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Member Since 05 Apr 2004
Offline Last Active Sep 15 2016 10:27 AM

#5075593 OK to 'steal' someones idea if they are doing a crap job of it?

Posted by on 05 July 2013 - 07:10 PM

'Stealing' an idea is almost meaningless in this context. Everything is a copy of everything else on some level.


It's called competition. If one person makes a game/app/whatever, and does a poor job of it (regardless of the reason, be it inexperience, lack of motivation, whatever), and someone else takes the idea and provides a much better implementation, why is that such an issue?

I know I wouldn't like it if someone took my idea like that but I would just have to deal with it. Someone else did a better job than I did, that's my problem, not theirs.

Just my humble opinion.

#5036073 Help make the MMO game engine c + +

Posted by on 24 February 2013 - 07:18 AM

I would start by using code that's already available under an open-source license. It truly pains me to suggest it, but one notable source base available is the MMO project Mana World. The developers are not very helpful and were outright hostile toward me (this was years ago, they may have mellowed out some) but the code is available, it mostly works and there are source forks that make considerable improvements.


That's assuming that you're looking for a 2D top-down view (jRPG style) type engine. If you're looking for a 3D engine, PlaneShift seems to be pretty good. I've played it a little bit way back in the past (something like six years, and a lot can happen in six years) and it seemed decent.


If you want to try to do this from scratch, you're already way in over your head. Reel yourself in and back into reality and learn a bit more about MMO's and what's actually involved in creating them. They're not small or even simple projects and a great deal of expertise in a variety of areas is needed in order to succeed.

Another really good option is to join one of the many open-source MMO projects that are available. You can learn from existing code and developers who have already been through the trials and tribulations and that's one of the best ways to gain valuable experience.

#5034777 Are my graphics good enough, Please comment

Posted by on 20 February 2013 - 04:56 PM

Based on the way you posed your question, without looking at anything at all, I'd say move on. Pessimistic views like that will get you in trouble in the long run and if you hold on to that you're just going to get run over by others with more confidence but potentially less skill/talent.


To answer your question directly, your work (what you posted anyway) isn't bad, but it's not great either. It's a start. But just like anything, you can only get better with practice. Pixel art, like any other medium, takes time and practice to get good at.


So, keep at it, study the work of others (that's an important one), read various tutorials and how-to's, draw draw draw, and have some confidence in yourself.

#5029204 Rule of Three, and const-correctness questions

Posted by on 05 February 2013 - 04:28 PM

Ive met a few programmers but I never heard of Rule of Three.

Using consts makes more sense. Yes, it should be Update( const int deltaTicks ), ....but no big deal if you dont use const, but its highly recommented if other people are working on that code too. And you dont have to pass an int by reference when you want it to be const.


Using const in the Update() function like that is useless in this case. The int parameter is being passed by value, not by reference. By value doesn't need a const qualifier because the value is copied, not referenced. You only need a const qualifier if you're passing by reference/pointer and you don't want the function to change the object being passed.


So to answer the OP's last question directly, no. You're not passing by reference there, you're passing by value so the const qualifier is useless.

#4997839 What is a (Finite) State Machine? Why are they useful for game dev?

Posted by on 05 November 2012 - 08:29 PM

Thanks SiCrane and Iride for the replies. So, to use your examples SiCrane, what is the benefit of actually doing it that way? Is it just a "different" way to approach the architecture of the game? Or does thinking about the game in that way provide real benefits in terms of efficiency or clear coding?


To answer your question directly, efficiency of execution is not the point or intent of a FSM. FSM's are used to break down game logic into easily managable units for the human programmers. E.g., it's useful for making your code easier to read, easier to understand and easier to maintain. It has the added benefit of making bugs easier to find (part of the maintenance I mentioned).

EDIT: I see apatriarca already beat me to this description... ;)