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Member Since 18 Oct 2005
Online Last Active Today, 02:29 PM

#5224585 how much xamarin and other cross platform api,s are good?

Posted by on 20 April 2015 - 06:33 PM

For Android, Xamarin runs the Mono Runtime side-by-side to the Dalvik (and/or Android) Runtime. 


I recommend checking out this doc:



For iOS, Xamarin uses an AOT (Ahead of Time) compiler.  

Unfortunately, I don't have a good link to send you that goes into more detail.


And if you're interested in metrics check out this blog post by an ex-googler: 




Those metrics are quite flawed though, J2Obj-C(Java auto-translated to Obj-C) outperforming Obj-C is a pretty clear sign that they are comparing apples and oranges, Xamarin however does perform reasonably well on both iOS and Android as long as you stick with the native API wrappers and don't use the horribly buggy and slow Xamarin.Forms(allthough being able to share your UI code between WP,Android and iOS might make it worth the hassle to get that junk working decently).

#5223243 How to protect the idea?

Posted by on 14 April 2015 - 03:51 PM

So, here's the deal, I've got an idea, and I want to protect it. By that, I am not talking about piracy protection, more like content protection.


Say there's a hypothetical scenario, a fiend hacks into my files and steals that which I plan to put into development, and that thing finds its way into big bucks publishing house and they end up hoarding million for something whose concept I conceived... how can I protect myself from such a scenario outside of making a patent, it being under lock and key?


Don't worry about others stealing your idea, most likely your idea falls into one of three groups:


1. ideas that won't work (too expensive, tech isn't ready, market doesn't want it, the idea is stupid, etc)

2. ideas that recently became feasible due to <something>

3. new ideas that were inspired by <something else>


if your idea falls into 1. but you know how to bring it to 2. then you don't have to worry about others stealing the idea itself, worry about keeping your solution to the problems secret instead (and if possible patent those solutions if they are patentable)


if your idea falls into 2 or 3 then you need to get off your ass and start working, even if you are the first in the world to have the idea and most others who get the idea wrongly place it in 1. you can be fairly certain that someone somewhere will come up with something similar and decide that it is worth persuing, if you sit around and wait someone will beat you.

#5223062 Difficulty of making a strategy mmo?

Posted by on 13 April 2015 - 07:43 PM

Actually, I don't think it would be impossible hard.

If you leave out that initial 'M', of course; the one that stands for 'Massive'.

I think it would be way easier than creating a single-player game because no matter how much Herculean efforts you put into AI, it won't beat human players (no matter how dumb tongue.png) - so, yes: go for it. smile.png

TBH, when it comes to browser/mobile style "MMO:s" that extra M isn't all that difficult, those games tend to only have indirect interactions between players which makes scaling out a heck of a lot easier than it is for MMOs with realtime interaction between players.

#5222597 Looking for step my step guide for visual studio

Posted by on 11 April 2015 - 07:36 AM

Okay, lets say you have a "go scout somewhere" button on screen. Which of the 2 engines will allow me to more easily code:

1) The AI automatically selecting the most suitable unit (or units, depending on designated area size and/if the character has enough skill for it) for the task,

2) Guiding the unit completely automatically until the LOS of the unit has covered every nook and cranny in the designated area at least once,

3) Run away if there is massive enemy presence,

4) Fight other scouts if they are there,

5) Do all of the above that is dependant on: A) Unit's particular skills and B) Character skills and perks


That part is about as hard regardless of which engine/framework you choose, you will most likely have to write most of the code for it yourself, AI is normally not an engine feature.


with unity you could do it using a separate mostly empty gameobject with your high level AI script and have it send off messages with the high level orders to the units (and your UI buttons can pass messages to the high level AI) and then give each unit a script that acts on those orders and make their own lower level decisions.

#5220014 The Atomic Man: Are lockless data structures REALLY worth learning about?

Posted by on 29 March 2015 - 01:26 PM

Hi all

I've been investing quite some time into reading about and experimenting with multithreading in C++ and in general and it seems lockless (or supposedly wait free) data structures and algorithms comes up a lot. A good understanding of the new memory model in C++ and atomics seem necessary for any kind of implementation of lock-free programming, and after reading the top response in this thread:



Is it REALLY necessary to know much about lock-free stuff? Or can I just skip it for the time being, knowing that lock-free programming is a "thing" and leave it at that?



No it is not necessary but it is beneficial. (lock free code can perform significantly better in some situations).

#5216045 Saving old gamestates

Posted by on 12 March 2015 - 07:23 AM

Personally i would skip the copying for a system like this and instead make the old game states immutable. then you can quite easily have multiple threads update the game state (all can read the previous state without synchronization since it is immutable and as long as you don't try to update the same object from multiple threads you can do unsynchronized writes aswell.

#5215024 curious question, how good is Source engine?

Posted by on 06 March 2015 - 03:18 PM

Now that Source 2 is (or going to be) free for content developers (what about game developers?), I would like to ask if some of you have experience with Source. How does it compares to Unity/Unreal in terms of perfomance, features, tools and ease of use?


That seems like a fairly pointless question, Source 2 hasn't been released yet and Source is 11 years old now, at this point it would pretty much be all speculation, feature wise i would expect it to be on par with the competition though (anything else would be silly)

#5212950 Best tutorials for beginner to expert Unity Java?

Posted by on 25 February 2015 - 01:50 PM


Java Unity

Unless there was a really big announcement that I missed, that isn't a thing. 


JavaScript is supported. And there are lots of books and web sites that cover it.


Java and JavaScript are radically different, related only by name as people tried to cash in on another language's popularity. 



Strictly speaking its not JavaScript either, UnityScript is alot closer to JScript.Net and treating it like Javascript is a pretty bad idea. Alot of valid javascript code is invalid in Unity and you should always prefer to use static typing and generics(if necessary) in Unity rather than relying on dynamic typing like you would with JavaScript (it is significantly slower).


Personally i would recommend using C# instead since it is more commonly used. (more resources available and more people who can help you if you get stuck)

#5210165 Bad practice: GLfloat vs float?

Posted by on 11 February 2015 - 05:54 PM

As I work more and more on my application, adding classes, method, and etc, I noticed something.

Whenever I need a float variable, whether its a class attribute or a pass in param, I am defaulting to making it a GLfloat type.


I started doing this because all the OpenGL methods would take in GL**** type variables. But is this a bad thing to do? Am I limiting myself in anyway?


Should I be type casting variables to there GL**** type equivalent? Even if its not necessarily GLfloat, EG GLuint or GLvoid


That really depends on how you intend to use them, the size of float, double, int, long, etc are implementation defined and can vary between platforms and even between compilers on the same platform, in c++ the only guarantee you have is that double is atleast as big as a float and a long double is atleast as big as a double.


OpenGL however specifies that GLhalf is exactly 16 bits, GLfloat is always exactly 32 bits, and GLdouble is always 64bits, if you are targeting multiple platforms it is a very good idea to ensure that your datatypes are consistent (otherwise your rendering output can differ greatly between platforms) even though most compilers today will use 32 bits for float and 64 bits for double there may be exceptions.

#5210014 Exception while loading a file with content in Java

Posted by on 11 February 2015 - 06:53 AM

You are loading multiple(block.length * block[0].length) integers between each loadScanner.hasNext() check, this will cause an exception if there are fewer integers than expected in the file.

#5208592 Unity basic Script question

Posted by on 04 February 2015 - 04:13 AM

        myInt = MultiplyByTwo(myInt);

What is this line doing ?


and what is "return"



it sets the value of myInt to the value returned by the "MultiplyByTwo" function.


The multiplybytwo function works like this


//this a function named MultiplyByTwo that returns an integer
//the first int on the line specifies the type of data the function will return)
//MultiplyByTwo is the functions name
//and it takes one integer parameter that will be named "number" inside the function (int number)
int MultiplyByTwo (int number)
int ret; //create a temporary integer variable named "ret"
ret = number * 2; //set the value of ret to number * 2 //remember, number has whatever value we pass to the function (in your example it has the same value as myInt)
return ret; //return the value stored in ret.

#5208575 Trying to test a sever using my public IP

Posted by on 04 February 2015 - 02:36 AM

Hi. thanks for all the help.


I'm going to set the lap top with  a static IP and then port foward to that IP for the server app.


I was kind of hoping that I could getaway with not doing any thing to the network, like port forward.


I guess whats going on is its connecting to the router and then it does not know which computer to send the data to.



I say this because when using the loop back IP the clien can connect. It only fails when I pass in bogus IP address, that errors are being reported back.


Im really not sure why the client reports connected.


You may also need to enable NAT Loopback on your router (if it supports it, not all do) to be able to connect to a computer on your LAN from within your LAN using your public IP (Many routers will only forward traffic coming from the outside by default)

#5204853 Porting my game to Linux

Posted by on 16 January 2015 - 09:00 PM

1. Yes

2. It depends, if you stick to the LSB(you have to statically link any non LSB libraries, or replace them with a LSB equivalent) your game will run on all LSB compliant distributions (Using the LSB SDK is highly recommended), if you don't it is pretty difficult to say, it will most likely work on most debian based distributions atleast.

#5204362 what kind of questions should I expect in a web developer Interview

Posted by on 14 January 2015 - 07:59 PM

When it comes to payment:

Recruiting is very expensive, an interview process tends to consume a considerable number of manhours, hiring the wrong person is a very costly mistake and your salary is not the only cost your employer will have for you. they also need to have office space for you, hardware, software licenses, insurances, etc, a hundred dollars more or less each month on your salary will most likely not make much of a difference if they think you are the right person for the job so it isn't worth underselling yourself, knowing your worth and convincing others of it may be tricky if it is your first job though.


You should also remember that the interview is for both parties, you should use the interview to find out if you actually want to work there, their current websites are ancient(titleconnect.com is fixed width 750px, table based with a classic asp/vbscript backend, most likely built in the late 90s) and are in desperate need of a complete rewrite (a job that could be both fun and challenging if their plans for the future in that area are ambitious enough or a boring way to kill or stall your career if they prefer to update and maintain the junk they have or just replace the frontends with something friendlier to modern devices).

#5204214 Code appearance, is it really important?

Posted by on 14 January 2015 - 08:54 AM

Thanks to everyone who replied at this. Seriously I never thought that code clarity was that important, and I also learned a lot of stuff about code, so I hope everyone else find this post as useful as I do.

I think that I have to learn all the methods of the libraries that I'm using, because what I usually do when I am coding is write the algorithm in pseudocode in my mind and then I kind of traduce it to Python or the the language I'm using.

Maybe someone knows a book or something about how to achieve better code.


You don't really have to learn all the methods of all the libraries you're using(for some languages that is pretty much impossible due to the scope), just try to get an overview of what functionality they contain and keep the documentation close at hand.


your original example is a bit flawed aswell, the two pieces of code do different things, the first one can take the same number multiple times, the second will pick 5 different numbers.


if you want to generate a list of 5 random numbers between 0 and 9 with possible duplication (same as your first code) you can do:

Numbersrandom = [random.randint(0,9) for _ in range(5)]


and if you want to generate a list of 5 random numbers between 0 and 9 without duplication you can do:

Numbersrandom = random.sample(range(10), 5)


for larger ranges you can also use xrange(which returns a generator rather than a list) instead of range to speed things up