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Member Since 17 Jun 2011
Offline Last Active Aug 26 2012 06:31 AM

#4972155 HTML proper redirection status code?

Posted by on 22 August 2012 - 05:01 AM

3xx codes refer to redirection. 303 "see other" means that the response to request can be found in different URI and should be retrieved with the GET method. Though some older browsers might not support 303, then you should use 302 "found".

#4971376 Need a extra help with your coding?

Posted by on 20 August 2012 - 02:13 AM

Tordin this is really nice. I have myself been and will be mentoring total newbies how to actually write code. Some of them have been on a programming course and some have not. Some of them have become actually pretty good and some have lost their interest as programming was so hard. Though next I will be taking those people under me who do not have the motivation or brains to do programming, because those who have the motivation and know how will learn it some way themselves.

I can only say that programming should be taught by master instead of learning alone from a website.

#4971080 What was your path?

Posted by on 19 August 2012 - 05:43 AM

I got my first computer when I was five. I broke it and the next day I fixed it. I was sold on how magical the thing was. Later in the same year I got dial-up connection and laptop running win 95. I still have it. With dialup I went surfing the first websites I could find and noticed the view source button, which was my first finding of what software actually is. The funny thing is I still could not read yet, but i was trying out what happens if If i do this or if i do that. After that I have tried out many languages and found what I like and dislike.

#4964246 Why do most FPS games have 2 teams?

Posted by on 29 July 2012 - 07:22 AM

I guess because of "If you're not with us, you're against us" logic.

That is definately part of it, but wouldn't that statement be true for any number of teams?
A related question: Why do most (all?) sports have only two teams?
(Is there a competitive sport with more than two teams at the same time? Really, I'm not a sports person at all.)

I believe having only two teams is the easiest way to determine a fair winner/loser. Consider for example a match between three teams A,B,C. Team A may be objectively "better" at playing the game than either Team B or Team C and would dominate either in a one-on-one match. However, in this scenario Team B and C could gang up on Team A (knowingly or by coincidence) and thus deafeat A. This is usually not what you want for ranked competitions.

Now, I'm not saying that having more than two teams isn't an interesting mechanic - it adds a tactical layer to the game and may work well, if properly implemented. I'm not that interested in the whole "games as sports/competitions" aspect anyway and would enjoy a chaotic four team FPS extravaganza. However, for the above mentioned reasons, it's probably easier/safer for developers to stick with the proven one-on-one model, especially considering the (usually more competitive) FPS audience.

It would be actually quite interesting if there was more than two teams fighting against each other. In free for all you can also gang up against the better players and people still do play FFA. In RTS games we often have possibility for more than two teams and ganging up against the better players does happen. I can not think why it would not work? The better players only would find it more challenging and the newbie players use simple tactics like forming truce with another team.

#4961422 Where Should I Start?

Posted by on 20 July 2012 - 01:32 PM

You learn the language by programming solutions to small challenges and small projects. Use language features and techniques you have not learned yet in those practice tasks. Force yourself to complete them without trying to find quick solutions to the problems you might encounter. If you run into a wall come to us with your problem and we will try to give you some ideas how to solve your problem.

Generally I find topics like these are from people who might not get anywhere as programmers when they seem not to have any idea what they should do, but even I seem to reply to these because some of you become masters, but that takes thousands of hours of writing code. I do not consider myself as a master of anything even though I learned some basics of programming before I actually learned to write and read. Since then I have been programming every year more and more, since I have come to understand new techniques to solve something and have become able to think solutions to many things.

So write code, write it more and once you can actually write code and use the language features learn to read code of other people by reading their code. From other peoples code you can pick up easily techniques you do not yet know because you do not understand what the code actually does.

Doing your craft and stealing from others is the way to mastery.

Then again when the hell one is master programmer? Once you get the respect of others for programming great project or once you think you know that you can do everything even if you do not know everything.

#4961309 Let's have a good POV..

Posted by on 20 July 2012 - 06:58 AM

Hmm yeah but I think that I've explained the whole thing in a kinda bad way. With game loop I mean: I start doing this and that... now... how can I set my game to "go to the next level?". What if my pg dies? And so on...

This is one way to manage what is done and when. http://gamedevgeek.com/tutorials/managing-game-states-in-c/

#4961305 Let's have a good POV..

Posted by on 20 July 2012 - 06:52 AM

Could you reccomend me some books? C++ (OOP too) / Game structure (veeeery important since I don't know WHERE to start) / Libraries...

I never have read one book about programming languages fully, except almost one about Go. I like more of learning from the language/library's documentation.

Though I have read OpenGL SuperBible, Bjee's Guide to network programming and Game Engine Architecture. Another good source for OpenGL and general graphics programming is at http://arcsynthesis.org/gltut

Game Loop is just a for or while or do-while loop. xD

#4961233 Let's have a good POV..

Posted by on 20 July 2012 - 02:57 AM

One metaphor I find is nice with OO programming is to imagine what you want your program to do is a project you're overseeing, and each of your objects is somebody on your team working on it. You organize them to work on their own parts, and at the end, you get the big picture you want.

This same can be applied to C team programming, but C++ is still much more powerful with overloading and templates, but basic class functionality you can get by doing something like this with structures and their pointers which is pretty much enough of object style game programming in my mind.

struct MyStruct {
   int MyPlayerID;
   char * MyCharacterName;
void SetPlayerID(struct MyStruct * this, int ID) {
   this->MyPlayerID = ID;
void SetCharacterName(struct MyStruct * this, char * CharacterName) {
  this->MyCharacterName = CharacterName;

If you want to use OpenGL, look into glfw which is small framework for creating window, handling input events and OpenGL context is created for you. Though staying with C might be little more annoying as I damn hate C/C++ arrays, but you still need to use them with OpenGL. If you want to learn C++ there exists quite extensive reference/tutorial sites for this like cplusplus.com and cppreference.com.

I read that I should also use SMFL or SDL but... what if I'll want to share my games on Steam / iOS Store / Android Store and so on? Steam shouldn't be a big problem, I think but what about the others? iOS uses Obj-C so no SDL / SMFL / Allegro. Android uses Java (as far as I know)... so what then?
I've got no ideas at all... where should I start? C++? A multimedia library?
But then comes again the question: how is really structured a game? What's the "formula" behind a game?

Steam is for desktop games so SMFL and SDL are fine. iOS and Android kinda need Obj-C and Java, but there exists many Software Development Kits for mobile which allows you to use other languages like Lua, C/C++.

#4960710 Can I avoid the hassle of these IDE's?

Posted by on 18 July 2012 - 05:25 PM

For quick and dirty solutions I use vc10 from the commandline and notepad++ as the editor.

Notepad++ is my prefered IDE for building web apps currently. I assume vc10 is Visual Studio 10, is there a good tutorial or documentation on using it from the command line?

Notepad++ is not an IDE it is source code editor.

#4960484 Complete beginner

Posted by on 18 July 2012 - 08:20 AM

Just learn the damn C++ language if you want to focus on game development. It is not actually that hard. Think of pointers as pointing with your finger at person who is pointing at another person who has 303 written on his forehead. Now have two dimensional pointer and you want to know what the variable on the third persons forehead is. You point at the one who points the variable and ask him could you get the number from his forehead. The one you point with your finger points at the one who has the 303 written on his forehead and asks him what is the number on your forehead he replies to the second pointer and the second pointer replies to you 303.

int ** you;
int * yourfriend;
int hisfriend = 303;

// lets point your finger at your friend
you = &yourfriend;

// Now your friend points at his friend
yourfriend = &hisfriend;

// Now lets see where your finger is
std::cout << &you << std::endl;

// Now lets see what we are pointing.
std::cout << *you << std::endl;

// Now we want to know what number he has written on his forehead so we want to know what your friend is pointing.
std::cout << **you << std::endl;

#4960014 What to do when the project is delayed?

Posted by on 17 July 2012 - 08:41 AM

One thing i have realized is that we focus too much on deadlines in software development. Estimating how long it will take to code the software is hard, because software is much more complex than like building a house. Software development also usually causes unexpected problems, which might take weeks to solve if not years. The truth is that if everyone in the team actually does their job the software will be finished at some stage.

I do realize that clients want to know when they can get their software and how much cash building it takes, but I will never again work for someone who wants for example complete web CMS from scratch in two weeks, but I will take jobs with no time limit, but those will get daily reports what has been done and what problems i ran into. I will even let them watch while I code what they want.

If you do not work for clients then you really do not need deadline and you can say to your users that the software will be released when it is ready, like Arenanet is currently doing with Guild Wars 2.

Then again you will need to supervise that everyone will work instead of seeing if they complete their deadline.

If you have limited budget and you run out of cash, then you have a problem which is hard to solve and deadlines kinda try to solve this by forcing the software to be developed before cash runs out, which leads to firing developers who actually are good but are not willing to work extra hours to meet the deadline. So if budget runs out before the software is finished you either have big problem and will have to stop development of the software or halt it until more cash is found. Though if you are working for a client do not charge for completing the project, but for developing the project, because clients of course expect to get finished product with the cash the budget they have.

Of course you can still try to estimate if the budget runs out before starting to write code, but do not try to make miracle happen, because you most likely will be late anyway. Trying to think how to make the miracle happen is just waste of time and makes you even more late. Just apologize to the client and kindly ask if they can but more cash in to the budget or start dropping features to make the work load smaller.

Software development deadlines can just fuck off. It is not like god had 6 day deadline, he is god and finished it in 6 days instead of 6 years.

#4959956 Team communication software

Posted by on 17 July 2012 - 05:01 AM

I would go with IRC for meetings, there exists pretty good bots to manage the meetings. Github private or public repositories for source control, bug tracker and wiki. Skype for fast one on one discussions. FTP server for sharing documents and other files.

#4959837 Server Side Programming

Posted by on 16 July 2012 - 08:12 PM

I could see how the server side C++ program would create a more professional and cheat proof user experience, but it seems like it would magnify the server load by orders of magnitude.

I don't see why you want to minimalise the server load so damn much when actually the compiled server program written with c++ for turn based simple battle game would run faster and with less memory than your ruby script + RoR interpereter + Apache. Another thing is that your http requests would be much larger than your tcp/udp packets would be, which would raise your bandwidth usage.

You would do a call like http://yourdomain.com/battle.rb?didmg=55

This http request would be:

GET /battle.rb?didmg=55 HTTP/1.1
Host: http://yourdomain.com

The response then again would be something like this:

HTTP/1.1 200 OK
Date: Mon, 23 May 2005 22:38:34 GMT
Server: Apache/ (Unix) (Red-Hat/Linux)
Last-Modified: Wed, 08 Jan 2003 23:11:55 GMT
Etag: "3f80f-1b6-3e1cb03b"
Accept-Ranges: none
Content-Length: 438
Connection: close
Content-Type: text/html; charset=UTF-8

The most funny thing is that all of this could be two different packets

dd55 and rd55 which is 8 bytes instead of ton of data.