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Member Since 16 Mar 2005
Offline Last Active Today, 11:32 AM

Posts I've Made

In Topic: Why there is no option to delete my posts?

20 August 2014 - 01:43 AM

If I make a mistake, I just edit the old response, strikethrough the original text and add a short follow up indicating why I was wrong. Bear in mind I have the ability to remove posts.


The reason I don't like totally removing the original content is if people respond or quote that original text, and you edit it, then the thread may no longer make sense.


If no-one has responded, then this isn't so important.

In Topic: Using old array or stl

20 August 2014 - 01:38 AM

You might see a perf difference for std::vector over a C array because vector throws exceptions on out-of-bounds access, meaning it has to check every access. I don't recall if std::array throws on out of bounds access, but I'd imagine it does.

std::vector::at throws an exception, but std::vector::operator[] does not. Some light Googling indicates that std::array is similar.


Most implementations of the C++SL will do range checking, e.g. as an assertion, in debug builds, I believe at least some versions of VC++ went for range checking in all builds, but with a separate flag to disable them.

In Topic: Help me, i can't understand well :)

18 August 2014 - 03:58 PM

Your question is still very vague. Do you understand what seek is supposed to do? Do you understand the purpose of rewind, and why it is implemented as it was?

In Topic: Bashing my face against the ArcSynthesis.org brick wall.

18 August 2014 - 01:28 AM

Thanks for all that, if that was intended as somehow to answer and solve why these examples don't work, well then i give up on c++ because its just too complicated to learn. Not the code, but how to even get a simple example to run. I mean no disrespect at all, but I don't understand a single thing in your post. 

Unfortunately, this is one of the most archaic things about C++. C++ inherited its toolchain model from C, which was designed in the early 70s under the constraints of the computers at the time - memory probably in the low kilobytes and perhaps not more than a few megabytes of disk storage.


While the language has evolved over time, the tools to build and link function conceptually almost the same as they did back then.


This is a common stumbling block, but you can make your way through it if you persevere.

In Topic: Italian girl wants to be a game designer

17 August 2014 - 07:35 AM

Looking at the details, they appear to share many common modules, so there are similarities. However, it is a question of emphasis. For example, a gameplay animator will focus on living, moving content that will be included in the final game, where as a concept artist will generally be involved in early stages with static images as the art style is being established. The bigger the studio, the more specialised you're likely to be, in a smaller studio there could be just a single "art" person that does all these things and more.


I'd recommend you watch Double Fine's documentaries about their various projects "Massive Chalice" (free on Youtube), "Broken Age" (available if you back the project) or "Amnesia Fortnight" (free on Youtube), these will give you some sense of the different disciplines and how involved they are at different stages of a project, as well as being entertaining to watch.