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Member Since 07 Sep 2011
Offline Last Active Jun 20 2012 08:41 AM

#4909732 Differences between C# and Java

Posted by on 04 February 2012 - 10:43 PM

Not to mention the obvious fact that Java is entirely cross-platform (And by the way, converting java code to an exe file seemse counter productive to me, as perhaps the biggest advantage to using java IS its cross-platform nature), where-as C# is Microsoft only (unless you take into account Mono, which is another argument all together).

#4903785 Need java Timer code help.

Posted by on 17 January 2012 - 03:27 PM

You subclassed ActionListener and then overrode the actionPerformed method, but you registered the JFrame subclass (which implements ActionListener, not TimerListener) as a listener for your timer.

You need to give your JFrame subclass a TimerListener as a data member, construct it in the constructor, and then pass a pointer to that object as the second argument of the Timer object constructor.

I am not sure what your design requires, but from what you showed us, you could also remove the implementation of ActionListener from the JFrame subclass as it is seemingly uneeded.

#4902072 should I move from 2D to 3D?

Posted by on 12 January 2012 - 01:07 PM

OpenGL is a low level graphics library. SFML is a high level library. I have never actually worked with SFML, but I assume its underlying implementation is, in fact, OpenGL.

With that said, there do exist some higher level 3D graphics libraries. One that comes to mind is OGRE3D. This is a very popular library and was used in the PC/PSN game Torchlight. It's worth a look.

If you still prefer to work in OpenGL and build your own framework, then I suggest looking at some asset import libraries (such as assimp). They will at least make things such as model loading easier for you.

#4894025 [android 2.2] UI is different on emulator than on a device

Posted by on 14 December 2011 - 05:17 PM

I highly recommend watching this video. The lead UI programmer from Square Inc. does a great job of covering just this and much more.

#4893701 Arrays and null objects...

Posted by on 13 December 2011 - 08:19 PM

Not enough code to say for sure, but I am going to go out on a whim and say you declared an array of objects, but never initialized each object.

#4893697 Absolute Beginner

Posted by on 13 December 2011 - 07:57 PM

What's the best language to learn?
I would personally recommend C++.

Some people would disagree and say it's too hard to start. I don't really think so, but if you want you can also try java, C# or pascal.

I personally fully agree with this statement.

Too bad you (are both) completely and utterly wrong. I hate to use such strong and definitive language for something on the internet or that has to do with programming; take that for the strong language it's meant to be.

Learning something as strict and versatile C++ well is a very good way to start.

No, it's been shown time and again to be a very horrible, slow, error prone way to start.

It teaches you how to become disciplined and write good code.

Bullshit. C++ is horrible specifically because it does not teach you to write good code. It promotes you doing voodoo programming (because beginners don't know the root cause of things, because the error messages are horrible). It promotes 'not invented here syndrome' (due to tiny standard library). It promotes lack of automated testing (due to horrible testing frameworks, because the language has no introspection capability). It promotes horrible, incorrect code due to all of the horribly old/out-of-date/broken tutorials out there.

C++ defines undisciplined, garbage code.

It's a lot better to start with a widely-documented, difficult language with tutorials everywhere such as C++ than to jump into Python and try to translate all of that to C++.

No. It's better to learn how to program. Just because you used that nail gun doesn't mean you made a cheap house, it just means you didn't waste a ton of time dicking around with a hammer like a noob.

Thinking that C++ is a vaguely decent language is bad enough. Suggesting to beginners to start using it is harmful and negligent.

That's quite the biased statement.
You make such a bold claim saying that he is "completely utterly wrong" when in actuallity, the content in his post is entirely subject to opinion. There are no facts revolving around his post or yours. When someone says "It's been proved time and time again," but then fails to reference any sources, it's usually a red flag that he/she is pulling shit out of his/her rear end. You know what they say, 97% of statistics are made up on the spot.

#4892565 Processing custom scripts

Posted by on 10 December 2011 - 11:35 AM

Why not use one of the various scripting languages already out there? Lua, javascript, python, etc.. They all are designed for this purpose and their VMs and interfaces are already coded for you.

#4889093 What tool could be the best?

Posted by on 30 November 2011 - 09:34 AM

You have some other work to do before figuring out which language to use.

First of all, what platform(s) do you plan to target? Depending on the platform, exactly which devices of that platform do you plan to target? Who do you expect to play your game? etc..

Once you have all of that, you need to put together a solid design document.

Once you have a solid idea of what exactly needs to be done and for which systems, you can much more easily (and much more accurately) determine the best language to use.

There is no one-size-fits-all language. The language you use should rely on many factors.

#4871512 Learning Java: Where to start?

Posted by on 11 October 2011 - 11:47 AM

Unity3D (game engine) lets you use java as scripting language for development

Just to clarify: Unity uses javascript, and not java. Just so there is no confusion if you decide to use unity at some point :)

Same with UDK. With that said, both of them use a their own form of javascript with their own tweaks. Untiy's javascript implementation has been officially dubbed UnityScript. Likewise, UDK has dubbed their javascript implementation UnrealScript.