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Triangles-PCT

Member Since 23 Oct 2011
Offline Last Active Yesterday, 03:52 PM

Posts I've Made

In Topic: VS2013 IDE/intellisense + VAX + performance (a kind of a rant-question-thing-...

22 August 2014 - 01:51 PM

 Runs fast and responsive for me. 

 Just using Update 2 here, Update 3 broke some aspects of initializer list syntax so I've avoided it.

 

 My PC : i7 4770k


In Topic: Unreal 4: c++ vs blueprints

22 August 2014 - 11:19 AM

 Blueprints are fine for relatively simple things. I've seen some attempts to implement complex logic in Blueprints, it looked a giant pile of spaghetti. 

But if you can do it with Blueprints, you might as well start with that.

 

Also Epic has a forum for discussion of UE4, you would probably get more information there.


In Topic: So... C++14 is done :O

19 August 2014 - 02:13 PM

 I'm pleased with the additions. I already use everything that is available in VS2013, I just wish Microsoft was quicker to support C++11/14.

 

Ranged for is superior to the iterator method because it is shorter & easier to read. The less code you have to read the easier it is to maintain.

It is also harder to mess it up via a typo.

 

And soon you will be able to shorten further to:

for(a:vec)

which the compiler will translate into 

for(auto&& a: vec)

 

Anyway, are there any game studios actually using C++11/14, I'm pretty tired of working at studios that stick to C++98


In Topic: Visual Studio 2012 ruined everything

26 August 2012 - 09:10 AM

Install vs2012 and fix the problems. D3D is now part of the windows SDK.

In Topic: One-Step vs Two-Step Initialization (C++)

18 July 2012 - 12:46 AM

I use one-step almost exclusively, the code is simply cleaner/shorter that way. I do very rarely use two-step, almost always because I wish to reuse memory(say the type in question contains a few dynamic buffers), but even here I hide the fact that it is two step initialization from the user of the object(template magic).

You could easily do the same thing with one-step by using a factory.

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