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Member Since 07 Dec 2011
Offline Last Active Mar 26 2014 08:36 PM

#5087033 C in game development

Posted by on 18 August 2013 - 08:01 AM

You are not making the CPU think in any particular way at all, to even consider that is frankly stupid.

I'm not talking about the physical CPU. I'm talking about the CPU from the vantage point of purely the language. If I could express my point more clearly in the previous post, what I was trying to say:


Computer instructions are roughly the same either way on the physical machine for similar C and C++ programs, but C++ offers a different way of organizing your data and methods. The computer, however, runs instructions one by one (for the most part) in programs, and does not concern itself with objects and the like. The computer just runs a sequence of instructions. C, however, is more closely based off of the linear organization and execution path that an actual computer follows. The underlying computer does handle functions and memory addresses and data types. The underlying computer does not have class/object manipulation instructions or private/public this and that.


I wasn't trying to make it sound like I thought the CPU architecture was dynamic based on the language used to program it, although you may find this post equally stupid.

#5086823 C in game development

Posted by on 17 August 2013 - 12:51 PM

I have no qualms with OOP, in fact it is a very natural way of thinking: people naturally quantize data and methods in order to achieve a more organized train of thought. Computer memory is lossless and void of distraction, so computers can do one thing for one year and (assuming the program doesn't use consistently more memory after each execution cycle) and not lose any memory and not be "distracted." Computers are procedural and can only execute one thing at a time (yes you have multi-core systems and OpenCL/CUDA, but for the most part this is true).


I like C. I really like C. You can tell by my signature what I feel about the future of computing and what language I like. I think OOP is a good way to design a program, but not the optimal way to implement it. OOP in C is not the solution. Folks that pretty much re-write the C++ runtime in C for their program and then bash C++ are better off to just quit programming altogether. I find C very suitable for games because games are based off of the game loop. While some people think that since games have discreet and definitive systems (audio, graphics, etc.) that they are all just waiting for C++ implementation, but that is false. C++ is, IMHO, almost trying to get the computer to think like a human. C, IMHO, is almost like trying to think like a computer. I will still be writing my game and tool suite in C.

#5085978 How does a “Build” button in game engine editor window works?

Posted by on 14 August 2013 - 07:19 PM


#5085648 How does a “Build” button in game engine editor window works?

Posted by on 13 August 2013 - 03:16 PM


#5085303 How does a “Build” button in game engine editor window works?

Posted by on 12 August 2013 - 04:36 PM


#5084790 Here Is A Free Dirt Texture + Free Grass Texture

Posted by on 10 August 2013 - 04:29 PM

I made some programmer art. Here are my free textures, use them for whatever you wish. If you don't mind, please give me some criticism on them and what I can do better. I was aiming for a TF2-like cartoony look. They are all seamless.

Attached Thumbnails

  • dirt.png
  • grass.png

#5083352 How do you generate 3D noise on the GPU?

Posted by on 05 August 2013 - 03:36 PM

Just do 2D noise, and use that as a heightmap.

#5079948 Case for Dumbing Down – because others deserve to enjoy games too

Posted by on 23 July 2013 - 02:35 PM

I think that a perfect game would be so unique that everyone would be a beginner to boot, and a master at the finish line. What I mean is that when you say "hardcore" gamers know how to play without hints, you are basically admitting that games are unoriginal and strictly follow genre conventions, so if someone who is a fan of a genre is playing a game of that genre, then they will already have mastered skills of previous games in that genre and be better than other players. So a good game designer will build a challenging and unique game that is very accessible, but provides a challenge, be it in reflexes or thinking.

#5076449 Cross-Distro DirectX Alternative For Linux?

Posted by on 09 July 2013 - 05:13 PM

Thank you for that clarification. It is much appreciated.

#5075360 A Hello And A Qusetion that may have been asked

Posted by on 04 July 2013 - 08:10 PM

The first language you ought to be learning through-and-through is called English. After that, I don't think I can help you, at all. No one understands what you are talking about, and the entire bucket of cringe we think you are saying really makes us want to decline in having a mature conversation with you, whom we can't even understand between all of the emoticons and "lols." All I will say is that there is no magic solution to anything, and you can't make an MMO.

#5075104 Advices for a student completely new to game dev

Posted by on 03 July 2013 - 02:32 PM

Language, smanguage, it doesn't matter which one you use. There are some considerations you need to make, though. First, for any type of calculation-intensive game, you should use a compiled language, not an interpreted language. Also, you might want to consider library availability. Libraries are mostly available in languages such as C or Java, but I've seen OpenGL bindings for compiled Haskell, so you'll probably be able to find something no matter where you go. It isn't 1989 anymore, so you can rest easy knowing that it is completely possible to write a full fledged 2D or even 3D game in languages like Java (Minecraft, anyone?) and Python (Pyglet). As far as myself goes, I use C. I know I should use C++, Java, or Python and all of that, but I never really did. Another point of interest, is that there was, the other day, a user on here who is creating a language call C-UP, and it has built in parallel SIMD data types and other goodies for games programming, and it is a full language, not an API. I haven't used it (yet), but it might be worth a shot to check it out.

#5049324 rpg: what's left once you're high level?

Posted by on 02 April 2013 - 03:28 PM

I am of the opinion, ESPECIALLY IN RPG's, that if the player has exhausted what the game has to offer, then it is time for user-generated content to become relevant and for players to exhaust other player's content, which is pretty much infinite if the game is as big as the Elder Scrolls series or the Half-Life series, among others. Another of my opinions is that if the story is constructed as non-linear fragments, the possibilities become endless for expansions, even micro-expansions, and are not limited by a linear continuous story.


EDIT: Another exciting opportunity made possible only recently with newer processors is real-time procedural generation of quality content. I have seen procedurally generated graphics that are stunning. There is a blog by programmer Miguel Cepero called Procedural World that involves his server farm generating amazing structures and terrains on-the-fly. There is already a game called Anteworld made with a custom engine called Outerra that simulates the entire Earth using procedural fractal algorithms that are based on Earth's continents.

#5042101 Article Inspiration

Posted by on 11 March 2013 - 05:19 PM

There should be an article about the various languages, why to use each one, and how to get started with it.

There really shouldn't. The series is about games, not programming. Yes, it might include programming topics here and there, but it wouldn't teach you C or Java or something. I can see an engine's scripting language being presented, but not programming languages.

#5036094 A good OpenGL ES 2.0 book for Android + Java?

Posted by on 24 February 2013 - 08:06 AM

OpenGL ES 2.0 only works with C/C++ natively. You will have to learn the JNI wrappers provided by Android which are quite different indeed.

#5036088 A good OpenGL ES 2.0 book for Android + Java?

Posted by on 24 February 2013 - 07:56 AM

The OpenGL ES 2.0 Programming Guide. If you don't want to buy the physical version, Amazon sells a PC/Kindle version.