wonder: does the same thing apply to VBOs? Is clearing a VBO and filling it with quads every frame a good solution for rendering text? If not, what are you people using to render text?

OOP acting upon objects

19 September 2010 - 02:47 AM

Hello :) I've recently started using Java, after a switch from C++ (got bored and frustrated with poor IDE and complicated language). Anyway, when doing (more like trying to) apply OOP to my projects, I often find myself confused. To put it into gamedev perspective:

Let's say I'm having a Texture object, which can be bound to the current state/sampler/whatever. What approach is preferable, renderer.bindTexture(tex) or tex.bindTexture()? When should you use one approach and when would the second be better?

My assumption is that unless you can use friend classes, second approach is better because you have full access to the class. On the other hand, clumping all device state in renderer could be a better way to group things.

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