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Member Since 12 Mar 2005
Offline Last Active Yesterday, 11:56 PM

Posts I've Made

In Topic: Toggling buttons on a toolstrip

Yesterday, 02:41 PM

Under the hood they are secretly check boxes.  The status of the checkbox indicates if the image should be popped in or popped out, or grayed out.


Selected generally refers to the cursor. 

In Topic: Iam new and I don't know where to begin

Yesterday, 01:10 PM

> 1 - What programming language to start with? (iam already good in C# programming) 


Then use C#.  The language choice doesn't particularly matter, you can use whatever language you want that your tools support.


> 2 - What engine to use and according to what ? (I already started using Unity3d and it's good for me but i need some advices)


Unity uses C# and is free. It is also a frequent recommendation.  


Unreal also has some support for C#, as does Hero Engine and Allegro, to name three.


> 3 - i need some recourses to get free assets 


There are people and groups who post free asset packs online of varying quality. Generally if you want specialized work for your game you need to pay someone for it.


> 4- How to be good at programming and devoloping games?


By both study and practice. Study and learn the things you don't know. Practice and actually attempt to implement the things you want to implement.

In Topic: Do you usually prefix your classes with the letter 'C' or something e...

26 May 2016 - 07:22 PM

Many people also forget what real Hungarian notation originally looked like.  Microsoft re-published the 1970's work with some minor tweak about 16 years ago on MSDN.


It stems from an era of short names, 2-letter and 3-letter names were common. Recall also from the 1970s and 1980s that 6 to 8 characters were the limit of name lengths for many compilers.  Rather than using longer descriptive names, the notation was to keep the incomprehensible short names and prefix them with symbols. 


I'm just going to copy the example directly so you can see what they called a "real world" example:

1   #include "sy.h"
2   extern int *rgwDic;
3   extern int bsyMac;
4   struct SY *PsySz(char sz[])
6      {
7      char *pch;
8      int cch;
9      struct SY *psy, *PsyCreate();
10      int *pbsy;
11      int cwSz;
12      unsigned wHash=0;
13      pch=sz;
14      while (*pch!=0
15         wHash=(wHash<>11+*pch++;
16      cch=pch-sz;
17      pbsy=&rgbsyHash[(wHash&077777)%cwHash];
18      for (; *pbsy!=0; pbsy = &psy->bsyNext)
19         {
20         char *szSy;
21         szSy= (psy=(struct SY*)&rgwDic[*pbsy])->sz;
22         pch=sz;
23         while (*pch==*szSy++)
24            {
25            if (*pch++==0)
26               return (psy);
27            }
28         }
29      cwSz=0;
30      if (cch>=2)
31         cwSz=(cch-2/sizeof(int)+1;
32      *pbsy=(int *)(psy=PsyCreate(cwSY+cwSz))-rgwDic;
33      Zero((int *)psy,cwSY);
34      bltbyte(sz, psy->sz, cch+1);
35      return(psy);
36      } 

Perfectly legible code.  :-)


Programming has come a long way since he developed that pattern around his doctoral work in 1977 and introduced it as standard as the chief architect at Microsoft in the early 1980s.

In Topic: Oracle loses Java API case against Google

26 May 2016 - 07:11 PM

When I read the jury instructions that were posted publicly on the case, I had a good feeling about it. The instructions were clear on the difference between declarative code defining an interface and functional code defining the working details.


US copyright law carves out an explicit fair use exception for interoperability of computer programs, and the text of that law was also in the jury packet.  


It is the same clause in the lexmark v static controls case that allowed them to clone printer cartridges.


Back in the Lexmark v Static Controls case the appeals court wrote that the law clearly allowed all copying for interoperability purposes, otherwise hardware makers could lock their components in illegal ways. That ruling additionally specifically called out automotive parts and video game systems, declaring that copyright protection does not apply to any kind of lockout codes since they are declarative rather than functional.  Companies can still attempt to use lockout codes, but they cannot use copyright infringement as a defense if they are broken.


I'm glad the jury was careful about those instructions.  

In Topic: Are Third Party Game Engines the Future

26 May 2016 - 03:25 PM

My point is that I believe in time AAA studios will sacrifice having this amount of control in favor of the better tools and workflow that third party engines will provide.

Yes, "third party engines" are getting better.  But the list is always changing.  While Unreal and Unity are two popular ones, they are not the only ones. There are many other engines, others are coming and going all the time: C4, Hero Engine, Game Maker, Shiva, Havok, Marmalade, MaxPlay has shown up at a few events, Amazon's new entry is Lumberyard, and so on. The engines of yesteryear have been replaced with today's kingpins. Today's engines may not be tomorrows engines.
AAA products have money. Lots of money.  These days it means spending about a hundred million dollars on development. No matter what tools they work with, large projects are likely buy the source and manipulate it to their needs.