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Member Since 16 Jun 2002
Offline Last Active Jan 16 2014 06:54 PM

#5114650 nice reading simple model file with stdio

Posted by on 05 December 2013 - 11:41 AM

There is this winapi function; http://msdn.microsoft.com/en-us/library/windows/desktop/aa364955(v=vs.85).aspx

#5113799 nice reading simple model file with stdio

Posted by on 02 December 2013 - 11:44 AM

Sorry for the late answer. Why don't you get file size first, allocate a big enough buffer to contain the file, read all file at once as binary data, then using strtok split the file into tokens based on white spaces and end of line characters and then process each token as you get it and use it based on the reading state. You can use something like a state machine to know what to do with the current token.

#5112926 nice reading simple model file with stdio

Posted by on 29 November 2013 - 03:28 AM

If you always have a string followed by a varying number of floats, you could use vscanf. If you have floats and strings intertwined then you should read one line at a time (or the whole file if it's small to improve performance) and then perform a parsing of the memory buffer you've read the file and split it into tokens (separated by whitespaces). Then you can try to convert them to floats and see which ones are floats and which ones are not.

#5111806 Getting a solid grip on C++ : Where to go next?

Posted by on 25 November 2013 - 05:12 AM

Studying stuff for the sake of studying doesn't go anywhere in my opinion. You just have to know that a feature of a language exists and what it does, but if you want to actually learn something, you should establish yourself a project to work on. Clearly set up a goal for you: I want to do an application that does that and that. Design it and then start working on it. Pretty early in the development process you will hit some problems, and then you will have to find solutions for them. This is the best way to learn a programming language. Languages are tools that help you achieve your goals, they have no purpose by themselves. So studying a language out of a clear context (like making an application) is pointless.

#5110770 Pricing a freelance project

Posted by on 20 November 2013 - 09:27 AM

I usually use a per-hour price and then evaluate based on that, but you won't be able to do that until you have a good idea how much work is involved. 


I think you should do a lot of research first and understand how you would implement it. Then, as Hodgman says, you can evaluate each smaller part as how many hours it would take to complete and then group those tasks into milestones. If your client accepts you can also make an "official", paid, research phase first that will allow you to dig more into what you'll actually do and that will allow you to give them a more precise estimate of the time and costs involved. 


I also add about 20-30% of time to my initial estimations, just in case things go wrong. Your client will be happier if you complete the work earlier than estimated rather than later.

#5110157 C# - Need help with choosing a way to solve a ridiculously easy 2D graphics task

Posted by on 18 November 2013 - 06:55 AM

There is also WPF (Windows Presentation Foundation) which is rendered through hardware acceleration and you can even feed shaders to controls and such, measure FPS and so on.


But whatever you choose, i don't understand why don't you just start a time counter, display text, measure 1/60 seconds and hide text?

#5109599 Pixel Art From Beggining

Posted by on 15 November 2013 - 06:49 PM

Here you go mate http://www.hongkiat.com/blog/pixel-art-tutorials/

#5109237 How Early is "Too Early" to Think About Your Next Project?

Posted by on 14 November 2013 - 01:15 PM

It's perfectly fine to gather ideas for future projects in a notebook or something (I do that too). It is also healthy for your current project, because switching to something else and then going back to it will help you look at it from another perspective and maybe help you find issues or ways to improve.


What is not Ok is starting to actually work on a new project or try to implement new ideas into the current design on the fly (feature creep).

#5108999 Advice for Games Made by a Single Person

Posted by on 13 November 2013 - 11:35 AM

1) Go for something extremely simple with a single mechanic out there, better inspired by an old classic so you can compare your results with that one. Get familiarized with the whole process because there is a lot more to it than just implementing mechanics.


2) If you want to learn programming, that is an entirely different field you need to start with, but if you want just simple stuff tools like game maker will do.


3) The best goal is to finish it, no matter how ugly or feature-lacking it is. It just have to be playable. 

#5107759 games to learn from

Posted by on 07 November 2013 - 04:05 PM

I think you can learn game design from all the games out there, especially the ones considered "very good" by most of the players. Play the game and try to figure out what mechanics have they used and how did they combine them.

#5107414 Going for Impressionism in 3D Assets

Posted by on 06 November 2013 - 06:48 AM

If you are looking at impressionist paintings (google search) you will notice all are very colorful, full of light and "alive". I am not sure you will be able to pull that out in a game that has low-light as its premise. 

#5107185 Getting textures to tile on a mesh the same way regardless of the size or sha...

Posted by on 05 November 2013 - 10:20 AM

Well, when i started my first game in Unity, i didn't watch any tutorials, I just read docs when I needed and start working. I ended up with many things that were not supposed to be done as I did, but then it worked and who cares.


If it works and has no performance impact (i.e. you are doing it when the level is loading or something, not every frame), then just get over it.


Sometimes there is no proper way to do a thing, and the goal is to make a game, not write perfect code.

#5106912 multiplayer map / team composition

Posted by on 04 November 2013 - 07:54 AM

I think you are going for too many players on one team, because the communication between players is quite amputated on tablets. During LoL you can use audio chat or type some stuff, on tablets that is harder to accomplish. So having more players will only lead to more confusion that usually installs when people work for the same goal without communicating properly.


I would go for an iterative approach and release the game as it is and then expand upon the concept and test new things (so you would have a final playable version on the app store and a test version with the new stuff).

#5106461 Looking learn some different programming languages need help for my first mmo...

Posted by on 02 November 2013 - 10:29 AM

Well, specialised schools always help, it will open your eyes to a lot of stuff programming and software related, so if you can go to a college or university, go for it. Of course that won't teach you everything, but it will be a nice addition to your efforts.

#5106454 Looking learn some different programming languages need help for my first mmo...

Posted by on 02 November 2013 - 09:44 AM

Well, there might be others, it is dependent of exactly what game, but since you have to start somewhere, go with Java first, it is a good foundation to learn programming.