Jump to content

  • Log In with Google      Sign In   
  • Create Account

Zaoshi Kaba

Member Since 04 Nov 2012
Offline Last Active Today, 04:11 AM

#5288642 Diagsession files?

Posted by Zaoshi Kaba on 25 April 2016 - 01:51 PM

Just .zip it.




#5288276 Is there an official list of all registered game titles out there?

Posted by Zaoshi Kaba on 23 April 2016 - 05:33 AM

if a trademark is not registered does it carry the same weight legally?

 

I'm not an expert or lawyer, but I believe in case of dispute the one who proves they used that title earlier will be assumed to have ownership. Therefore, automatically you cannot use any existing titles. Sometimes even similar ones.

 

I remember reading a story where guy released game similar to Candy Crush and it was similar in name, later on Candy Crush came out and they started legal war. Of course Candy Crush was on losing side, since they came up with the name later, so they found another game with similar name, which came out much earlier, bought copyright for like $100 and made poor guy take down his game, because now Candy Crush holds rights to earlier title.




#5287168 Pressing a key down generates both KEYDOWN and KEYUP event

Posted by Zaoshi Kaba on 16 April 2016 - 05:45 AM

Aren't you just missing break; at the end of SDL_KEYDOWN case? Same issue with SDL_KEYUP case.




#5281874 Why didn't somebody tell me?

Posted by Zaoshi Kaba on 18 March 2016 - 10:20 AM

I thought I'd share this extension:

https://visualstudiogallery.msdn.microsoft.com/be91feef-8dc3-4f7a-ac9f-f34e7ca5918f




#5281175 how could unlimited speed and ram simplify game code?

Posted by Zaoshi Kaba on 14 March 2016 - 04:27 AM


Is this true Waterlimon?

I had to write a small program in Prolog that finds all magic squares constrained by certain rule. So I just wrote down all the rules:

  1. rows 1..n add to N
  2. columns 1..n add to N
  3. diagonal adds to N
  4. all numbers in cells <= n*n

And Prolog just proceeded bruteforcing all answers.

 

In Prolog you just write rules / result you WANT to have and it tells how to achieve that result.




#5279209 "It's when you...", or: little things you've discovered about...

Posted by Zaoshi Kaba on 03 March 2016 - 02:22 AM

This thread is probably more suited for Coding Horrors section.

 

I've encountered people who don't know this so I'll mention:

  1. Hold ALT and drag vertically to edit multiple rows in same location. Allows easy aligning, copy/paste works as well.
  2. Use this extension to add extra functionality to ALT - hold ALT and click arbitrary locations to add carets there.



#5277783 Determine whenever box is visible in frustum

Posted by Zaoshi Kaba on 23 February 2016 - 02:38 PM

You should only reject a box if all vertices are "outside" the same frustum plane.

OP doesn't mention whether he's trying to implement frustum culling so I believe it's worth to mention that such approach isn't error free. Sometimes it gives false-positives, as in flags box as visible even though it is not.




#5274873 Have You Ever....?

Posted by Zaoshi Kaba on 08 February 2016 - 11:38 AM


was copy-pasted in 5 different locations in the code

I spent a week creating such situation. Now I get to fix it.




#5273692 Frustum Culling Question

Posted by Zaoshi Kaba on 01 February 2016 - 11:36 AM


See Quad-Trees, Oct-trees, BSPs, K-trees.

Basically...

Quad-Trees, and Oct-trees work by recursion. You start off with very large volumes, and you work your way downwards, checking smaller volumes, till you finally get to the actual meshes to check. For small worlds... these tend to be more costly. For larger worlds these are efficient. 

 

Are hierarchical structures even necessary for frustum culling? My CPU can cull ~450,000,000 AABBs per second (on 1 thread). 1 ms would be 450,000 AABBs. I'm sure you'll run into a dozen other problems before bruteforce frustum culling becomes a bottleneck.




#5270239 why does visual studio do this?

Posted by Zaoshi Kaba on 09 January 2016 - 03:41 AM


That isn't the issue. It won't recompile that cpp for some reason. it's using the old code.

What makes you think that? Debugging is impossible in Release build, so anything it tells you is false.




#5268973 Criticism of C++

Posted by Zaoshi Kaba on 03 January 2016 - 06:22 AM


C legacy

I agree but too bad this is required for backwards compatibility. Personally I'd prefer if Microsoft just scrapped all pre-Win10 code / API and just remade whole thing from scratch in C++. But that would mean we'd lose lots of already existing libraries.

 

 

 


Templates are ugly

Isn't that the case only with template metaprogramming?

 

 

 


No easy way to print enums

Can Java do that? (I don't use it so I am not aware). Besides, is there a use for that outside debugging / logging reasons?

 

 

 


Hard to parse causing problems with code analysis, navigation (intellisense etc.)

Isn't this mostly caused by C legacy and multiple syntax (ex. C vs C++11 uniform initialization & so on)?

 

 

 


Uninitialized variables still cause a lot of security bugs

You just need to turn up warning levels and treat warning as errors. Compiler won't let you compile uninitialized variables, unused variables, precision loss (ex. implicit cast from uint64 to uint32), & some other things. From my little experience majority of open source libraries don't even compile with those settings.




#5267167 How do you organize your time for game dev?

Posted by Zaoshi Kaba on 20 December 2015 - 11:24 AM

stay clear from anime

 

Might as well change my degree then.

 

I'm terrible at planning time so my advice isn't worth much. 

First of all, you might want to read this article: http://www.gamedev.net/page/resources/_/business/production-and-management/getting-games-done-r3564

I also remember someone saying you have to force yourself to work on your game. For example, you set timer to 1 hour, sit down, and work on your game. You have to do 1 hour every day at minimum, no excuses, no procrastination, etc. Just 1 hour spent on your game, and it doesn't even matter what you do.




#5262978 Random errors in Release builds

Posted by Zaoshi Kaba on 21 November 2015 - 02:53 AM

Turn up warnings to level 4. It'll notify you about unused variable, uninitialized variables, etc. Fix all of that.

If you're using Visual Studio 2015 (and maybe 2013?) you can also run static code analysis. It might show extra issues (possible nullptr, etc.), but sometimes it also points out false positives.




#5258401 Problem with save mechanisms

Posted by Zaoshi Kaba on 21 October 2015 - 01:43 PM

As far as I can see your loading and saving are not identical:

             ifstream fin((file+".save").c_str(), ios::binary);
             fin>>charactername; Sleep (100); // name is loaded first, but class is saved first, etc.
			 fin>>gender; Sleep (100); // you don't need these Sleep() either
			 fin>>characterclass; Sleep (100);
			 fin>>characterage; Sleep (100);
			 fin>>xp; Sleep (100);
			 fin>>lvl; Sleep (100);
			 fin>>hpmax; Sleep (100);
			 fin>>hp; Sleep (100);
			 fin>>mpmax; Sleep (100);
			 fin>>mp; Sleep (100);
			 fin>>ad; Sleep (100);
			 fin>>cs; Sleep (100);
			 fin>>armor; Sleep (100);
			 fin>>achieve;
             ofstream fout((save+".save").c_str(), ios::binary);
             
			 fout<<characterclass;
			 fout<<xp;
			 fout<<lvl;
			 fout<<gender;
			 fout<<hpmax;
			 fout<<hp;
			 fout<<charactername;
			 fout<<mpmax;
			 fout<<mp;
			 fout<<ad;
			 fout<<cs;
             fout<<characterage;
             fout<<armor;
			 fout<<achieve;

Also, >> reads until whitespace (and maybe some other characters), so if your class or name or something else contains spaces it will not load the way you expect it to.

 

Just noticed that you have ios::binary flag set. I'm not sure how it works when writing strings using << and >>, but try to remove it, since your file isn't really binary.

 

More things you can try:

Try to open savefile manually and confirm visually whether it saved what you expected.

I assume you are using Visual Studio; try to play with debugger to see what gets loaded after each statement.




#5254748 Why did COD: AW move every file into the same folder where .exe is?

Posted by Zaoshi Kaba on 30 September 2015 - 04:00 AM

This is Steam, do they even have an ability to control that?

Besides, why do you care? It works and that's enough.

 

Edit: It seems my post sounded way more rude than I intended it to.






PARTNERS