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  1. Apologies for helping derail this topic but: I find it odd you are derailing a topic with a huge wall of text like that. There is nothing wrong with what he is doing, he is clearly learning in a very practical manner and you shouldn't dictate how people learn. A forum is also easier to reference than chat logs. GDnet doesn't(I hope) have an issue with 6 threads per day being created per account. I down-voted you not because I disagree (It would be nice if he had the fundamentals down) but because you are essentially telling someone not to use the forum to seek help.
  2. Critical errors in CryEngine V code

    I disagree with pretty much everyone here, I find the articles pretty interesting. It's not like he hides who he is or what he is advertising, just ignore any of these types of articles if you don't want them.
  3. They usually do.   This comes up on pretty much every PVS article - maybe the articles could link to the patch requests to head off this line of attack?     That would be awesome, I do see some changes in the referenced source but not sure if it was because of Ivans pull requests.
  4.   It's just a Unity game written in C#. It just shows I can write readable code and have a game that is coherent with a clear win\lose condition. Basically my suggestion is to show you can do what your responsibilities will be in the role.
  5. I did this for a job interview, didn't take the job due to issues I had with their expected work hours but it did land me in this job I have now.
  6. Starter APIs

    Here is a free resource for game programming patterns:
  7. Game for learning algorithms

    That is a really cool idea and I think the mechanics work too. My only suggestion would be at some point stop giving hints (I.e In the binary search you move the next hint all the time, I would stop moving it after the 12th successful find).
  8. The Birth of a Lich

    The idea of a Lich has always been awesome in Game Design. I don't really have much to add but to help with motivation: Hopoo once was making a necromancer game and I am not sure why he stopped it: (He also had a demo but I can't find it) It was pretty cool. It basically worked as the skeletons had basic AI and the user could combine them or turn them into a bone tornado etc. I think it was a great concept.   [attachment=29639:clip+(2014-05-15+at+07.09.31).png]
  9. Inversion of control across libraries

      You would have to have another Core lib that they all depend on which has the interfaces required (I think the only common one would be IUpdateable and IInitializable?). This is how I have done it in my engine.
  10. Game Engine Editor

      I like it too and here are the reasons to use wxWidgets: Non-restrictive licence [1] Open Source Cross-Platform Native look and feel If you need those features then you should use wxWidgets, it has many other features and pluses but that's the best use case.   [1] The wxWindows Library Licence is essentially the L-GPL (Library General Public Licence), with an exception stating that derived works in binary form may be distributed on the user's own terms. This is a solution that satisfies those who wish to produce GPL'ed software using wxWidgets, and also those producing proprietary software.
  11.   Not really code but you can use it in a data driven engine\game to drive all data for it.   You could drive all the data in a game as large(By large I mean dataset) as World of Warcraft with SQL. Quest, NPC\Positional, Ability and Map data can all be represented by tables, rows and columns in SQL.
  12. Open sourcing my projects and blogging again

    Very cool man and yeah time really flies.
  13. Entities can be a plain integer too!

    I don't know how I would feel about using an ID in a language that supports objects but it's looking nice.
  14. Seriously though a lot of your stuff isn't even relevant to what I said but relevant to the thread. I don't mention anything like they can't or shouldn't make the videos in fact the more the merrier. I didn't mean they should teach factually wrong game design but they should teach something like: Here is a game that breaks our rules that is still good and this is why or Why you can and sometimes should break design 'guidelines'. I merely stated the fact that what they teach isn't anything new not that they have to or should add new things although in my opinion that would bring them from okay to great. I mentioned that you can get the same information from other sources because some people prefer text: The first one is semi-relevant to game design but designing table top games can help with video games because it imposes physical restrictions to the design, restrictions can be good for budding developers and even senior ones (Looking at you Peter Molyneux)! The bottom two are basically his first few meaty videos.   Agreed but there is still no golden rule which I think is good to mention to any designer before teaching anything to them, they'll have an epiphany eventually but it's best to just let them know straight away IMO. Anyway my daughter just woke up so I'll have to end it there.  
  15. Extra Credits is okay but their content is nothing new, you can find articles and other designers talking about the stuff he talks about way before he does it. He also pushes a very narrow view of design and while that view is the generally accepted view (Teach the player before any large penalty for failing) there are games that are successful that don't have this and while their design is technically bad it works for them.   That is what really matters in design. The Golden Rule: There is no golden rule.