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Mikea15

Member Since 05 Dec 2008
Offline Last Active Jan 04 2016 08:57 AM

Posts I've Made

In Topic: Funny source code/documentation/comments?

09 April 2014 - 04:53 AM

I guess..

double d = 0.0d; // lols.. double d's.. 

:)


In Topic: Constructor Chaining Order to Parameters or Parameterless.

07 April 2014 - 03:39 PM

So I guess, I would have to re-think on how much control those classes provide. Thank you :)


In Topic: Constructor Chaining Order to Parameters or Parameterless.

07 April 2014 - 02:16 AM

Okay, so there is no "best way" to do it. That's what I wanted to know. smile.png

 

Thanks for the feedback. smile.png

 

Edit:

To get a better view. Here's the main difference with another class.

public X( )
{
    Left = 0;
    Right = 0;
    BreakLeft = false;
    BreakRight = false;
    BreakTime = 0;
}

public X(int speed)
    : this( )
{
    Left = speed;
    Right = speed;
}

public X(int left, int right)
    : this( )
{
    Left = left;
    Right = right;
}

public X(int left, int right, int time, bool breakWheel)
{
    Left = left;
    Right = right;

    BreakLeft = breakWheel;
    BreakRight = breakWheel;

    BreakTime = time;
}

public X(int left, int right, int time, bool breakLeft, bool breakRight)
{
    Left = left;
    Right = right;

    BreakLeft = breakLeft;
    BreakRight = breakRight;

    BreakTime = time;
}

And Method 2:

public X( )
    : this( 0 )
{

}

public X(int speed)
    : this( speed, speed )
{
    
}

public X(int left, int right)
    : this( left, right, 0, false )
{

}

public X(int left, int right, int time, bool breakWheel)
    : this( left, right, time, breakWheel, breakWheel )
{

}

public X(int left, int right, int time, bool breakLeft, bool breakRight)
{
    Left = left;
    Right = right;

    BreakLeft = breakLeft;
    BreakRight = breakRight;

    BreakTime = time;
}

For this particular case. This is the better approach. It has less code, Its easier to maintain and is cleaner. smile.png


In Topic: Master Thesis Theme and Inspiration Needed

23 September 2013 - 03:47 AM

Hey guys, 

 

Thank you for your help. I ended up to talk with a different teacher, and we talked about different tecnologies in video games that can be optimized and where problems can be solved.

 

Namely, Procedural City Generation, Procedural Mesh Subdivision, Pathfinding Optimizations etc..

 

I think I'm going for the Pathfinding path.

 

Again, Thanks a lot for your help :)


In Topic: Master Thesis Theme and Inspiration Needed

17 September 2013 - 07:48 AM

Maybe a little too specialist/tricky, but one area that is lacking in my view is the gulf between coding and stuff happening on a screen.

 

Take a look at this talk:

https://vimeo.com/36579366

 

The leap between immediately seeing the results of what you're coding versus the current "make changes (based on your best internal understanding of a program) and iterate" is exactly where I think things should be heading.

 

I'm a reasonable coder so it's less of a barrier for me, but this sort of tool that facilitates creative without bogging it down in the technical details too much, is amazing.

 

I've actually seenthis talk, it is very good :) 

Unity3D already "does this", by that I mean, that you can edit your inspector settings in runtime, and save the changes to apply on edit mode. That's really great. You still have to compile your code, but if you expose a property or variable, you can edit it live in runtime, which is amazing :)


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