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Member Since 13 Oct 2004
Offline Last Active Yesterday, 02:10 PM

Posts I've Made

In Topic: trying to avoid using if statements - is this good idea ?

16 December 2014 - 01:56 PM

Reading the original question, I think it shouldn't be a goal itself to get rid of if statements. I would say the goal is that your program delivers x, with y performance (and maybe keeping your code readable). If removing the if statement(s) visibly contributes to this goal, go for it. If it doesn't, it sounds like a waste of time (and possibly premature optimization).

In Topic: Do i have to make basic games again after break in gamedev?

15 December 2014 - 01:11 PM

I believe it all depends on what your goal is.
If you go indie, there's one choice: just do it.

If you're going for a job at a (AAA) studio, I'd suggest you come up with something that jumps of the page (not necessary on the looks of the output, can also be the way your code is setup or the algorithm you created etc.)

From your post I assume for now you're going indie, in that case you could set a goal (game) which includes both what you achieved earlier but with added features you want to learn.

In Topic: My Game Plan

14 December 2014 - 05:33 AM

Hi. Your plan sounds achievable if you ask me.
On the long term you might benefit (or not) from the language you choose. I'd prefer c++ because in the end I believe you have more control/ lower level. But when you're starting c# should be fine to start with. For both languages several API's/libraries are available for say rendering or math, so you dont have to do eveything yourself (right away).
Good luck

In Topic: Christmas gift ideas for gamers?

13 December 2014 - 06:03 PM

Games, obviously ..
It depends on her taste, personally I'd be glad to get a copy of FarCry4 or Wolfenstein new order :)

Maybe there's something like a coupon/ voucher for Steam, uPlay, Origin etc.
Or a gaming mouse/ keyboard

In Topic: How should i call my classes instead of "xyManager"?

13 December 2014 - 05:58 PM

Not 100% sure if I read it correctly, but you could have something like this in your case:

Class object
Class building (derived from object)
Class world or level, having a vector of buildings etc

Class material (includes texture etc)
Helper class including texture loading function etc.

Class renderer, which can take a world (or to be exact the parts of the world to be rendered).

The world->load function can load everything, the update function can call update functions for its members. Then your world would contain x materials and buildings, which have a reference/ id to the world (or level's) material. This way you're still reusing textures buth with a more clear/ less 'GOD class' hierarchy.