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Member Since 13 Mar 2013
Offline Last Active May 13 2014 08:15 PM

Topics I've Started

Should I compile dependencies with my API?

04 August 2013 - 05:00 PM

So, I've been writing a game engine for a while now alongside several hobby games. It gets developed as each game needs it to have more features. I'm now in the process of refactoring the code and cleaning up the project.


It depends on all sorts of fun things, like glew, SFML, CEGUI, and Box2D. As of now, I compile all of my dependencies with the API so as to have just one .a file to link with. I realize that doing this doesn't really dodge all of the bullets, since I still have to point to all of the headers of my dependencies.


So, my question - should I continue to compile my dependencies with my API, or should I leave it up to the user to link the dependencies?


EDIT: I'm asking about best practices, because I've seen a lot of different APIs do it both ways.

Do I need the CS degree to make it out there?

25 April 2013 - 01:32 AM

Hey all, if you want to skip my background, my question is: Do I need a college degree to have a successful career as a programmer (primarily as a game programmer).
If you want to tailor your response to be specific to my situation, I would be very grateful! Here is my background info:
I'm 18 years old, and I've been programming since I was 10 years old. My dad handed me an ancient book on C programming and told me that if  I learned to program, I could make my own video games. Now what 10-year-old doesn't want to make a video game? I hated reading of course, so I just skipped straight to the code examples. When I dried that book out, I moved to the vast ocean of Google to learn everything I know about C++ today. Now, I'm finishing up my freshman year of college as a CS student. I work part-time as a programmer for a genetic research facility under the USDA to pay my rent.
Most of my experience is in game development, but I also enjoy artificial intelligence (mainly artificial neural networks), massively parallel GPU programming, robotics, and OS-level programming (I wrote a simple OS that went into pmode and loaded a simple shell back in my junior year of high school. Bootloader in Assembly, kernel in C).
I learned Java in a weekend and made an Android game the following month, and you can find that in my signature. I also wrote 2 game engines that I use for all of my hobby projects - one for 2D and the other for 3D. Getting amped up to use my Fission engine in this weekend's Ludum Dare!!! This will be my 5th time doing it smile.png
That about sums up my background. The reason I'm asking this is because I'm really not enjoying the classroom part of college so much. I love the living on my own, do whatever I want, lots of free time, do some cool projects aspect of college, but so far I've learned little to nothing in my CS classes. And it seems nowadays anything you don't already know can be found on Google.
Also, it's worth mentioning that I have a full-ride scholarship to my University. I guess the obvious answer should be to take the free college, but I just feel so unsatisfied - like I'm just here for that piece of paper.
I am finishing up Calculus 3 and Linear Algebra this semester though (2 more weeks!!!!)! I didn't need Calc 3, but Linear Algebra is the last math requirement for a CS degree at my college biggrin.png
ANYWAY, question: Would dropping college for a full time job in the industry of my dreams be a terrible life decision?

Sending/Receiving the Game World

15 April 2013 - 11:27 PM

Hi all, I've been working on a sort of side-scrolling, shoot em up, RTS game for the past few weeks and am now confronting the issue of sending the game world to the client when it logs in. Right now, when the player logs in, the entire game world is sent all at once (each object gets it's own packet) over reliable UDP (I'm using enet). Originally, I had the game world all in one packet, but the packet was too big to send in just one packet (it's like 50kb). Right now, it works fine if you have fast internet, but with slow internet (50 kilobytes per second) the client will hang there for a very long time receiving only a few game objects a second and never really receives the entire game world.


Any suggestions? I'm about to implement a system where it spreads the packets out over a few seconds, is that a good fix? Or are there fancy ways that would be better?

Ninja's Ascent [Android] [First App]

19 March 2013 - 11:11 AM

Hi guys, our (my roommate and I) first android app is now fully playable! I did the coding and he did the art. We've been making games all throughout high school (we're freshman in college now), and I was in the PSP homebrew scene before that, but this is the first time I've ever picked up Java and my phone, I'm just a C++ fanboy.




The game is yet another jump game, but it's fun! You have to jump off the falls and falling debris to get higher, also, you dodge fireballs and avoid pesky UFOs. There's also a couple power ups that can help you a long the way. When your ascent comes to an end, you can submit your score to the global high score board!