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Jan2go

Member Since 14 Dec 2013
Offline Last Active Today, 03:12 PM

#5230807 How should I prepare for a 3-days C++ test ?

Posted by Jan2go on 25 May 2015 - 04:39 AM

A 3 day programming test?!

I guess if you were desperate for a job that may be acceptable, but no way would most businesses even attempt such a thing.


I think that they will just send him a test and want his results within three days. That would be exactly the same as my test at my current employer was. I got some code and had make it compile as well as fix logical errors and improve the performance. In total I probably spent about 5-6 hours on it before sending it back. They simply gave me three days to do it in case I had other things to do during that time.
As for preparation, I don't know if you can really prepare if you don't know how the test will look like. You should make sure that all your tools are working and you know how to use them.


#5218450 c++ count lines in txt file and then read these lines without reopening a file

Posted by Jan2go on 23 March 2015 - 07:16 AM

You can use file.seekg(0) to move your input position back to the beginning of the file.


#5215130 Ugly, can this be done easier?

Posted by Jan2go on 07 March 2015 - 07:53 AM

You could get rid of the if(mCurrentMenuItem == x) stuff by using ternary operators like this:
mD3d.mD3dFont.PrintLarge("Some text", startMenuX, startMenuY + x * offsetMenuItem, mCurrentMenuItem == x ? selectedCol : defCol);
And you can also reduce the amount of code by adding all your string into a list and then iterate over it, so you only need the print code once.


#5214241 unique_ptr doubt

Posted by Jan2go on 03 March 2015 - 10:45 AM

(or implement make_unique yourself; it's not terribly hard).


Or use the implementation from N3656. It won't work with VS2012 in which case you could use an implementation posted on StackOverflow which is compatible.


#5212981 I would like to use a smartpointer's address as a ID value

Posted by Jan2go on 25 February 2015 - 05:17 PM

That is the range of 32-bit.
I think you meant 2^64 = 1,844674407371e+19 or the galaxy's stars several times over tongue.png


Well, you only need 64 bit IDs if you have more than 4294967296 players. If you have less than that you can stick with 32 bit IDs.


#5212248 Is buying assets cheating?

Posted by Jan2go on 22 February 2015 - 05:33 AM

Why would it be considered cheating? If it helps you to reach your goal and you can are willing to spend the money I don't see any problems with it. You could also use such assets (or free ones that are available on the internet) as temporaries and replace them later if you want your game to be "100% your creation".


#5211436 How to disable vsync in SDL 2?

Posted by Jan2go on 18 February 2015 - 08:06 AM

SDL_GL_SetSwapInterval should do the trick. It takes an int parameter, 1 to activate VSync, 0 to disable it.




#5211271 About Developer job in Germany

Posted by Jan2go on 17 February 2015 - 02:59 PM

C++ ist pronounced as "C plus plus", C# as "C Sharp".


#5210854 Making small ideas work

Posted by Jan2go on 15 February 2015 - 10:11 AM

You said that you don't want to do game design as a job, so what would be the profession that you want to work in? If you want to work as a programmer your portfolio won't be judged by how much fun the games are, the important factor will be your code. Same goes for artists (actually I can't remember having seen an artist's portfolio that had playable games in it biggrin.png).


#5210569 Fastest way to render text with the FreeType Library?

Posted by Jan2go on 13 February 2015 - 05:20 PM

Well, you should definitely avoid loading the images more than once. You could use a load_font function and an array in which you store the texture handle for each character. Then you only have to look up the handle in this array once you want to render the text and don't need to generate a new texture for each character every time.




#5210011 Is it possible to release a game in a year, even if you just started learning...

Posted by Jan2go on 11 February 2015 - 06:36 AM

  • Two unpaid people, at least one with no experience in his field
  • Scope is "kind of big"
  • No artist
  • Want to make money with the game (I assume that from your first post)
So, #1 and #2 are some kind of contrast. As this will most likely be your first game, aim for a smaller scope. And by smaller I mean way smaller. If your programmer has some 3D experience you might try to go for an FPS (but without all the upgrading and research stuff), if he does not have that experience he might already struggle with that, let alone the others things you are planning. Once you have the basic FPS mechanics working, you can slowly start adding more features.
The fact that you don't have an artist on your team might be problematic but does not necessarily have to be. There are tons of free resources and tutorials available on the internet, so you can either use some existing assets or learn the basic skills yourself. Or you use an artstyle for which you don't need any fancy stuff and might already be able to produce the required assets by yourself.
If my assumption in #4 is incorrect, simply ignore this passage. If however it is correct, I recommend you to get away from the idea of selling your very first game. You will almost certainly learn a lot by making it, but don't assume that it will reach a state in which it can actually generate money. At least not until you are somewhere close to finishing the project.


#5207922 physicsfs known issues in 2.0.3

Posted by Jan2go on 31 January 2015 - 01:42 PM

I haven't encountered any bugs so far. If you get the code from the Mercurial server you also have the updates that were made after 2.0.3 (including some API changes).
However the included LZMA SDK is quite outdated. I filed a bug for this, however there was no reaction from Ryan on the bugtracker yet. But you can apply the patch on the Mercurial checkout yourself if you want, a patch file is attached to the bug report. I also have a version for multiple write directories on my PC, however that one is not really tested yet.


#5207678 Why mmo companies does not use cloth physics and many physics in general?

Posted by Jan2go on 30 January 2015 - 07:42 AM

I think its more related to the multiplayer part then the massive part..


Well, it's the "massive multiplayer" that causes the problem (if you want to call it a problem).
When I'm fighting world bosses in Guild Wars 2 my FPS often drop down to 15-20, sometimes even less, because there are so many players on the screen. Now if each of these player would have a realistic cloth simulation, I can start measuring performance in frames per minute. biggrin.png
Other stuff like ragdolls would most likely need to be simulated on the server in order to let every player see the same result. That would put more stress on the server (it's not like there would be only 10 ragdolls active) and the internet traffic (also not that good if you have slow internet).


#5205239 why C++?

Posted by Jan2go on 19 January 2015 - 04:49 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




#5205061 glBindVertexArray structure/protocol

Posted by Jan2go on 18 January 2015 - 07:46 AM

Yes, the last VAO that you bound using glBindVertexArray will be active (I guess that's what you mean by "open") until you bind another one. You can also call glBindVertexArray(0) to unbind the current VAO.

It's not required to unbind a VAO after use but you can do it if you want to for some reason (e.g. debugging purposes).






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