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  2. Languages don't really make you a better programmer, concepts, techniques and algorithms do. Different languages are a proxy for this, as they bundle up opinionated implementations of a selection of concepts, techniques and algorithms. What you want to look for are different languages that espouse complimentary sets of concepts and techniques, and solve challenging problems using similar algorithms in them—so that you get a sense for how different languages (again, as proxies for concepts and techniques) occasion different implementation strategies. Good question, though.
  3. Hey guys, long time no post! Funny sequence of events that led to me checking in today. My take: nothing will ever "replace" C++, because nothing will ever have the same degree of critical mass/hegemony that C had and C++ inherited. The language ecosystem will be more diverse and varied, with individual languages and their code being more generally portable, and practitioners more able to switch toolsets because the norm today is to have high-quality, cost-free, often open sourced implementations. My other (and hotter!) take: JavaScript already "replaced" C++ as the language in which the largest subset of user-facing applications, and even server-side infrastructure, is written in.
  4. Today
  5. Thats why I asked . I don't have all the answers. Of course people will say yes. But what do they see that they want pushed? I understand not all players like the games I like. I've read many comments over the years since The Last of Us came out that think its overrated. Thats okay. I disagree. Its a simple game that was executed extremely well with a lot of qualities. Also yeah...if the story is too emotional then its possible you risk your audience's loss of interest. But you can always avoid that if you know what you're doing. I really just think that if you're a smart writer, working with experienced game designers, you can find new ways to avoid known problems with interactive stories. Its just limits that we haven't pushed past yet.
  6. Slow site?

    I've seen that type of uptick from web crawlers like search engines or archive snapshots, and from people doing mass captures or mirrors of the site. Usually Google and the big players are careful to rate-limit their requests, it is generally the people doing dumps and mirrors that cause the issues. There are several good Apache modules to help. Two immediately come to miund. First, mod_ratelimit is supported by Apache, and limits transfer rates per connection. A third party mod_limitipconn limits the number of simultaneous connections by a single address, which can also help. Between the two, most of the bulk pulls can have their impact softened. Few will use distributed tools, sometimes they'll be pulling through AWS but even then it is uncommon to see more than 5-10 IP addresses pulling at once.
  7. After developing game, what is the next action???

    Thanks for your reply. Am going to do that as soon as possible
  8. After developing game, what is the next action???

    Release it, if you want. Think about what went well and what didn't go so well, and work on addressing those issues in your next game. If you need some ideas about what you might improve from a game design perspective, post the game somewhere others can download it and ask for feedback. If you need some ideas about what you might improve from a code perspective, post the code somewhere and ask for feedback.
  9. Hi every one. Please I urgently need your advice on my project. I just finished developing my first game and I don't know what next being an amateur.. seeking advice from you guys. Thanks.
  10. Fixed update in game loop

    No, that is not necessarily the spiral of death. Most games require far less time doing the update than it takes for the time to pass. Your numbers show this quite well, if you think about it. In your example the fixed update is 0.5ms where it runs as many fixed updates as needed to catch up. Also the rendering takes 4 ms. Because rendering takes at least 4ms you will always need at least 4 simulation steps for every graphical frame. But in practice you've probably got much longer than that, especially if you're using vsync for as a frame rate limiter, which most games do. On a 120Hz screen you've got about 8.3 milliseconds per frame, so you'll probably need to run 16 or 17 fixed updates, and they must run within 4 milliseconds. On a 75Hz screen you've got about 13.3 milliseconds per frame, so you'll probably need to run 26 or 27 fixed updates, and they must run within 9 milliseconds. On a 60Hz screen you've got about 16.6 milliseconds per frame, so you'll probably need to run 32 or 33 fixed updates, and they must run within 12 milliseconds. In these scenarios, it is only a problem if the number of updates take longer than the allotted time. The worst case above is the 120 Hz screen, where an update processing step needs to run faster than 0.23 milliseconds; if it takes longer then you'll drop a frame and be running at 60Hz. At 75Hz the update processing step must finish in 0.33 milliseconds before you drop a frame. At 60 Hz the update processing step must finish within 0.36 milliseconds. Your frame rate will slow down, but as long as your simulation can run updates fast enough it should be fine. If it drops to 30 frames per second then a 0.5ms processing step has more time, up to 0.44 milliseconds. If it drops to 15 frames per second then the 0.5 ms processing step has up to 0.49 milliseconds per pass to run. As long as your simulator can run a fixed update in less than that time the simulation is fine. You ONLY enter the "spiral of death" if the time it takes to compute the time interval takes longer than the values above. Since typically the simulation time is relatively fast it usually isn't a problem. If the time it takes to compute a fixed time step is longer than the times above, and if you can't make it faster, then it may be necessary to change the simulation time step. Usually the only issue with that is the games feel less responsive, feel slower. Many of the older RTS games had a simulation rate of 4 updates per second, even though their graphics and animations were running at a much higher rate. Even that may not be much of a problem. It all depends on the game.
  11. Making Breakout - Code Structure help requested

    It seems weird that the Vsync has to hold up the entire pipeline, the time it make the program "wait" and enter the update loop let's say 16 ms later (as shown in the images above), those could have been 16 ms we spent calculating, so I really see no reason for it. Couldn't I provide it with a pointer to a rendered image and it "Presents" when it wants but by using the latest pointer address available? I bet that to avoid having it working like this would require stuff that has to do with threads, which I do know nothing about yet :\
  12. Will we ever see an adoption of something other than C and C++?

    We're standing on top of forty years of C-based APIs and libraries. Despite some attempts to slowly port or replace parts of that legacy - thinking of the Rust Evangelism Strikeforce redoing libc, or Microsoft trying to replace Win32 with UWP - everything is stacked up on top of those old C-based foundations. There's a lot of inertia. D is an interesting case. I remember articles on here at least ten years ago touting D as a replacement for C++, but it just can't seem to get much traction. Maybe if it had one of the giant tech companies pushing it, like Google does with Go, or on a lesser scale Mozilla is doing with Rust, but ultimately the Linux kernel is C, and the Windows kernel is C/C++, Android is Java, IOS is Obj-C/Swift, and the web is Javascript. If I had to guess, what I imagine will happen is that we're more likely to see C++ continue to morph into different directions and evolve, rather than be replaced. I've been watching that kind of process happen with C# over the last decade, as it keeps stealing more and more ideas from F# and other functional languages
  13. What do you think about JAI

    This has come up periodically in the GDNet forums. My opinions are essentially unchanged since the last time this thread happened. Jai may well represent the pinnacle of productive programming languages for Jon Blow, I don't know and I frankly couldn't care less. I'm not Jon Blow and I don't like his style. I will not adopt Jai personally. Merits (or lack thereof) of the actual language aside, I have a strong problem with Blow's personality and attitudes towards other programmers, and I find a lot of what he says in the videos (and elsewhere) distasteful. To me this just compounds the problem of trying to learn more about the actual project. In the end, I think it's easier to just leave it all alone.
  14. Sure, it's not turtles all the way down. We layer higher level languages on lower level ones. But as computers get more powerful, we're able to write less in the bottom layers.
  15. Resharper is fantastic if you're running Visual Studio on Windows. Otherwise not so much. If you want something nicer to use than MonoDevelop, try JetBrains' other product, Rider, it should run on Windows, Mac, or Linux. It's got most of the same refactoring tools and other bells and whistles that ReSharper adds. P.S. if you're a student or still have a .edu email address, you can usually get a student license to the whole JetBrains suite, which has all kinds of goodies.
  16. For the games themselves, there is a larger variety: C#, JavaScript, Elm, Lua, Boo. Even Python (slow out-of-the-box) or Clojure (requires a JVM). But for the engine itself, C/C++ seem more common. In order to add a third, huge APIs and frameworks need to be ported as well or at least alternatives need to exist.
  17. UDK Volumetric light beam

    Thanks for sharing your stuff as well. Unfortunately I couldn't make it work yet
  18. Resharper is an add-on for Visual Studio; it does not work in MonoDevelop. It sounds to me like using Parallels to use Visual Studio just to use Resharper is a lot of silly hoop-jumping. Resharper is nice, but contrary to what your "enterprise app guru" friends assert, I don't think it's that essential. If I were you I'd get a refund and go back to your usual, native-platform workflow.
  19. In this daily blog (and video)-series I take a first impressions look at the best mobile games that I come by. Be sure to share your favorite mobile game with the rest of us in the comments below! Dark gothic-styled 2D action fighter with no stamina system and joystick (movement) & 3-button controls (attack, dodge, jump) with lots of combo-attacks. The game has awesome skill animations, which feel amazing to use, and the in-app purchases aren't being pushed that much in-game. My main "complaint" would be that getting enough of the items used for crafting weapons takes quite a bit, and the game can thus feel a bit grindy. My thoughts on NeverGone: Google Play: iOS: Subscribe on YouTube for more commentaries: Or join me on Facebook: Or Instagram: Or Twitter:
  20. I'm brand new to Unity. All of my programmer friends are C# enterprise app gurus, and have said if you're going to learn coding (which I am), buy reshaper immediately. After I paid for it, I realized it doesn't work on a mac. So I bought parallels, just so I could get used to using reshaper. I really like what it does (for what little I've actually made use of it for). I haven't tried installing Unity on the PC portion of parallels. If I did this, would reshaper then insert itself into monodevelop? Is there a switch in monodevelop that allows it to access reshaper features? Or does it not work like that? I'm sorry if this is a dumb question, I just started working through Unity tutorials a few weeks ago. I'm very new to this.
  21. Slow site?

    There's been a massive surge in network traffic in the last day, but I haven't been able to narrow down whether it's DDoS or something else. The surge started at about 6am EST Sept 19. This screen capture of incoming network traffic (blue) shows the relative difference before and after this started, so you can see the difference in magnitude. The server is handling it, but obviously it's slower. This has happened a few times in the last few month, and it usually stops after a day or two.
  22. Tons of commercial games are already being made in C#. If you're more focused on lower-level languages that can be direct replacements at the system programming level, then I'd say that since the demand for that is dropping, C and C++ are adequate. Maybe Rust/Go/Swift will be a worthy competitor in future, but I don't think there is enough critical mass.
  23. What is the Unity equivalent of console.Readline?

    Ah! Thanks for the strait answer. I'm going through the Udemy stuff now. The Ben Tristam course starts you out writing command lines to the Unity Console....I was like "hey, this is familiar", but quickly found out it's not lol. Thanks! I'll keep an eye out for that line in the tutorials Much appreciated.
  24. 5 minutes of what? By the time you open a DAW, move a mic into place, load a template, and dial in your interface, record the passes, tweak your processing chain, bounce the file, convert it to whatever the final deliverables are, then upload it to email or dropbox, you can blurt 5 words into a mic and easily be at 5 minutes of billable time. If you are looking for 5 minutes of recorded, edited, polished, finished, production ready audio, at the very least, you're going to end up paying $200-$300 for an experienced reliable professional, who's also going to review the lines, communicate with you about what you're after, and edit it themselves. I do know voice actors that would be happy with $250 for a half days work, but this is not simple stuff if you want it done efficiently and done right.
  25. In my experience, you get what you pay for, as long as you don't overpay. I would start by talking to your state film commission, even if this is for a video game. Just ask them for a list of voice actors, or a casting agency that can refer you. If you contact a casting agency, I think the best thing to do is call and ask who they have within your budget. If you're wanting people to do this completely for free, I don't know what to say. I can't help you there.
  26. @Juliean What about this one in C++17?: NonCoypable factory(void) { NonCoypable a; return a; } Edit: Ok, this is the prvalue vs. glvalue problem. Then the proposal, I was referring to, must be accepted for C++17.
  27. UDK Volumetric light beam

    I am interested in this as well. I tried to create hlsl by what is going on in their "material node graph" image: void main_ps(in VERTEX_OUT IN, out PIXEL_OUT OUT) { static const float AddR = 8.0f; static const float MulR = 0.8f; float3 vvec = - IN.WorldPos; float3 v = normalize(vvec); float3 n = normalize(IN.Normal); float3 rvec = reflect(v, n); float3 rx = rvec.x; float rz = sqrt((rvec.z + AddR) * MulR); float xcoord = (rx / rz) + 0.5f; float2 coord = float2(xcoord, IN.TexCoord0.y); float3 lightFalloff = tex2D(lightSamp, coord); float3 lightCol = float3(1.0f, 1.0f, 1.0f); OUT.Color = float4(lightCol, lightFalloff.r); } but wrong result: I copied their image to use as light texture If you got it solved please share.
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