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Member Since 14 Sep 2007
Offline Last Active Jun 11 2016 10:02 AM

#5029399 Fear of the many many different types of PC's

Posted by on 06 February 2013 - 08:31 AM

Thank you all for the valuable responses, I appreciate it.

#4955633 3D model -> isometric sprite

Posted by on 04 July 2012 - 08:41 AM

I have seen a couple tools on forums such as the Irrlicht forums.

#4886237 a Real project?

Posted by on 21 November 2011 - 09:59 AM

I am shocked no one has said this yet. Yes game companies get hundreds of applications every day, that doesn't mean they hire hundreds. Only a select few from that pile are probably even considered for an interview. Companies don't necessarily want a degree because it relates to your line of work. They more so want to know that you have the ability to stick with something for years and are determined and hard working. These skills are interchangable. For example, another developer I work with has a PHD in molecular biology. In the end, a company will always favour a degree over not having one unless they have proven experience. The trick is getting said proven experience. It is not impossible to get into the game's industry without a degree but it is certainly harder.

#4880631 Question about Managers

Posted by on 04 November 2011 - 03:36 PM

There is nothing wrong with any of these designs, they all work, they all get the task done, and they all make sense. It is all personal preference and people's opinion's when it comes to things like this.

There's a reason this field isn't called Computer ScienceOpinion or Software EngineeringOpinioneering.

I must say I do not understand your comment at all, I am sure it was meant as something derogative anyway.

#4880090 Question about Managers

Posted by on 03 November 2011 - 06:04 AM

In my eyes, Managers fall into the same category as all other software design. Use them where they are neccessary and name them accordingly. Do not name a class Manager because you have no idea what it is doing, name it as exactly what it's purpose is, ie StateManager. I personally use a StateManager for my games which does exactly what you think, it manages the state of the game, ie MainMenu,Paused,...etc,etc. I think in the end, this is just another topic that promotes flame wars just like asking should I use a singleton or shouldn't I? There is nothing wrong with any of these designs, they all work, they all get the task done, and they all make sense. It is all personal preference and people's opinion's when it comes to things like this. Just my 2 cents.

#4878901 Countries with best food

Posted by on 31 October 2011 - 08:31 AM

I live in Canada and personally am not a fan of Canadian Cusine....I find it lacking major flavour. I love Italian and Mexican food.

#4876387 Input and smooth movement?

Posted by on 24 October 2011 - 12:08 PM

Look into frame independence. You will find several threads on the subject here.

#4874044 Stanford AI Class this Semester for Free

Posted by on 18 October 2011 - 03:12 PM

Can anyone explain how the A* homework question about the hueristic is "yes"? I said it isn't because although the pieces surronding the goal are correct, there is no way the values set on the rest of the board are guesses to the goal.

Other than that the course and homework is going very well.

Bah nevermind I figured it out looking back through my notes for the 100th time. The hueristic is admissiable as long as it doesn't over estimate.

#4873939 [.net] A* optimization in C#

Posted by on 18 October 2011 - 09:14 AM

I have never seen an A* algorithm that only uses a closed list.....how to equate a better path without the open list? The only thing that jumps out to be are the below; 1)creating objects inside a loop (more of a memory footprint thing than speed. Allocating a bunch of memory instead of reusing the same piece...there is no guarantee when garbage collection will run) 2)Constantly doing a contains on the list of objects, even changing it to contain reference ints in another list would be faster than an object check. I think more details about your map may be required as well. How big is your map? 32x32 tiles or 10000x10000. This will play an important part in the answers you get.

#4869021 What do you want to see in AI Game Developer's Portfolio?

Posted by on 04 October 2011 - 09:44 AM

I believe that if you want an AI job than you should have demos of AI techniques such as path finding and path finding using different algorithms, etc etc. The list goes on, but as I am finding and I am sure most who are interested in this field, you really have to make a game in order to show off the AI. It is very difficult to just show an AI demo that is interesting without any context. Just my 2 cents, keep in mind I am not I am just a hobbyist so take what I say as an opinion and not fact.

#4866982 GameDev.net Community Challenge!

Posted by on 28 September 2011 - 04:46 PM

Hello everyone, I hope your game development has been going well. I was side tracked with work for a couple months there and not able to do any game development myself but my schedule has cleared up the last couple weeks so I was able to "finish" my robber game to the extent it is going to get to with my limited artistic and sfx skillset I posses.

This release contains many bug fixes, as well as more content and some of the gameplay mechanics that didn't make the competition release due to time. This should satisfy most of the complaints I got from people who played it and voiced what they felt sucked with the exception of voice overs. I, aswell as others (only saw 1 complaint) really enjoyed them so I did not want to remove them all. I have however, replaced several that I did not care for or needed some work.

As with the original link I posted, I am not able to upload most file types to the site so you have to rename the .txt file to .rar and go from there. Depending on where you extract the rar too you may have to go into your Control Panel -> Add/Remove Programs and uninstall the competiton version. The XNA installer seems to get stuck if they are installed from different places and doesn't appear to have a uninstall option.

Hope you enjoy it!
**TIP** One important thing to note if you played the original, the collision point for the player is now around your feet and about half way up towards your body instead of surronding your character. This was done to resolve the fact that it was difficult to navigate door frames. This may take a bit of getting used to but it is working quite well.

#4861109 Pathfinding on staggered maps

Posted by on 13 September 2011 - 09:00 AM

Might be a dumb question but are you actually evaluating the 8 directions opposed to 4 directions? You have to alter your A* algorithm to take into account the 8 possible movement directions from the current location instead of just the 4. This can cause the zig-zagging movement. Also (as stated above) the costs can cause this as the A* thinks that zig zagging costs less than just moving once. Usually A* counts a diagonal movement as the cost of 1.4 times a regular square. So if moving in the regular 4 directions costs 10, moving in the additional 4 will cost 14. Another problem (related to costing) that may be happening is your algorithm is not taking into account previously traversed costs. You already know where you traveled from based on your parents.parent...etc so do not use a heuristic to estimate the distance from the start, actually calculate it based on the parents.

Hope this helps.

#4856582 How to document a game engine + game development?

Posted by on 01 September 2011 - 09:44 PM

I personally use Visual Studio and use the built in XML exporter and have it set up to export the comments so any method/class etc without an XML document throws a warning in the compiler. Right now I just use the raw XML to view my API but you could easily write an XSD or another parser to make a nice looking API documented.

#4838069 Little bigger problem than before, C#

Posted by on 20 July 2011 - 12:04 PM

I do initialize my size variable in the World class, Please i don't understand..

Yeah in the article you posted they initial the Size variable (I believe you represent it as the Size in your world class) and than subsequently it is used throughout to determine how the background scrolls (from what I am reading). So you need to initialize your Size variable because right now you are referencing it but it is initialized to new Rectangle(0,0,0,0) by default where as it needs to be new Rectangle(0,0, Texture.Width * Scale, Texture.Height * Scale).

**EDIT*** Sorry I misread your response but I think what I said still applies. I do not see in the code snippet you pasted an initialization of the Size variable. I see it declared (taking the default value) but not explicitly initialized.

#4838051 Little bigger problem than before, C#

Posted by on 20 July 2011 - 11:29 AM

You never initialize your size variable.

Size = new Rectangle(0, 0, (int)(mSpriteTexture.Width * Scale), (int)(mSpriteTexture.Height * Scale));