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Member Since 16 Feb 2000
Offline Last Active May 18 2016 08:31 PM

#4961774 Loading swf files

Posted by on 21 July 2012 - 03:47 PM

You could take a look at GameSWF which I've used in the past to do something similar, and it was also used as a base in the initial versions of Scaleform Gfx.

#4961410 Let's have a good POV..

Posted by on 20 July 2012 - 12:59 PM

This is one way to manage what is done and when. http://gamedevgeek.c...me-states-in-c/

Please make sure not to make all your game states singletons as suggested in this article, the last thing you want is a ton of global state sitting around being "managed"... the rest of the article seems pretty standard though.

#4954728 Game Development C/C++ questions

Posted by on 01 July 2012 - 08:08 PM

I don't have much to add as Apoch pretty much nailed the answers. I do believe there is one time that a C/C++ mixed codebase is acceptable which is when moving from a C codebase to C++ over time in production... although that is why he stated "generally" Posted Image

Regarding #5 the standard library is often outlawed as well with the reasons being memory allocation (nobody likes shoehorning with the STL allocators), people not paying attention to what is happening internally, and wading through template errors. I don't think anyone mentions performance anymore these days, other than programmers not thinking about the properly and/or not using the containers properly. With C++11 having move constructors / assignment it just makes the containers perform even better in many cases. So in reality if you look at the main reasons the STL is normally outlawed it is strictly due to end-user error and not the library itself.

#4949171 Singleton pattern abuse

Posted by on 14 June 2012 - 09:09 AM

I'm not sure why you would make a logger a singleton when using C++ quite honestly. If you did then either you'd be restricted from making a second log file if you wanted to, or if you add that functionality into the singleton you're just adding onto the responsibilities by throwing more management into it.

Also if using C++ and only a single log file I'm not sure why you wouldn't use std::clog() either on it's own or using some small object on the stack that sets the output stream (if using multiple logging locations / types). A singleton is actually a step back from doing something simple like this.

#4875300 Unity Game Engine Help

Posted by on 22 October 2011 - 04:02 AM

Features are listed here: Unity features

#4802445 How many books do you have to read when you're a programmer?

Posted by on 24 April 2011 - 04:52 PM

3. For those who learned at least 2 programming languages, you need at least 1 book for each language.

I've written production code in about 8-9 different languages but the only actual language books I own are "The C Programming Language" and Stroustrup's "The C++ Programming Language" .. everything else such as C#, Python, Erlang, etc I've learned from reading online, documentation, etc. Most programming languages are quite simple with a very small number of keywords (in comparison to say C++) and if you have a solid foundation in programming it should be dead simple to learn a new language.

Quite honestly if you work in the lower level aspects of game development (i.e. rendering, physics, etc) you are going to be way more concerned with your math and algorithm skills than your wizardry in language or API X.

In total, in your possession, you should have a few books, but I see most posts say they learn by writing. That still counts as if you have read a book.

By this line I'm not sure if you've understood what I meant by learn by writing code. For example when just learning programming as a skill you should be reading chapter 1, going to the computer and doing any listed exercises, possibly doing some on your own, now you can move to chapter 2. You should understand all of the concepts before moving on, otherwise you are just completely wasting your time. So if your plan is to sit down and read an entire C++ book on the couch like it is a novel and then start programming something with your newly gained "knowledge" I would be surprised if you could get "Hello World" running. I just wanted to stress this as it is very important to actually write code, the books and online resources are just there to help you understand and be able to write the code. To put it into perspective just keep thinking of my earlier example of sitting down trying to read through an entire math text without doing a single problem, you likely won't be able to answer a single question at the end of reading the text unless you were constantly working on problems and messing around figuring things out on your own.

#4802291 How many books do you have to read when you're a programmer?

Posted by on 24 April 2011 - 07:33 AM

1. No amount of reading is going to make you a good programmer.... writing code will.
2. There is no magic number of books you have to read and you don't just sit there reading front to back, what do you hope that would achieve? I have about 60-70 books on my shelf that I've used but it's just information at your fingers, not some magic that makes you code better. Not to mention after learning the basics it's more about reading papers and articles and putting together an implementation.
3. Why do you think you need 15 books on those subjects? You listed 4 subjects so if you think about it that should point to having 4 books, one of each subject, and then filling in the holes and advanced details once you have an idea of what you want to learn. Also why try to learn C++ and Java at the same time while learning how to program? Why not stick to one language while you're learning and then eventually learn others?

I have seen a few people ask something along these lines though so I do want to stress that reading a book is just going to give you information... which will be forgotten very quickly if you do not use / practice it while learning. You aren't going to sit down and read a book on C++ cover to cover like you mentioned, at least not if you want to actually learn how to write code and become proficient at it. You likely wouldn't suggest sitting down and reading a book on Calculus without working through the math will teach you anything, so why is programming different? You will read a chapter or so, do the exercises, try building your own small app using those techniques, etc. Quite honestly sitting down at the computer and playing around with a simple "Hello World" you're going to learn a lot more than simply reading a book from cover to cover without practical usage.

#4798872 Latest programming languages

Posted by on 15 April 2011 - 01:00 PM

A quick google found me 12 New Programming Languages. There's probably more, but i lost interest realizing there are probably way too many more.

That link is not showing "12 new programming langauges" at all, the author explicitly states he is attempting to learn those 12 languages. I mean if you just quickly glance at it you'll see Erlang, Scheme, Scala, and Lua listed in your "new" languages.

Personally as I've worked a lot in real-time network games and systems I find Erlang to be a great language (although it can't be classed as a 'new' language as it has been used for many years and is battle tested on real world systems.

#4611022 Best Game Engine for Indie Game?

Posted by on 27 February 2010 - 03:53 PM

Original post by Dreddnafious Maelstrom
I'd strongly consider the UDK

I strongly agree :)

#4574873 Best Game Engine for Indie Game?

Posted by on 17 December 2009 - 09:05 AM

There are a few other pluses for UDK that I don't see mentioned a lot because most of the time people focus purely on the technical aspects:

- There are a lot of people experienced in both using the tools as well as preparing assets for the engine (and since the release of UDK they have a constantly growing userbase).

- If you build a great game on the PC and decide to bring it to consoles you have much less work than with any other choice of engine. At the same time a publisher will view it as much less risk considering it is UE3 with a lot of launched titles on both 360 and PS3.

#4573257 Best Game Engine for Indie Game?

Posted by on 15 December 2009 - 02:36 AM

I would have to say that Unity is likely the top choice for indie game development now that it is free.