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Member Since 17 Jan 2010
Offline Last Active Today, 01:10 AM

#5293155 Local hash

Posted by DoctorGlow on Today, 12:30 AM

A, who cares...

#5287696 Efficient click detection design

Posted by DoctorGlow on 19 April 2016 - 06:11 PM

My initial take is; it does not "matter" for this. How may inventory items will you have? Even few hundred and iterating over them, would not show up in profile.

#5287344 How beneficial can personal projects be?

Posted by DoctorGlow on 17 April 2016 - 01:40 PM

Good point Frob about the college graduates, I missed that in my haste. Myself (and I do allot of interviews) do not take GPA into my hiring decision. I have not seen the raw numbers from their data, but it mentiones only "slight correlation". I understand that is another data point, but in mine mind is just not enough and my bigger weighting point for interviewee is if they have any personal project which they can show. That part usually drives large portion of mine decision.

#5287214 How beneficial can personal projects be?

Posted by DoctorGlow on 16 April 2016 - 02:54 PM

"They're covered in things like "3.8 of 4.0 GPA"

You do you care about it? Google used to be very bullish on GPA, and not that recently, HR head at Google done some studies and they found NO correlation between grades/GPA and how good the employees were. There also found out that asking quiz/gotcha questions on the interviews was also no prediction of future employee and only made interviewer feel smart.

#5285688 Typing skills

Posted by DoctorGlow on 07 April 2016 - 08:01 PM

My typing speed (and I am slow) never interferes with my programming, since typing speed is not really a gating factor. I spend far more time thinking about the problem, designing some new system, or debugging in IDE.

#5269335 Practicality of a C++ Garbage collector

Posted by DoctorGlow on 04 January 2016 - 10:22 PM

I never use unique_ptr, since a data member is way much simpler:

class A { ... };class B {public:    A a;};
But this pattern is not always possible or desirable.

#5262472 Old unused variable trick for assert : sizeof

Posted by DoctorGlow on 17 November 2015 - 03:34 PM

I use slightly different technique, 


void Foo(int /*SomeParameter*/)


This way, I get also quick documentation and shut up compiler warning.

#5260198 GameNet: Simple RPC System for Games - Sample Game included (C++11)

Posted by DoctorGlow on 02 November 2015 - 03:03 PM

Not to pick at the code, but seeing this in header file:


using namespace std;

using namespace glm;


Makes me a little hesitant about the rest of the code.

#5247214 Code Review

Posted by DoctorGlow on 17 August 2015 - 02:08 PM

std::string are objects (class) and can be expensive, specialy if it needs to copy data, so I "always" pass by const ref.

#5247205 Code Review

Posted by DoctorGlow on 17 August 2015 - 01:48 PM

Quick glance at the code, you pass parameters by value specially std::string, you do not use const anywhere including marking methods which do not change state of an object. Those two things would be give me the impression that you are a junior.

#5239612 How can i save player data, and how to prevent cheating?

Posted by DoctorGlow on 10 July 2015 - 02:51 PM

For me is, why would you do any kind of cheat prevention for a single player game? If I want to "cheat" myself, why make it harder for me? Maybe some parts of the game are too hard and I am not willing to spend some hours of getting better at that part. IOW, I am not competing with anybody else and I play games for my own enjoyment and not somebody else.

#5235324 [Win32] Crash log: StackWalker not showing full callstack

Posted by DoctorGlow on 17 June 2015 - 02:15 PM

YMMV, but rather then rolling your own crash handler, you could try Google Breakpad (https://code.google.com/p/google-breakpad/)

#5224933 GUI liblary C++

Posted by DoctorGlow on 22 April 2015 - 05:06 PM

I have used cef toolkit (https://bitbucket.org/chromiumembedded/cef) before and with some good results (not the easiest library to work with). There also couple or so derived projects from it that may be better solution, do not remember from top of my head, but I'm sure google will find it for you.

#5221487 Visual Novel Mechanics in Unreal Engine

Posted by DoctorGlow on 05 April 2015 - 11:04 AM

Since you already using EU4, I would use Blueprints to at least a prototype. It seems that your project would fit well in BP and they are pretty powerful and you can do a lot. For any harder problems or performance issues, you can always step into C++.

#5219772 Safe Property System

Posted by DoctorGlow on 27 March 2015 - 10:24 PM

My approach lately has been to use google proto buffers for saving and loading to and from disk, and then actually create sqlite db in memory to represent that data during run time, and rest of the system then deals only with that database. By using sqlite for data representation, it gave me quite bit of flexibility and it seems easier to deal with changes. In most case it usually only required small adjustment to query as the needs grew or changed. The actual conversion to and from proto buffers is contain only in one file. And to top it off, by using sqlite (mostly as intermediate format here), it allowed me to add more verification and validation by using sqlite language, like constraints, triggers, etc, so data become even more validate with almost no work on my end.