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Member Since 16 Oct 2013
Online Last Active Today, 09:26 AM

#5288422 My understanding for developing a video game, can I get some insight?

Posted by Lactose! on 24 April 2016 - 04:46 AM


Of course, any constructive feedback is insulting. And even if it wasn't, that's my way of saying things. Instead of trying to change it, maybe I should find a job where it is appreciated.(or die of hunger)  :lol:


because you are lazy.  -_- 


And this is a forum, so I can give my opinion here.

This is the For Beginners forums, where there are certain rules in place when answering questions.

One of these rules quite clearly state you should not be insulting. If you cannot abide by those rules, I would suggest you refrain from posting in this forum.


No, not all constructive criticism is insulting. Looking over the many many posts in the For Beginners forum, you will see that most posts aren't insulting, even if they give critique and answer questions.

If that's your way of saying things, I would suggest you learn how to communicate your thoughts and meanings in a less hostile way.


It's completely fine if you disagree with something, or feel that you know better and can guide someone. Just keep in mind that the way something is communicated has an effect.



As for the question on why the world editor is part of the game:

As frob said, the details will vary from game editor to game editor.

It is not a requirement for a game that the editor is part of it. The bigger and more commercial engines (Unity, Unreal, etc) have spent hundreds or even thousands of work-years on improving their editors. A big part of their focus is to allow more rapid iteration/changes/tweaks to the world, which they've attempted to solve by making the engine and the game as interconnected as they can.


Other engines/games, especially small/home-made ones, do not have this functionality. Or if they do, they don't have it to the same extent.

In those cases, the result is usually more back and forth between various tools and editors to have something running in the game. It might not be as user-friendly or "agile" or quick to iterate on, but it's still a perfectly valid way to make games.

Loads of games are made using both methods.



I really miss Selective Quote.

#5288266 Best engine for card-based game?

Posted by Lactose! on 23 April 2016 - 04:02 AM

I am in preproduction of a card-based game (think Hearthstone). What engine is the best for that type?

For reference, Hearthstone was made in Unity.

#5288130 Question about adding bullets to arraylists

Posted by Lactose! on 22 April 2016 - 07:34 AM


Also, it's not really good forum etiquette to remove your questions and replace them with "[solved]". That way no-one else can benefit from the question and answer later on. When your issue is solved, reply to the thread letting other people know what the problem was. Then try to learn from the experience.

Apparently I shouldn't have even had that problem in the first place according to a few (not in a mean way at all, but it would make sense). With that rationale, why would people benefit off of a problem regarded as being 'dumb'? (My words, not anyone else's).

If my post is being down voted to oblivion because of that, here's my fix:

I screwed up my draw method. It was being called in a weird way.



Because, regardless of whether if your problem was dumb or not, other people also make mistakes.

I still makes stupid mistakes all the time, as do all other people, I would guess. There's nothing special about making stupid mistakes.


Mainly, the thing that improves with experience is your ability to troubleshoot and find the error on your own (and the ability to create some really outstanding mistakes inconceivable by most beginners).

#5288007 Question about adding bullets to arraylists

Posted by Lactose! on 21 April 2016 - 11:33 AM

If you have problems with your code, post your code.

Don't make us guess when you can provide information which will help us answer your questions.


By the sounds of things, you almost had this working -- I would suggest showing your code where you attempted to create a new bullet upon pressing the trigger button, and potentially also show where & how the bullets are being drawn and updated.


Also, this could have been a part of your earlier thread; there's not really a reason to create a new thread to continue the topic when the previous thread is still high up on the first page.

#5287674 Should you load assets/resources at runtime or compiletime?

Posted by Lactose! on 19 April 2016 - 03:32 PM

"Runtime loading" also lends itself better to reloading files with the application running, which can allow a much faster iteration time.


If you have a system set up for e.g. reloading files if they are changed/on user action, you can use this to tweak various values without having to recompile the entire application every time there is a change.

"Hm, the movement speed of that enemy is a bit high" -- adjust, save, reload enemy settings without restarting game and progressing to that point again.

#5286928 c++ list iterator not dereferencable when using switch statement

Posted by Lactose! on 14 April 2016 - 03:30 PM

As a general note, please always include the exact error message (with error code) when posting an error.

Marking the line of code which produces the error can also be beneficial.


EDIT: I mistakenly took this to be a compile error. Marking the line with the error is still helpful, though.


I would guess that the rotated list is empty/uninitialized.

#5286387 C++ Rotating 2D shape in list

Posted by Lactose! on 11 April 2016 - 04:46 PM

All I'm asking is how to apply rotation to a vertices,

Like this:

    // first translate the object to the origin of the graph (0,0)
    // then apply the rotation formula to each vertex of the shape
    // finally, translate the object back to its original centroid

While that might be a bit snarky of me, the quoted explanation is a very thorough explanation of the solution.


You say you're not asking us to do the assignment for you, but the things you're asking about are the main things the assignment is about.

whats the point in knowledge when you don't share it?
The point is this should be doable for you with the instructions given by your teacher, and with the thorough step-by-step explanation quoted above. If you can't do it, then the teacher needs to know so s/he can adjust the lessons so they work better. It might be something the teacher went too quickly through, or even forgot to explain altogether.
You side-stepping the lessons and getting the answer from us might benefit you right now, but it will not help others in the same situation. It might also make your teacher think that the lessons are moving along in a good pace, and there is a very high chance there will be more problems later on because of this incorrect assumption.
Talking to your teacher is the best way to solve this.
You've already said you don't really understand most of the listed actions. You are unsure how you translate a point, you are unsure of how to perform the required actions on all vertices, etc.
This points towards a fundemental mismatch between what your teacher is expecting and what you actually know.

#5284998 Project is missing SDL_mixer.h; I add it and the compiler gives 77 errors

Posted by Lactose! on 04 April 2016 - 04:39 AM

Sounds like you included the .h file, but did not link the library file/dll.


The compiler complains about more stuff when you attempt to fix the original problem for a very good reason -- until you added the missing file, it didn't know the other errors existed.

If I hand you a book and tell you to proof-read it, but it turns out every page is blank, you give me a single error: "Hey, all text is missing or invisible or something."

Then I fix that and give you a new copy of the book. This time you find loads of spelling errors, and you report them to me. I don't complain and say "Hey, why didn't you tell me about this the last time?"

There's no way you could have known about them until I corrected the initial errors.

#5284613 Programming Game AI By Example - Seek Program

Posted by Lactose! on 01 April 2016 - 08:35 AM

I'm a beginner at this stuff so it got a little bit complicated when I tried to extract it. That's why I'm asking for your help so that I can extract the others too.

Try again.

If you have errors or problems, tell us what those errors or problems are, so we can explain what's gong wrong.

#5283565 Need for Clarification

Posted by Lactose! on 26 March 2016 - 09:25 AM

For truly cutting-edge technology, I would argue that custom-written engines will perform better than a engines like Unity. I'll just refer to Unity, but this all holds true for other engines as well.

Unity has to offer more flexibility. Custom-written code can make assumptions which Unity can't. These assumptions can allow the code to be more performant.

Unity also has a high focus on making games easy to create. This can lead to sub-optimal solutions compared to the alternative.


Visually, Unity should be able to do anything other stuff does -- it allows for custom shaders (although you might need a paid-for license?).


In terms of world size, again, I would probably say that custom code has the potential advantage. I've heard people having issues with streaming when using Unity. That said, this is also a problem for certain high-end games using their own engine/code.


That said, you seem to be making some invalid assumptions.

Shinier graphics, better performance and larger game worlds do not necessarily mean better games.


Additionally, "what is better" will always vary, depending on the persons involved and the situation/goal.


Finally, "with which method can you achieve more?". This also depends. If you're asking, you are most likely not in the situation in which you can compete with AAA studios. Then it's a question of what you want to do -- do you want to learn the inner workings and work with the more engineering side of things, or do you wish to focus your resources on creating games?

For learning the inner workings, going low-level will present you with more opportunities, while for producing games Unity will have done a lot of things you might not care about (but still vital for a game to be completed).


Learning either will make learning the other easier, but at some point you need to decide what you want to do/what you like doing.

#5282755 Need some help with A Inventory system using OOP

Posted by Lactose! on 22 March 2016 - 04:31 PM

the task is

Just to be clear, is this homework?

#5281933 (sweet!) New Vulkan features just released!

Posted by Lactose! on 18 March 2016 - 04:54 PM

I was about to report this to moderators so they could move it to a better suited forum. Shame on you!

#5281826 IDE autocompletition question

Posted by Lactose! on 18 March 2016 - 03:52 AM

This might not be exactly what you're looking for, but it reminded me of something I've seen a lot of people not know -- figured I might as well share (assuming Windows, not sure if applicable for other operating systems):


In most text editors, Ctrl will change manipulation to be word-centric instead of character-centric.

Ctrl + Left/Right Arrow will skip to the previous/next word. Can also be used in combination with Shift to quickly select/deselect whole words at a time.

Ctrl + Delete will delete from the current position until the end of the word.

Ctrl + Backspace will delete from the current position until the beginning of the word.

#5279654 Class 'Virtual' question

Posted by Lactose! on 05 March 2016 - 06:25 AM

What is LSP?


#5279142 How C++ Programs Are Compiled (A Brief Look)

Posted by Lactose! on 02 March 2016 - 08:41 PM


int a = 0;
For ( int i = 0; i < 30; ++i)


The optimizer will see this for loop. Notice that there's absolutely no need for this for loop as it's just iterating and adding. This is an absolutely redundant piece of code. When the optimizer makes it's edit the code will look like this.

int a = 29



Just needed to correct this -- a would be equal to 30 in the given example, not 29.