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Member Since 16 Oct 2013
Online Last Active Today, 06:29 AM

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

Posted by Lactose! on Today, 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).

#5205158 Download Library of 3D models.

Posted by Lactose! on 18 January 2015 - 05:27 PM

The only thing that will differ is the menus for linking the libraries to your project.

And potentially default settings for project or compiler flags, etc.


Like Chubby says, if the code works in another IDE, the code isn't the problem.

#5205156 Isometric 3D prerendered terrain mouse picking problem

Posted by Lactose! on 18 January 2015 - 05:18 PM

If you generate the 2D images from 3D data, you could bake out an additional image or channel (e.g. the alpha channel, if it isn't used in your current image) with height information during the 3D -> 2D process. This would have to be quantized (e.g. to 256 values if using a single 32 bit channel), but it should work well enough, I'd think.


If your creating this height information, it can have be pixel perfect, or it can be further quantized (with some sort of interpolation between points) if smaller sizes are needed.


If you don't generate the 2D images from 3D data, you'll have to create the height information some other way, e.g. manually creating something that seems to fit the landscape. This will probably include quite a bit of adjusting and iterations to get right in all places, and sounds quite tedious.

#5204666 MCTS AI development for "Tammany Hall"

Posted by Lactose! on 16 January 2015 - 03:12 AM

At the point this blog starts

For development blogs, you should consider using gamedev.net's journal system instead of forum posts.

#5204488 Where should i start with programming?

Posted by Lactose! on 15 January 2015 - 09:12 AM

The FAQ might help answer some of your questions.

#5204323 Did I do this vertical parallax scrolling correctly?

Posted by Lactose! on 14 January 2015 - 04:12 PM

To me that looks like the camera is basically set at a given height, and "rotates up" when you jump.

Maybe try having the layers towards the back move a lot less in y? So the mountains basically remain where they are, while the foreground moves as quickly as it does now.


Might be worth experimenting with, I agree that it looks somewhat weird.

#5204321 How to actually learn game development?

Posted by Lactose! on 14 January 2015 - 04:07 PM

What I've taken from this is that I have a serious issue and I need to get help.

There is nothing wrong in asking for help. It doesn't matter if it's needing help to solve programming problems, or if it's personal difficulties being too difficult to cope with on your own.



If you really want to learn to program, I would suggest finding 1 language/API/engine, and then comitting to it. Make a small project, but be sure to actually complete it. If you don't know how to complete it, ask for help, stating how far you've come, and what you think the next steps might be, and why those steps are problematic to solve.

For some general hints, be sure to check out the FAQ.


Learning to program (like anything else) will take a lot of time. If you like it, it will definitely be worth it.



Good luck.

#5204302 Where to deeply learn Direct3D/X ?

Posted by Lactose! on 14 January 2015 - 02:58 PM

OpenGL and Java havn't the capacities to make a game really high performence. The cross platform thingy is an really disadvantage of DirectX. Thanks at all.

While Java might not be the most performant language (note that I don't know exactly how it compares to other languages), OpenGL is not going to hinder you in terms of performance.


As an aside, it is also quite likely that any performance issues you run into will be caused by things which are unrelated to languages and libraries -- algorithms and data structures.

Additionally, you will most likely not have the capacity to create games which exploit the hardware to the fullest like AAA games might (with the amount content to match it), so super-high performance will probably not be a deal-breaker for your games.