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Member Since 19 Feb 2013
Offline Last Active Jan 16 2015 12:42 PM

Posts I've Made

In Topic: Thoughts on Rust?

22 December 2014 - 04:13 PM

My background: for the little I delved in game programming with C++, I was absolutely scared of the language. Previously, I was programming in C#/Java, and C++ with its manual memory management was so scary I switched completely to "modern" C++11 and used shared_ptr absolutely everywhere. Then my enthusiasm got drowned by "serious" work in PHP "language". And Javascript. I am a huge fan of finding problems on developer machine, and not runtime. And scripting languages are in absolutely the farthest distance from that ideal.


Year and a half later, I found Rust. It is like a breath of fresh air. It has the right idea. It is not that it is "killer" of some particular language. It simply stands out because it leaves less problems for runtime than any language I used before.


I am not saying that "Rust" is special. No, the idea of "ownership" and "borrowing" is special. Even if by some unfortunate event Rust dies, other languages are going to pick up this idea.


How else to explain it? Well, you know, how we find elements in map quickly? We keep it sorted. How do we quickly calculate statistics for the large amount of data? Well, we aggregate it as the data comes in. How do we avoid collecting garbage in language to ensure memory safety? Well, we define strict rules so we can know when all data is deleted at compile time. duh.


Yeah, I know, it sounds like Rust turned me into a fan smile.png

In Topic: Where to go to start to learn Python?

27 April 2013 - 03:19 AM

I am always worried that I will find a source that is just plain horrible


Don't rely on single source :)

Also when you understand basic language constructs, you can delve into something bigger. For example, I learned python while writing Civ4 script.

In Topic: Unity 3D vs UDK

23 April 2013 - 12:46 AM

Unreal engine is made for First Person Shooter, meaning that it works best for what you would usually see in other Unreal games: a map, weapons, shooting, jumping, multiplayer, bots.


These are Pros if you need that for your game.

In Topic: A* pathfinding on a sphere projected cube (uneven planetary body)

22 April 2013 - 06:51 AM

dont introduce special cases with null-pointers to handle impassable tiles


When I mentioned null pointers I was thinking about those corner tiles which have 7 neighbors instead of 8.

In Topic: A* pathfinding on a sphere projected cube (uneven planetary body)

22 April 2013 - 02:33 AM

It looks like you will have to store your shortest path node list in memory somehow.
Also it seems that you need a bit more than brute force nearest nodes, you may need to exclude mountains and lakes, or assign appropriate values for hard-to-pass terrain.
So you may need to take that data you use for the terrain (i will call it "6 sphere face"), and use it to compute "shortest path node" only once (or only when it changes). This can be done and tested separately, until you get it right (even with smaller cube density if needed for testing purposes). In case of the corners, just allow null references for your nodes (if you need diagonal path too).

Every "shortest path node" may have a reference back to original "6 sphere face" node, so you get the real thing if needed.
This way your lookup algorithm remains simple and fast yet you do not loose any information about your world.


EDIT: As for adjacency of the faces, the most basic approach is naming things right. For example, of two futhermost corners of the box have respectively values of (-1, -1, -1) and (1, 1, 1), this information can be retained in cube face array. For example, cube face array may contain faces from (-1, -1, -1) to (-1, -1, 1) for U and from (-1, -1, -1) to (1, -1, -1) for V. A bit more math, but solving it would help to avoid a lot of repetition.