Jump to content

  • Log In with Google      Sign In   
  • Create Account

ferrous

Member Since 19 Nov 2013
Offline Last Active Today, 11:41 AM

#5293667 Do you usually prefix your classes with the letter 'C' or something e...

Posted by ferrous on 26 May 2016 - 02:42 PM

 

Note that the original "hungarian notation" is actually recommending that you write variable names like m_xPosition vs m_yPosition

Am I going blind, what's the difference there?




#5292295 Need mentorship from a veteran programmer

Posted by ferrous on 18 May 2016 - 09:47 AM

The resume looks good to me, I might move the skills section to the bottom, I think it's less important than your work experience, and your independent projects.  But that's a fairly minor quibble.  I would definitely do a cover letter for every place you are applying, tailoring it for that specific job and specific company.  And lastly, don't get discouraged, that seems to be a common thing, there are a myriad of reasons why you might never hear from a company.  Places get a ton of resumes, job postings are old, sometimes hiring freezes happen, (or mass layoffs a la Disney), some companies are just incredibly, and I mean incredibly slow to get the ball rolling and call you back and set up an interview, etc.  Basically, there are a lot of external factors for why you may or may not be considered for a position, almost none of which has to do with your ability, or the quality of your resume.  Keep applying.




#5292124 Need mentorship from a veteran programmer

Posted by ferrous on 17 May 2016 - 01:10 PM

Don't feel bad, I'm pretty sure the rejection by Disney had nothing to do with you, and more to do with them shutting down their entire game development branch =)




#5291895 Best gaming platform in the future with marketing perspective.

Posted by ferrous on 16 May 2016 - 11:33 AM

Heh, 15 years ago, I was working in the windows OS, writing C++, now I'm working in the windows OS, writing C++.  Things haven't' changed that much for some of us.




#5291452 Stop the Player or Punish Them

Posted by ferrous on 13 May 2016 - 02:23 PM

Charge gun?  Like electricity?  Is this a stealth game?  You could have it be that the charge gun will work on humans sort of like a Taser.  Except that the human will always cry out, alerting anyone nearby, and doesn't stun or knock them out for very long, so is worse in every way over the dart gun.




#5290255 Is it C# Territory?

Posted by ferrous on 05 May 2016 - 09:54 AM

I was almost in agreement until you mentioned MFC being better than 'C# GUI'.  Do you mean Winforms or the various XAML flavors?  (Yes, annoyingly WPF uses XAML, universal apps use XAML, but they don't have the same feature set)  Though to be fair, I haven't kept up on MFC, I didn't even realize until today that they added DPI support.




#5290254 Why do level editors have geometry creation features?

Posted by ferrous on 05 May 2016 - 09:45 AM

Level designers will also often spit out a prototype level with just some shapes.  Anyone who doesn't regularly keep a 3d modeling package open shouldn't have to wait the 5 minutes it takes on average for the damned thing to open, plop down basic geometry, hopefully get it centered correctly, then export it, then re-import it into the game, just to get a very basic shape into their game.




#5289289 getting fired in software industry

Posted by ferrous on 29 April 2016 - 01:06 PM

It can be really hard on the ego when one gets let go, even if it's a mass layoff.  It is possible to recover, and even be successful.  I've seen folks go from being fired for not working out, to working someplace new, and getting promoted to a lead in a short amount of time.




#5288616 towards a faster A*

Posted by ferrous on 25 April 2016 - 10:45 AM

How does it differ in performance from the std::priority_queue?




#5288168 Adding Subtypes Of A Class [Optimizing Blocks]

Posted by ferrous on 22 April 2016 - 12:29 PM

Also, unless you really need Blocks to have string names, I think I'd go with an enumerated type, that string is probably your biggest field in that class.

 

As an aside, does it matter how members are placed for alignment in a C# class?  My C++ sense wants me to rearrange everything to be largest member variable first, then smallest.




#5288032 How to randomize a string variable

Posted by ferrous on 21 April 2016 - 01:38 PM

 

Dumb question: did you "using System;" at the top of your .CS file?

 

Yes, I was using System.

There seemed to be a problem with System.Random and UnityEngine.Random. Fixed it now by specifying everywhere I used a 'Random' function which library to use.

 

Thank you all for the help.

 

 

Oh, if you're in Unity, I suggest just using their random, instead of mixing and using System.Random as well.  At least until you decide that you need a better random than either and roll your own =)




#5288000 towards a faster A*

Posted by ferrous on 21 April 2016 - 10:55 AM

 

Thanks wodinoneeye, some helpful tips in there for everyone.

 

One of the other ones I like is using an integer instead of a boolean for closed.  Each A* search has an integer, a simple counter, and if the current search != the number on tile, than it's open.  It means you never have to go back and do a clear, you just increment the search counter.

 

I forgot about that one - you have to do a marker wipe across the whole map grid  once in a long while  ( after 255 if a byte  or  64k-1 for int16  need to speed test if byte is better because smaller mem footprint or extra instructions to do the byte value insert into a word - i would hope its not same for 16bit vs int32)

(you eventually would loop back around to get to the same marker value again - you cannot depend on intervening activity to always change the map array markers...)

 

 

Yeah, good point, though easily remedied with a check in the same place the increment is done at.  Not sure what is best size wise, probably depends a lot on how big your node already is. 




#5287645 towards a faster A*

Posted by ferrous on 19 April 2016 - 01:44 PM

Thanks wodinoneeye, some helpful tips in there for everyone.

 

One of the other ones I like is using an integer instead of a boolean for closed.  Each A* search has an integer, a simple counter, and if the current search != the number on tile, than it's open.  It means you never have to go back and do a clear, you just increment the search counter.




#5287620 [2D Platformer] Horizontal Loop

Posted by ferrous on 19 April 2016 - 10:13 AM

Similar to the poster's second bullet point above, you can have an offscreen/covered portion, so that you won't have the player in two spots at once.  For example if your character is 10 pixels wide, you could not have the character teleport until they are completely offscreen and are 11 pixels offscreen.




#5287051 c++ should nested switch statements be avoided?

Posted by ferrous on 15 April 2016 - 10:18 AM

While you're nesting those 256 switch statements, you might as well add a few gotos.






PARTNERS