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Member Since 08 Jul 2012
Offline Last Active Yesterday, 01:58 PM

Posts I've Made

In Topic: Self-evaluating my programming skills?

21 April 2015 - 07:45 PM

There are quite a few things you can do to ensure you're progressing and/or to help you progress:


1.  Take a look at some of your older code bases from a year or so ago.  You should easily recognize things you could have improved upon.  In this case, you've been improving - regardless of whether or not you think so.

2.  Work on project euler problems https://projecteuler.net/archives and keep doing them until they become too difficult to solve.  Come back to those same problems 6 months to a year later and see how well you do.  I'll tell you right now that the questions that were previously difficult will be much easier, and again, you've been improving.

3.  Come up with a plan to improve your skills.  Make a list of topics you want to explore or problems you want to solve and knock them off your list one at a time (for example, I feel like I don't know nearly enough about multithreading and concurrency, so that's on my list).  I like to use trello for organization as it's nice and simple.  https://trello.com/


Yes, it'd be a great feeling for you to be able to answer some interview questions, but I don't think that'd solve your problem in the long run.

In Topic: What Are You Working On

05 April 2015 - 10:15 AM

I always wanted to make a ray tracer, so I started working on one (C++).


It doesn't do much yet, but here's what it currently looks like: http://puu.sh/h2rwj/bbbdf4f406.jpg


The end goal is to offload all of this work onto the GPU (with OpenCL) to get a reasonable render time.

In Topic: Why didn't somebody tell me?

26 March 2015 - 06:43 PM

This isn't really a "why didn't somebody tell me" but more of a "how the hell could I not realize" scenario.  I just did a timed technical test and I wanted to make sure my answers were done well, so I looked over and polished up my answers as much as possible.  I went to submit it about 10 minutes before the deadline.


To my realization, the test was split up on multiple pages.


for ( ; ; ) {



I ended up answering the other questions as quickly as possible (they weren't difficult at all, but would take some time to complete), but I'm not expecting to hear back (I'd be quite surprised if I did) as I didn't submit it within the deadline.  I don't even know how I could mess up such an opportunity so badly.  Ugh.

In Topic: Make an engine from scratch's resources?

17 February 2015 - 10:28 PM

I would like to know what programs I would need to make my own engine from scratch. Yes I know it is highly un-recommended to make one from scratch if your just by yourself... But I've been learning multiple variations for multiple scripting languages. I am motivated to put in all the effort and I have alot of free time to do this. ( I know it will probably take me years ). I want to be able to control all the vertices of the models and know exactly all my limits of my engine. I don't want any criticism or asking why would you do this... I just want a slap into the right direction


I decided to do something similar for the purposes of learning, and I must say, you really do learn far more with this route than the typical "use a pre-existing game engine" route.  For your own sanity though, I would strongly suggest using some 3rd party libraries until you have at least some game engine programming experience under your belt.  Some libraries that you may want to look in to are: SDL2/SFML/GLFW (Windowing/Input), OpenGL/DirectX (Rendering), irrKlang (Audio), Assimp (Model Loading), Bullet/PhyX/Havok (Physics), GLM (Math), and GLEW if you're using OpenGL.  Of course, use Visual Studio 2013/2015 with C++.  Look into Trello and Github as well if you haven't already done so.


I personally believe it's better to tailor an engine for a specific game that you want to make so you have some realistic endpoint (and you have some semblance of focus, which is extremely important in project management).  Once you've completed the game, you can throw away as many designs as you want, and keep the designs you liked when you start a new project.  I guess what I'm saying is that the best way to evaluate your engine is to make a game with it, and following the process of game engine -> game -> next game engine iteration -> next game is far more effective than simply working on an engine.  I think this is the process that people are referring to when they say to "make games, not engines" but hey, I could be wrong.


Good luck!

In Topic: Forward declarations of classes :S

02 February 2015 - 07:13 PM

You're correct that compilation time increases using foward declaration, but it is not a reason when the class design it is defined, such that the class will create the object, use it, hold a reference, etc.

When I was starting I foward declare all my classes in order to de-crease multiple dependency of classes, increase compilation time, etc, but the truth is that the correct way of not doing this in the wrong way is to think about all classes design first.


Forward declarations reduce compilation time (they don't increase it).  Is that what you meant?