Jump to content

  • Log In with Google      Sign In   
  • Create Account

Mario Fraiss

Member Since 13 Jun 2013
Offline Last Active Jun 17 2013 11:42 AM

Posts I've Made

In Topic: The very beginning of a game developers journey

17 June 2013 - 10:21 AM

Hello shadowisadog,


Well, we uses and we are using these langugages mainly C#, Java, Objective C, C++ to achieve our goals in software development. The language itself is not the problem, I am into these.


Further my interest is in the main used languages, which are, as far as I know, C++ and C#, to develop games. Are there any concerns? I mean, the performance thing between C++ and C# is not the kind of argument I accept, because these issues are only relevant if developing kind of AAA-titles or high performance game engines like Crytek or another companies does.


I know that there are many different "so called" Game-IDE but I definitely won't use one of them, because I want to start on my own. Further I would of course basic resources like NeHE or other pages to get into the topic...


I do agree with you, that to jump right in is the best way. That was the same I did when I was about 12 years old.. by this time I jumped into assembler :P, so mov ax, bx ;) ... and after, there was C++ and later on C# and Java.


I guess, I would probably begin wtih C#... what do you think?

In Topic: Game Loop Implementation on Windows Forms C#

14 June 2013 - 02:47 PM



I'm glad, that I was able to bring you to another view of your problem.


In Windows-Forms you primary have one Thread, which is the UI Thread. This thread normally is redrawing the forms and controls and every action concerning that should be implemented within the OnPaint-Methods of your components. Therefore, all your actions, which are not about the UI should be seperated into an extra thread, e.g. this could be a thread you instantiate manually for the human player, and e.g. a Background-Worker thread which you could use for the AI-player.


In fact, It's up to you, how you get these things done. I think an easy and efficient way to solve your problem could be this one:


1) Subclass a Windows-Form or your Picture-Box, you probably need for implementing the custom drawing

2) Implement Event-Handlers for the Picture-Box and Event-Receivers for your class which handles a Player

3) Subclass the Player to be a human player

4) Subclass the Player to be an AI-player (and if you like, include Thread-Handling in the way of a background worker there)


I hope this brings you a little further :)

In Topic: The very beginning of a game developers journey

14 June 2013 - 02:38 PM



Thanks for the hint concerning the topic-title, I've changed this so far :)


ad 1)

Oh my god. I'm so sorry about opening "Pandora's Box", but I really want to get into the topic of game programming language and how they should get used. It's not in my mind, to elevate kind of flaming war. As well, I'm already wearing a flame-resistant underwear.


ad 2)

I had about 5-10 years to wait, until I start beginning the learning process concerning fundamentals and so on - so believe me, when I write: It's not about just in time or doing things really fast. It's my target to get the basic stuff done, to be able to setup on that knowledge later on. So my goal is not to release a game tomorrow, more or less, the primary goal is to get deep into the very basic topics like "How it work all together under the hood" and not the way "Reference Library-X" and use it in your code...


Do you understand what I mean?

In Topic: Game Loop Implementation on Windows Forms C#

13 June 2013 - 01:57 PM



As you mentioned, you try to figure out the right way. In your case, I would definitely suggest you, to implement the following model:


1) Main-Loop which is responsible for the main execution

b) Updates Game UI, Updates Game Graphics, Updates Game States


2) The question about the seperation of threads concerning your players is not that easy to answer...


Is it necessary, that they act and react at the same time, simultaneously or every of the player turn by turn? If they act turn by turn, one thread should enough.. this  thread can handle manual (human actions) and automatic (AI actions).


Does this help you?