Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 11 Nov 2004
Offline Last Active Jul 17 2016 01:50 PM

#5005884 Ooops... XNA is dead?!.

Posted by etodd on 30 November 2012 - 05:20 PM

I would switch to Linux in a heartbeat before going to Apple. Actually, even if all computers in the world except for Apples were to stop working, I would start a new career before switching to Apple.

Jeez, that's a little harsh. What about the fact that almost everything that runs on Linux also runs on OS X and that they're practically interchangeable? And what about Clang and other cool Apple things?

Also, you'll go broke targeting Linux. There's no market there.

Now, once Steam releases on Linux... I don't think there will be a huge stampede to Linux, but it could be a pretty monumental shift.

#5005072 Separate Functions to Compress From Memory and From a File

Posted by etodd on 28 November 2012 - 02:57 PM

You're right. I'm going to drop support for all of these features, remove several modules of my libraries, and use all features that aren't supported on all of the platforms I own. I was waiting for when the first "abandon the project" post would appear.

I apologize, my sarcasm was completely unnecessary. (Don't post at 12:36am, kids.) I don't think you should abandon the project, I guess I was just echoing mhagain's thought that it really becomes a management decision as to whether it's worthwhile to support an edge case like this. I just had a hard time imagining a use case for this. That's all.

#5004857 Separate Functions to Compress From Memory and From a File

Posted by etodd on 27 November 2012 - 11:36 PM

How do I do memory mapping for an encrypted file stream in an archive through the OS?

Let me get this straight. You want to use your compression algorithm on an encrypted 2Gb file inside another compressed archive?

I can only assume that you're writing some kind of library that has to account for literally every possibility.

In an attempt to be at least somewhat useful, let me just recommend that you not try to re-invent the wheel. These problems have been solved at a lower level and to a higher degree of efficiency than you or I can likely achieve.

#5000986 Who to follow on Twitter?

Posted by etodd on 14 November 2012 - 01:15 PM

Second vote for John Carmack. I don't always know what he's talking about, but it's still fascinating.

I maintain a list of pretty much every game developer I come across on Twitter right here.

There's also a /r/gamedev list if you hang around reddit a lot.

#4999006 The Singleton Pattern: To be or not to be [used]?

Posted by etodd on 08 November 2012 - 02:01 PM

I am still definitely on the side of "singletons are evil" but less so than I used to be.

Avoiding globals and singletons can lead to a lot of unnecessary upfront design work. "You might need more than one down the road" is the same rhetoric that justifies layers and layers of abstraction. "But I need to make it extensible for the future!" You don't know what the requirements will be in the future. Don't waste time over-designing something that will never be used.

Another thing I've discovered is that global functions and global state are two entirely different things. I used to try to minimize dependencies by not using global functions, but really those are totally fine. It's global state that's more dangerous.

#4912982 Finding Jump Conncetions for a Navigation Mesh

Posted by etodd on 14 February 2012 - 09:11 AM

Check out Recast. In the editor tool they provide, you can specify different parameters that determine which places are jumpable and whatnot. Here's a quick article I wrote that might be helpful if you choose to go this route.

#4890554 Help with Walk/Sprint Code

Posted by etodd on 04 December 2011 - 07:52 PM

This code will allow you to walk faster diagonally than you do going straight. If you're not okay with that, here's how to fix it:

Vector2 motion;
motion.X = InputHandler.KeyDown(Keys.A) ? -1.0f : (InputHandler.KeyDown(Keys.D) ? 1.0f : 0.0f);
motion.Y = InputHandler.KeyDown(Keys.S) ? -1.0f : (InputHandler.KeyDown(Keys.W) ? 1.0f : 0.0f);
motion *= InputHandler.KeyDown(Keys.LeftShift) ? 1.4f : 0.8f;
btw, I really like the conditional operator. Posted Image

#4818000 The Moon will provide us with constant Solar energy

Posted by etodd on 31 May 2011 - 02:02 PM


Sorry for the thread derail, but I have to disagree that the free market is the reason we're guzzling oil while japan builds solar arrays. The real problem is that the current cost of coal and oil does not reflect the long-term cost for the world. Solution: tax the crap out of non-renewable resources. We'd have the moon covered in solar panels in no time.

#4783257 How many people have bailed on Gamedev.net?

Posted by etodd on 08 March 2011 - 02:15 PM

I still spend way too much time lurking on this site. Please change the default theme to bright orange and reinstate the blink tag.

#3288241 Bad Jokes

Posted by etodd on 05 October 2005 - 02:02 PM

A man walked into a bar. Ow.