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Member Since 25 Jan 2002
Offline Last Active Oct 22 2016 01:47 PM

#5302305 Game Actors Or Input Components?

Posted by on 24 July 2016 - 08:22 AM

Unreal's "Actor" is a "thing that can be placed in a level" - it then has "Pawn", which is a "controllable actor". It also has the concept of a "Controller" class on an Actor - the purpose of the controller is manipulate the Pawn. This ends up in essentially "PlayerController" and "AIController", with the former taking input from humans and the latter taking input from the AI subsystems. The idea is that characters (pawns) can be controlled by either Players or AI by swapping out the controller.


In UE, Player input is handled by an input system translating the raw platform input into a series of 'actions' (eg: space maps to jump, w maps to move forward, etc). These actions are handled by an InputComponent that lives on the PlayerController. This is what says "take the move forward action and actually do something with it". There's a good description on UE's InputComponent system here.

#5202201 Taking a paper C++ test next week, and could use some pointers.

Posted by on 06 January 2015 - 05:58 AM

For me it's a simple one; be sure to read and understand the question or problem they ask you to work on. So many times I've seen candidates talk themselves into committing to solutions where the problem is asking something totally different. Being able to analyse a written or verbal set of instructions is a required skill, just like the programming itself. If in doubt, ask the assessor. Don't be afraid to ask for clarification if there's ambiguity or you don't understand what is being asked.

#5060783 Generic way of registering entity component with system

Posted by on 10 May 2013 - 01:14 AM

I would do it slightly differently. In your system, implement an Initialise or Configure method that adds the relevant components to itself.


Something like:


public abstract class ComponentSystem<T> where T : Component
	protected readonly List<T> components = new List<T>();

        public abstract void Configure();

	public void RegisterComponent(T component)

	public void UnregisterComponent(T component)

public sealed class StateSystem : ComponentSystem<StateComponent>
	private static readonly StateSystem instance = new StateSystem();

	public static StateSystem Instance
		get { return instance; }

        public void Configure()
           this.RegisterComponent(new StateComponent() { State="New" });

	private StateSystem()

public class StateComponent : Component
	public string State { get; set; }


This way, the system manages the components, not the components managing their memberships of systems. And it also means that the components no longer depend on the system.

#5060097 Why am I getting this IndexOutOfRangeException?

Posted by on 07 May 2013 - 01:53 PM

Also, if you're using zero-based arrays then you need to check that col >= this.cols at the top, as if cols = 1, the max offset you can use is actually zero.

#5057419 SlimDX Math vs XNA Math

Posted by on 28 April 2013 - 02:16 AM

MonoGame actually uses SharpDX under the covers on Windows builds.

#5057330 Writing Windows 8 games

Posted by on 27 April 2013 - 02:48 PM

At the moment you have the following options for Windows 8 store apps:

  • c++ with DirectX
  • c#/vb.net, c++ and XAML
  • HTML5 and JavaScript
  • C# and MonoGame

Unity support is reportedly in the pipeline, but has no public release date and news seems to be a little quiet as of late.


If you're familiar with things such as XNA, then MonoGame is a nice option, but it's not an 'engine'.


It's worth noting that most Engines support Windows 8, but not for Windows 8 store apps.

#4961647 Let's have a good POV..

Posted by on 21 July 2012 - 06:34 AM

The book Game Coding Complete is a good book for describing the overall strucutre and systems involved in a game. I've not got this latest edition, but the Second edition is very good.

#4953377 When it comes to C# I am at a deadend when it comes to what to do.

Posted by on 27 June 2012 - 10:59 AM

I always find that the best way to learn any new system (language, technology, etc) is to have a clear purpose/project in mind. For example, you may set yourself a goal to "create a top-down oldschool RPG" - you learn what you need to achieve that and crack on with it. Not having anything to apply your learning will make it harder for the concepts to "stick".

#4510495 Best Game Engine for Indie Game?

Posted by on 16 August 2009 - 01:36 AM

Nice discussion. Stickified for a couple of weeks.

#2595399 Going to post your game idea? Read this first

Posted by on 02 August 2004 - 11:20 PM

It's about the assumption that everyone has common sense [rolleyes]

#2595384 Going to post your game idea? Read this first

Posted by on 02 August 2004 - 11:07 PM

I don't really agree with this 'sandbox' idea for new members, simply because you're assuming that all new members who join are clueless and know nothing about the community, which is simply not true.

I think an ideal solution will be to have a moderated GameDev wiki (as proposed by Oluseyi). This way there'd be an evolving reference point for new starters to jump to and existing ones to refer them to. Each Wiki section could be linked to the forum, perhaps even to some form of expert system to attempt to answer the user's original query or point them to the right place to talk about their ideas. In this way, it would become more like a community supported FAQ.

However, the problem we're discussing has been around since the popularisation of newsgroups. People who want to post, will post... regardless of the support mechanisms that are in place to assist them with their queries.

Having said that, this as a sticky should at least highlight a few guidelines in a visible manner upon first visiting the fora.

#2590854 Going to post your game idea? Read this first

Posted by on 31 July 2004 - 03:10 AM

Original post by boolean
Don’t post in the first hour you join up with Gamedev

I hate to say it, but the majority of the people this post is targetted at will not read it simply because they *do* post in the first hour of joining and that it's been mentiond before (several times, I recall) that people simply don't take time to familiarise themselves with the site and/or community before rushing in with their first post.

Original post by boolean
Read some posts from Wavinator or other respected members and take note how they write.

For the record, I feel that Wavinator's 'feedback required' threads are the perfect example of how to approach the subject. They show evidence that he's thought about it at length and in several ways, he's already decided on the main focus of the feature idea and often just wants to bounce it off the community to tidy up the finer points. Each post also seems to focus around one particular aspect of the game and isn't just "Here's my game idea - feedback please"

Perhaps in your post you could put in something like that, the reasons why they should look at such threads.

I'm also thinking that in the most relevant FAQ there should be a bunch of right and wrong ways to ask a question or request feedback on an idea eg:

Bad - I have this cool idea for a game where you play a guy with a gun that kills lots of things and I want power ups which power ups do you think are best 4 my game k thanks

Good - I wish to ask a little feedback on the powerups my FPS game should have. So far I have:

- Railgun: It's fast, accurate, long ranged but ammo is hard to find and it has a long reload time
- Shotgun: Short ranged weapon, inaccurate but has plenty of ammo in the game
- UberGun XXI: Causes a small singularity to open which causes the very quantum fabric of the local space to break down. Kills everything in sight, only one in the game, can only be used once but is highly unstable and the effect isn't predictable.

Also, people should be able to accept constructive criticsm. The 'quality' of feedback to posts has increased since the ratings system, but some people do flame anonymously and worse, if the original poster's idea is criticsed they rate down the person offering the criticsm (even if it's not a flame).

Finally, people should remember that we all have at least ten ideas of our own so don't be suprised if we're not as enthusiastic about them as you are ;)

That turned into a long post [smile]