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Member Since 16 Oct 2013
Offline Last Active Mar 01 2015 04:31 PM

#5210285 Enemy Bullets

Posted by Lactose! on 12 February 2015 - 09:35 AM

Thanks for the advice. In your example, what does the update() method do? I see a lot of examples with it and I never understood what it was for.

In this specific case, I would guess it Bullet.update updates the bullet's position (e.g. based on direction and velocity), and checks if it hits something (in which case, it modifies the bullet's dead variable).

#5209867 Code written inside a Render() loop

Posted by Lactose! on 10 February 2015 - 02:53 PM

He peeks one message, then renders, then peeks another, then renders. Look again.

Not quite.

Since PeekMessage returns non-zero if there is a message, only the if part will execute each iteration of the while loop, until there are no more messages. At that point, the else part will execute.


That said, I personally prefer the way you wrote it myself, but the way it is posted does consume all messages between each render.

#5209794 Looking for 3d engine suggestions for android+windows development.

Posted by Lactose! on 10 February 2015 - 06:47 AM

I checked the UE4 engine, and it seems to be 19 dollars per month + 5% out of 3k I would make. I honestly doubt I will make any money, and I would have gladly pay even 50 dollars for ue4 but having it as a 19€ monthly fee I probably am too cheap for paying at least for now.

You can pay for 1 month and cancel the subscription. You'll still have access to whatever you had access to, but you will not be able to get updates and patches until you resubscribe.

#5209612 Does games that were writen in "c" will be processed faster then...

Posted by Lactose! on 09 February 2015 - 09:59 AM

Some gamedev user

Actually, Donald Knuth. And the full quote is a bit more nuanced:


"Programmers waste enormous amounts of time thinking about, or worrying about, the speed of noncritical parts of their programs, and these attempts at efficiency actually have a strong negative impact when debugging and maintenance are considered. We should forget about small efficiencies, say about 97% of the time: premature optimization is the root of all evil. Yet we should not pass up our opportunities in that critical 3%."

#5208203 Programming

Posted by Lactose! on 02 February 2015 - 09:42 AM

whether Spiro was male or female

Why does it matter? If Spiro gives good advice, Spiro could be a potted plant and it wouldn't change anything*.


Unless the post is about e.g. experiences which relate directly to being a specific gender (in a thread called "What are women's experiences in the IT workplace?", being female might mean you have first-hand experience instead of second-hand experience), judge the post based on its contents.

Allow poster history to create a context -- "does this person seem to generally know what they're talking about or not?".


Incorrect pronouns are easily corrected if someone guesses wrong.



*Ignoring the fact that on the internet, you are a dog as far as I care.

#5208189 Name of Video / Special Effects

Posted by Lactose! on 02 February 2015 - 08:33 AM

Was hoping someone could give me a link to this. Thank you.

Vlambeer, Juice it or lose it


#5207430 Need help with eclipse

Posted by Lactose! on 29 January 2015 - 07:46 AM



Google seems to have loads of helpful results here. Have you tried any of them?

#5206872 Some programmers actually hate OOP languages? WHAT?!

Posted by Lactose! on 27 January 2015 - 03:18 AM

Now I did not fully hear what he was saying, because I tuned in to the stream a bit late, so I missed the beginning of his talk.

Just as a small note, all the streams are archived on YouTube (usually it's up roughly a day after the stream is done):



If you miss parts of a stream or want to watch a particular episode again, they're all there.

#5206533 alpha question

Posted by Lactose! on 25 January 2015 - 07:39 AM

a will be set to 1.0 every time the fragment shader is called, so it won't gradually decrease as you decrement it by dt.

Try calculating the alpha inside your normal application and send that to your shader instead.

#5206096 a better fix your timestep?

Posted by Lactose! on 22 January 2015 - 07:10 PM

unlike many folks, i specifically design my games to be as non-deterministic as possible. The whole idea is that even i as developer shouldn't know what will happen next (so i can play it! ).

Determinism (at least the type achieved by following and understanding the fixed timestep article) is not about what you're talking about here.

Determinism does not mean "nothing is ever random from playthrough to playthrough".

Determinism does not mean "I, as the developer, can never be surprised by any single event in the game".
Determinism does not mean "it's impossible to create a game that e.g. has randomly created/placed/etc content, or in which there are probabilities for things to occur - which affect the outcome and thus change how the game is experienced every single time, for every single player".


Determinism, in this case, is about things behaving identically given identical conditions. Fixing your timestep as per the article allows rendering to not be a part of those conditions, allowing identical conditions and consistent output even if Alice has a worse graphics card than Bob. Sure, Alice might have a worse experience if her frame rate is ridiculously low, but the game would still play the same, even if she's unable to actually see it as fluently as Bob.


Now, since you can still affect those conditions (e.g. in one of the most simple ways, using a different random seed), this does not mean that every single playthrough will be identical. Nor does it mean that you (as the developer) will know what will happen in every single scenario.


I also don't see how you can claim as a fact that a fixed time step causes frame rate issues. To me, that reads like a failed understanding of what the problem is, following the same thinking as "when you have a hammer, everything looks like a nail".


The advantages of having a fixed time step have been listed a number of times, but you seem to simply ignore them and try to craft some monstrous system for dealing with all kinds of problems your suggested idea has.

#5205834 Site for Code Discussion

Posted by Lactose! on 21 January 2015 - 02:27 PM

first of questioning my own intelligence and whether or not I'm cut out for programming if it's taken me this long to do something so simple.

Don't get too discouraged; we've all been there.


Regardless of how many years or even decades of experience you eventually have, you will still curse at your brain for being stupid and failing to do someting so simple.


#5205420 What is VC#

Posted by Lactose! on 19 January 2015 - 05:33 PM

While probably never listed on any job application or similar, learning how to use Google effectively is a highly valuable skill.

I most likely spent less time searching and providing the links than you did typing the question (and less time than I spent writing this reply).


If you have questions about something, your first step should almost always be consulting Google. If it doesn't give you the answer you're looking for, try some alternative search terms, and see where that leads you.

#5205415 What is VC#

Posted by Lactose! on 19 January 2015 - 05:12 PM



Edit: See also, http://en.wikipedia.org/wiki/C_Sharp_%28programming_language%29#Implementations

#5205253 why C++?

Posted by Lactose! on 19 January 2015 - 05:54 AM

C++ is a programming language that is used to create applications. Check out the Wikipedia article or your favorite search engine for more information about the topic.

edit. Ninjas, ninjas everywhere. ph34r.png


#5205238 why C++?

Posted by Lactose! on 19 January 2015 - 04:49 AM

C++ is a programming language.

It's used for many types of applications, for example games.


Among high-end games, it is probably the most common language, while among indie game developers, other languages/engines are used more often (Unity, C#, plus more).