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Member Since 20 Apr 2014
Offline Last Active Jun 15 2014 01:15 PM

#5150205 loop break

Posted by on 28 April 2014 - 05:47 PM

Note that these are just examples; I don't know what you or your co-workers would find more readable, since the post-decrement loop is very readable to me.


It's a bit deeper than that. The coding standards are legal standards, and go off to a lab to get certed. You can break a rule, but it means getting in both reviewers, and  senior manager  booked for a meeting(costly, and pisses people off, although there's biscuits), then a document is written justifying the deviation from standard (costly and boring, massive waste of time and resource), then the certification lab want to check it but charge more (maybe £6k). Basically if you pull that 'clever' shit you can consider yourself unemployed pretty quick. They canned 12 guys on NYE no warning, another 4 last week, all for bad business practice, they were probably adequate coders, just didn't understand the industry.


There are times when you get pulled in to make something uber efficient, like context switching on a blistering fast fpga, but mostly, write it like a muppet can read it and you keep on getting paid.


I do like that loop though :)

#5148793 Using C++

Posted by on 22 April 2014 - 12:23 PM


So I have recently watched several videos on C++. I understand the basics, but how can I apply this into developing a game? 



Let me help put that into perspective for you...


You've just watched several videos on how to use a hammer, and now want to build your own home.


Overdramatic twaddle, there's no need for expertise in the entire language, there's not a company I've ever worked for that would permit you to use it all anyway. C only has 30 odd keywords, get your head around loops and decisions and pretty much you're on a running start. A modern ide's autocomplete holds your hand through any most of the more complicated parts. 


Good luck KBToys, I hope you have fun learning, don't be out off at all. There's plenty of people and forums who will help if you get stuck.

#5148784 How to debug a game more efficiently?

Posted by on 22 April 2014 - 12:11 PM

What language and environment are you using?


Debuggers generally let you change variables that allow for primitive test cases. Writing a debug interface that gives you full control in a swifter way is probably helpful.


It helps to have lots and lots of debug output that is conditionally compiled in, showing you paths through execution, state machine information etc and so on, with freezeframes of important variables, then you can compare these to get insight into the problem. Lots and lots of error and boundary checking in your code generally reduces dev time too. So does good practice coding technique, make your language's inbuilt tools work for you rather than work around them.

#5148779 A good platform for development team

Posted by on 22 April 2014 - 12:01 PM

You will need version control, it's unwise to go any further without it.


There was a virtual office called (iirc) sandbox or something similar that replaced email and all office comms for remote teams but a quick search of google isn't bringing it up, maybe I got the name wrong. It had screen sharing, voice comms, memos, leave video messages with live screens, project planning and burndown, todo lists, bugtracking and scheduling. If I find it I'll post again, but have a search yourself. I'm sure there are others out there.

#5148775 Can a non-programmer make games?

Posted by on 22 April 2014 - 11:52 AM


No-one gets a nobel prize for game coding, it's just not that hard.
That was a very, very bad call to make dude.


So it would seem if the bubble that comes up telling me I'm hemorrhaging reputation actually means anything 


I've got three client projects at the minute, one is avionic, so meets DO-178B, only a few thousand LOCs but many man years of work by excellent experienced engineers to meet the safety critical cert, the next is being dropping into an explosive environment so has to be ATEX certified and the start-up self test code reflects this, the last is SIL3 (dramatic loss of life on failure) and has to demonstrate thread safety on two processors running operating systems while performing extreme DSP, the test rig alone cost over $1M of software dev. But you suggest that whacking a texture to a screen with some noddy logic to drive it is trivial compared to real world software and gamedev throw their toys out of the pram :/


Besides, the answer is still true, you don't need coding to make games, and I haven't met many rich game coders. 

#5148330 Can a non-programmer make games?

Posted by on 20 April 2014 - 04:16 AM



Even if you don't code, for the tiny bits you might need, game coders are usually cheap or free. No-one gets a nobel prize for game coding, it's just not that hard.


Knowing about coding certainly helps a lot though.

#5148317 Using C++

Posted by on 20 April 2014 - 02:09 AM

start here (for free):



then (much later) buy this:



then (much much later) buy this:



all the while writing programs and asking lots of questions. If you're not interested in c++ specifically, and just want to get running with games, something like flash with flashpunk will likely be many times quicker for a basic game, and with lots more examples available. You can always move to c++ later.


If you want a basic project in c++ with SDL2 I can post something simple up.