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Member Since 26 Apr 2011
Offline Last Active Jun 18 2012 09:53 PM

#4945181 Why is C++ the industry standard?

Posted by on 31 May 2012 - 09:24 PM


#4945066 Why is C++ the industry standard?

Posted by on 31 May 2012 - 01:18 PM

it has a little thing called "pointer"

So does every language in existence.

Uhh... no?

Uhh... yes? lol you just can't directly manipulate them in other languages... but they ALL USE POINTERS :)

#4913979 Java or C++?

Posted by on 17 February 2012 - 12:49 PM

The main reason C/C++ is the standard is because many early graphics libraries are in C. (I know there are earlier ones but for modern games' concern, it's C). C++ is an extension to C and therefore natural to adapt to from C.

Additionally, C++ is more efficient because it is closer to hardware due to its connection to C. Having said that, this does not mean Java is not efficient. Java have changed over the years and have become more and more efficient. However I think it is fair to say that C++ allows EASIER optimization and GREATER control over your code than Java. This is what I mean by "more efficient". With C++/C, you can literally fine tune your code to fit cache sizes; you may directly code assembly and force compilers to use your code instead of generate something that is potentially not optimized; finally Java makes everything into an Object which "forces" you to make MANY function calls... this mean that there will be a lot of stacks been made which lead to less efficiency when C++ is also OOP but less function calls (depends on developer).

Having said that, C++ also come with great price.... SO MANY BUGS! SO EASY TO MAKE BUGS because it is too powerful.

So Java is a good place to start and develop games for mobile and perhaps PC, but ultimately if you want optimization, it's C/C++


#4858471 RPG Weapon Stats

Posted by on 06 September 2011 - 10:09 PM

I have a weapon generator for a 2D roguelike RPG I am developing. It has variables that store the name of the weapon, the base damage output, the base attack speed, the required strength to equip, and the gold value of the weapon. For example.... A Short Sword could have 5 base damage, and 3 attack speed with 10 required strength to equip and a gold value of 200. But what would be a good way to add weapon "levels"? So the damage would be greater if the level was higher. I don't want the attack speed to change but what would be a good equation to use to increase the damage, required strength, and gold value of the weaon if the weapon is of a higher level?

One possible way is to add a level scaler variable such that when you create the weapon variable, you would supply it's level along side with its power, requirements etc. All its attack or level sensitive data would be multiplied or added to the level scaler. For example, the attack would be:
attack = level*(attack_increase_per_level) + baseAttack
You may also use this on other variables so that it scales with level. You might want to add a
function to the weapon so that you can change the level.

#4858429 Need help picking a game engine

Posted by on 06 September 2011 - 07:54 PM

Thanks for the reply. I started thinking about it more and might actually wanna be an AI programmer or Graphics programmer. So will be trying my hand at one of those two areas once I got a good grasp on programming though need to find out what I should have in my portfolio. I have heard that you should have completed games in your portfolio but also read that you should concentrate on having material that is related to the position you're going for such as Graphics programming you should focus on demos that shows off your graphic programming skills rather than a playable game. Anyways if anyone has suggestions about that I'd appreciate it.

Usually a graphics programmer would start from scratch. The point of the game engine is to encapsulate the actual graphics away from the game programmer and have them visually code them either by actual object (IDE) or by calling a function. If you want to be a graphics programmer, you need a lot of background in Math (AI too actually but less). So I would recommend you learn the 3D graphics pipeline and understand some of the simulations in Mathematics. For example, as a graphics programmer you would tackle problems like: "How to efficiently simulate sub-surface scatter"; "How can one Mathematically describe ambient light more efficiently and use less memory"...ect.

As for AI stuff, you would probably use more Graph Theory instead of Vector Math and depends on what you do, algorithm designs.