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Member Since 24 Jun 2013
Offline Last Active Oct 30 2015 10:35 AM

#5248180 I made a working alternative Finally block for C++ exceptions. Opinions welco...

Posted by on 22 August 2015 - 01:10 AM

You don't seem to know how finally works:

See the Java code below.

Your code would not execute the finally. However in Java it will execute the finally.

Finally is always called in Java unless you:

  • Call system.exit()
  • Another thread interrupts this one
  • The JVM crashes

Ofcourse a C++ finally needs to mirror this.

public class Main {
	public static void main(String args[]) {
	public static int something() {
		int success = 1;
		int failure = -1;
		try {  
		    return success;  
		catch (Exception e) {   
		    return failure;  
		finally {  
		    System.out.println("Will always be printed");
		System.out.println("Wil never be printed");
	public static void exceptionthrower() throws Exception {
		throw new Exception();

#5132047 Where do I go next?

Posted by on 17 February 2014 - 10:19 AM


SDL is not a language. You may not have made this mistake had you started actually coding something and gotten hands-on experience with API’s.

Sorry, I wasn't meaning to refer to it as a language, I was simply meaning that I could do it using the library, however I was trying to say that I was unsure about starting to learn and do those things in other languages, such as c#.


Anyone can say that they can do something.

But there is a big difference between thinking you can do it and actually doing it.


I might actually believe I can do something. But that doesn't mean anything.

It doesn't give the experience you get from actually doing it.

#5115944 What should I start with ?

Posted by on 10 December 2013 - 11:29 AM

@karsten: i don't know how opengl will work with windows because i prefer directx and i use windows only.

Opengl is cross platform so It'll work on every system. (the available version is different, windows can use the highest version)


DirectX is the other choice, is windows specific.

It's mostly a matter of taste

#5115677 Creating an Open World game

Posted by on 09 December 2013 - 10:37 AM


Are you not the same guy that said it was not possible:/


Nobody said that it's impossible.

It's just not practical.

The art, the programming, it's too much.


Sure, you can make a great game in 3 years.

But it won' t be the equivalent of an AAA game. (maybe an AAA game from a decade ago, but we are considering AAA games from today, not gta 3 or Doom (which I would consider AAA))


Implying otherwise is egoistical. (sort of)

Why? Because that would imply that that person could do the exact same amount of work in the same time as hunderds of people from a big company.


So you think, sure I'll just work for 10-15 years.

You'll need amazing motivation (and money, since where are you going to get money to eat?) to do that and finish the project.

But the work done today is old news in 15 years time.


AAA isn't better than indie.

Games don't need to be like that to be good.


The reason why I started this discussion is that having unrealistic expectations isn't good.

I think many people (everyone?) have a dream game, which would require it to be AAA.

But most people know that it's that, a dream. (something that could happen, but probably not)


Your original post made it look like you could expect to be someday possible to make an AAA game on your own.

Which is just not true (if it is, there would be many people who already did it)

#5115425 Creating an Open World game

Posted by on 08 December 2013 - 01:10 PM

I smiled when i saw this question smile.png. I understand exactly what you mean as i am a beginner too and i have the same dream but not fps open world(don't really like'em).
Which language will fit best: C++. I know some replies might say otherwise but for me it's not. C++ is not hard, at least to me (the basics, which i'm learning as a first language). It's interesting and i like it. If you are planning on creating anything close to gta or assasin creed or COD (which i plan on) then c++ is the way (opinions might differ.
Which engine: If it's for windows pc (maybe others), then torque3d but torque uses a really slow scripting language but it's open source so you can tweak it (maybe) and if i were to advice on scripting languages, i would say LUA.
The only engine i know of that uses c++ and lua is cryengine but it has its problems.
I chose lua and c++ because of speed (matters to me). If you plan on taking my advice on learning c++ as a first language, search google for c++ beginner tutorial pdf and if you have money, buy books. (C++ is really symbolly):/

You do know that COD and assasin creed are AAA games created by studios (hunderds of very experienced people)?


Beginners already often have a surreal look on games.

Your post makes it look like it's easy (or even doable) for 1 person to achieve something like this.


I'm not saying indies can't make great games, nor that extremely talented people couldn't create something close to AAA.

I'm just saying, you should stay realistic.


Next, there is no best language.

C++ is a choice, not THE only choice (ofcource if you want in the business, then you should know it)

As a beginner you shouldn't really look at what is the fastest.

Being able to take advantage of the actual speed, already takes an experienced programmer.

Do note: I'm not saying you're wrong in any way.
I'm prefer C++ myself.

#5109028 New to Java first project.

Posted by on 13 November 2013 - 01:05 PM

You should have a file on your pc named Magamar.java

In that file should be the code you wrote in the first post.


Then in the command line you go to the folder that holds the file Magamar.java

Then you type: javac Magamar.java (this will generate a Magamar.class file)

Then you type: java Magamar

#5109011 New to Java first project.

Posted by on 13 November 2013 - 12:36 PM

The file name needs to be Magamar.java

#5107738 Need help with Python/Pygame Collision

Posted by on 07 November 2013 - 02:37 PM

You are certainly correct.


My point should have been:

This example solves the problem, it doesn't make things too complicated.

But you'll have to learn better, more complex patterns later on.


I do know some people who just get stuck. They keep doing what they're doing, and don't improve.


I'm not saying the op is like this (coming to this forum already proves the contrary).

I'm saying this solution isn't the end-all be all way. (such a solution, as you demonstrated, doesn't exist)


Thank you for the clarification, and my apologies for the previous answer :)