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    • By akshayMore
      Hello,
      I am trying to make a GeometryUtil class that has methods to draw point,line ,polygon etc. I am trying to make a method to draw circle.  
      There are many ways to draw a circle.  I have found two ways, 
      The one way:
      public static void drawBresenhamCircle(PolygonSpriteBatch batch, int centerX, int centerY, int radius, ColorRGBA color) { int x = 0, y = radius; int d = 3 - 2 * radius; while (y >= x) { drawCirclePoints(batch, centerX, centerY, x, y, color); if (d <= 0) { d = d + 4 * x + 6; } else { y--; d = d + 4 * (x - y) + 10; } x++; //drawCirclePoints(batch,centerX,centerY,x,y,color); } } private static void drawCirclePoints(PolygonSpriteBatch batch, int centerX, int centerY, int x, int y, ColorRGBA color) { drawPoint(batch, centerX + x, centerY + y, color); drawPoint(batch, centerX - x, centerY + y, color); drawPoint(batch, centerX + x, centerY - y, color); drawPoint(batch, centerX - x, centerY - y, color); drawPoint(batch, centerX + y, centerY + x, color); drawPoint(batch, centerX - y, centerY + x, color); drawPoint(batch, centerX + y, centerY - x, color); drawPoint(batch, centerX - y, centerY - x, color); } The other way:
      public static void drawCircle(PolygonSpriteBatch target, Vector2 center, float radius, int lineWidth, int segments, int tintColorR, int tintColorG, int tintColorB, int tintColorA) { Vector2[] vertices = new Vector2[segments]; double increment = Math.PI * 2.0 / segments; double theta = 0.0; for (int i = 0; i < segments; i++) { vertices[i] = new Vector2((float) Math.cos(theta) * radius + center.x, (float) Math.sin(theta) * radius + center.y); theta += increment; } drawPolygon(target, vertices, lineWidth, segments, tintColorR, tintColorG, tintColorB, tintColorA); } In the render loop:
      polygonSpriteBatch.begin(); Bitmap.drawBresenhamCircle(polygonSpriteBatch,500,300,200,ColorRGBA.Blue); Bitmap.drawCircle(polygonSpriteBatch,new Vector2(500,300),200,5,50,255,0,0,255); polygonSpriteBatch.end(); I am trying to choose one of them. So I thought that I should go with the one that does not involve heavy calculations and is efficient and faster.  It is said that the use of floating point numbers , trigonometric operations etc. slows down things a bit.  What do you think would be the best method to use?  When I compared the code by observing the time taken by the flow from start of the method to the end, it shows that the second one is faster. (I think I am doing something wrong here ).
      Please help!  
      Thank you.  
    • By Court
      Hi there, I am currently studying a diploma of screen and media and want to move on to the bachelor of game animation and design after this course finishes. I was just wondering if there was any advice anyone had on landing job interviews and finding work in general for this field. I was also wondering how hard it is to find a job in this field for females as well?
      many thanks
    • By Alex Daughters
       

      Hi, I am currently a college student studying to become a Game Developer. I need to interview current game developers for a class I'm taking. if anyone seeing this could answer just the 5 questions that I have provided below as well as your name, current position, and how many years you've been in the game industry. I'd really appreciate any responses. 
       
      Name:
      Position:
      Year in the industry:
       
      What was the starting salary?
      How many hours do you work?
      What did you learn outside of school that was useful?
      How did you get your job and how hard was it to find it?
      how was this job different than you expected it to be?
       
      Thank you for your time.
      -Alex Daughters
    • By BenjaminBouchet
      Learning game development in Unreal Engine could be a daunting task for someone who don’t know where to start, and a cumbersome process if you don’t organize your progression correctly. One thing commonly known by experienced developers and by people unfamiliar with coding: mastering a development language is a long and difficult task.
      From blueprints to C++ in Unreal Engine
      If you want to learn fast, you need a good learning strategy. Unreal Engine contains a very powerful tool which you can use to learn C++ faster: its blueprint system. Blueprints are extremely easy to learn (and you may already have a good knowledge of them). Thus you can conveniently use them as a guide for writing code in C++. This is the reason why I am writing a tutorial series on how to make the transition from Unreal Engine blueprints to C++.
      Learn and practice C++
      Following this tutorial, you’ll acquire new concepts of C++ programming in every chapter. Then following chapters will give you reasons to reuse and practice those same concepts. There’s no better way to wire you brain.
      Link to the tutorial: [Tutorial] Learn C++ in Unreal Engine 4 by making a powerful camera
      Please do send me as much feedback as you want. I’ll be considering every constructive remarks and taking them into consideration. Your feedback will help me to improve and update the existing chapters and to make the next one better.

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    • By BenjaminBouchet
      Learning game development in Unreal Engine could be a daunting task for someone who don’t know where to start, and a cumbersome process if you don’t organize your progression correctly. One thing commonly known by experienced developers and by people unfamiliar with coding: mastering a development language is a long and difficult task.
      From blueprints to C++ in Unreal Engine
      If you want to learn fast, you need a good learning strategy. Unreal Engine contains a very powerful tool which you can use to learn C++ faster: its blueprint system. Blueprints are extremely easy to learn (and you may already have a good knowledge of them). Thus you can conveniently use them as a guide for writing code in C++. This is the reason why I am writing a tutorial series on how to make the transition from Unreal Engine blueprints to C++.
      Learn and practice C++
      Following this tutorial, you’ll acquire new concepts of C++ programming in every chapter. Then following chapters will give you reasons to reuse and practice those same concepts. There’s no better way to wire you brain.
      Link to the tutorial: [Tutorial] Learn C++ in Unreal Engine 4 by making a powerful camera
      Please do send me as much feedback as you want. I’ll be considering every constructive remarks and taking them into consideration. Your feedback will help me to improve and update the existing chapters and to make the next one better.
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