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moosedude

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About moosedude

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  1. moosedude

    You know you're a crappy programmer when...

    You know when you're a crappy programmer when your definition of crappy programmer doesn't match with everybody elses definition of a crappy programmer. from the original link; Quote: # Your users are stupid. Really stupid. You can't believe how stupid they are, they constantly forget how to do simplest things and often make dumb mistakes with your applications. You never consider maybe it's your application that’s stupid because you're incapable of writing decent software. Like this; complained about this from time to time, but you've really got problems if they are *actually* stupid and nobody believes you because they think you're a crappy programmer... erm yes.
  2. moosedude

    Float = WHAT?!

    Quote:Original post by alvaro If you google for `1.#IND000 float' (don't use `-' because it means something special to Google), you'll find very good info, including this thread. doing that in google will return the whole of the internet. a few years ago, I remember seeing something simular, assigning a float to equal 0.0f, and then immediately displaying it never returned zero as an excate answer. as soon as you learn this, and learn the reason why you'll never make the mistake again; it really isn't something to worry about, but you do need to know why. its a matter of approximates rather than absolutes, if you need an absolute value work with integers, otherwise use floating point values. casting (Although not recommended) can help, something like; if((int)(myfloat * 100.0f)==0) { iszero=true; } quick and nasty!
  3. moosedude

    Combat system idea - worth exanding?

    I quite like the idea; I think perhaps rather than just impacting the combat system, it could affect other parts of the game as well. i.e. each player would be given specific quests in order to obtain the appropriate "skill" to remove a certain attribute/descriptor a in-game npc may have, in order to default them. it would certainly make combat more interesting, and it wouldn't just be about getting to a high enough level to defeat said npc; there would really be some skill in it.. is that what your trying to achieve here?
  4. moosedude

    Best way to play wav file in C++

    well, directx would suit your wav playing needs; but matching the key presses precisely with points in the music may be more tricky. It should be plausible given a multi-threaded environment. last time I looked, given a wav buffer, directsound will give you the current play position in bytes; but i don't think its very accurate. Or you can trigger regular events in a wav play buffer, telling you the current position, which might be more useful.
  5. moosedude

    EEE PC vs PSP

    Quote:Original post by BLiTZWiNG Ok here's another thought, EEE PC, VS 2008 (C# Express if necessary) and XNA 3.0 ? This is a good option, I have an eee pc 1000something with VS2005, SQL Server 2008 installed and it works fairly well; mostly for train programming.
  6. moosedude

    Linking the Game to the Engine

    I feel this topic has some crossover with this; http://www.gamedev.net/community/forums/topic.asp?topic_id=514896 Animation system within a game engine. At a certain level of abstraction, having a game engine react to some user input, is the same as having a game engine react to an animation script. Theres some bright words in here, which may also help you (I hope!)
  7. moosedude

    String vs char arrays

    Quote:Original post by MikeTacular The rule of thumb is to use std::string whenever possible. It's part of "good" C++. Checking user input (or any other form of text) is going to be a lot easier if it's a std::string rather than a char array. Example: std::string name = getSomeName(); if (name == "Bob") { doSomething(); } char* name = getSomeName(); if (strcmp(name, "Bob") == 0) { doSomething(); } You tell me which of the two is cleaner (if you say the second one you're crazy [smile]). hehe. I remember bits and pieces from my studies for my computer science degree. One of them was about ambiguity when overloading the "==" operator for comparision operations, because its C++ it could mean anything you like. Using the function strcmp described a little more about what the function did. For example in the first example its unclear (if you had never seen the string library before) whether the comparison is case sensitive or otherwise (I guess you could argue the same case for the second example, but at least the comparison is a little more descriptive as too what it is comparing). also, when I was learning Java and was confronted with string classes, I got very frustrated with the higher level of abstraction it provided; I felt it was a little too much away from "just storing some numbers in an array". Of course they're big advantages to the string class, but sometimes a char array will do. I hate having to trawl through documentation detailing how to get an ascii character number out of a string when I've forgotten the function name, or visa versa when I know its probably stored as an ascii number anyway. (I know, because I'm the one who put it there) I do truely believe there is nothing wrong with a char array, as there is nothing wrong with using the string class to store strings; its all about abstraction and who provides that abstraction, the api or the programmer. A bad programmer (or one of little understanding of how a string is interpreted by the hardware) is going to misuse a char array. If somebody looks over my code and frowns at my char array, and the only answer they can give as too why its bad is to say "you should be using the std:string class instead"; I'd like to belt them into submission until I get a more rational explanation out of them. One method should be used against the other when you're sure you know the differences and why you have choosen the method. rant over.
  8. Quote:Original post by Guns Akimbo response like "go google it" but googling just assaults you with a million conflicting opinions from everyone with a few lines of code under their belt and a blog. not been posting at gamedev for very long eh? ;-) I'd start by trying to do a fairly simple game programming exercise in C++, and see how you go. A "in at the deep end" approach can be a good learning tool, providing the challenge isn't too difficult. A space invaders clone or something simular.. Somebody mentioned pointers earlier; you shouldn't be afriad to use these, or avoid learning about them. They can be quite difficult to grasp but used well provides you with a powerful construct. Writing your own linklist class (even though the std provides one) can be a good example for learning and understanding pointers.
  9. moosedude

    scripting vs c++

    I guess a DLL could also be a exploitable security risk; you could in essences have a bit of code that could do anything to a persons computer. A scripting engine is a sandbox environment, you do something silly and it'll know about it. But if you're developing a software system, and don't have time to implement a scripting engine (or the man power); a DLL could be a simple answer.
  10. moosedude

    I want a phone I can code on..

    I guess your line of thinking is about coding on the move, without the burden of a big laptop. I've got a little sub-laptop called an eee pc which is good for coding on the train.. coding on a phone sounds horrific, and when you start considering that some arrange their keyboards in an abcde.. fashion instead of a qwerty layout. However, for some strange reason I quite like the idea in principal. For some phones you can get a fold-up keyboard (something full size) and then all you have to worry about is getting a compiler working.
  11. moosedude

    String Parsing in Java

    Theres a serialization class/interface implemented in java for this very task; its been a while since I've looked at it though. (called serializable perhaps?) http://java.sun.com/developer/technicalArticles/Programming/serialization/
  12. moosedude

    explain by words? or code?

    code can be more precise, words can have ambigious meaning. Of course, you could have the best of both words and dig out a cobol compiler. and a book for the treatment of rsi, its rather verbose.
  13. moosedude

    what language has least bugs in code?

    sometimes I feel as if I want a compiler that would automatically correct annoying little compile time bugs. Then I realise that would turn the compiler into a new version of Word. cue paperclip, "I've notice you've made an syntax error!" did you mean to type "'for(i..' or 'fork(i);'". sorry, slight tangent there.
  14. moosedude

    Help Needed for International Student

    have you tried the local student loans people first? http://www.slc.co.uk/ From the blurb on the frontpage it would appear that they don't sponsor UK students to study abroad; but its worth asking, if they don't they'll probably know somebody who will. give them a call and see what they suggest. I may even suggest whilst your studying in the US to get a part-time job to cover some costs as well... But not sure how that would work, you'd probably need a visa for it. Good luck though, sounds like a really good experience.
  15. moosedude

    Would you buy my game?

    Quote:Original post by Dave Oh and to give you some idea of how hard it would be to achieve something like that, i have been programming C++ for 7 years and other languages for a bit longer and i wouldn't even consider trying to make a game like you describe. Hell you could get a girlfriend and that would be enough to stop you making it. I find this amusing; on many different levels. your game sounds like a fairly generic space sim. You'd have to provide a hook, or an exclusive feature to get me interested in it. You appear to be describing eve online, which is free. My game buying habits also hinge on recommendations by friends and good reviews, I don't buy anything because it has a flashy box or because of its genre. They're are countless other things to consider as well. Consider the formation of your "universe". how would you create the algorithm to decide where all the stars, solar systems and planets go? how would you decide which planets were inhabited. I only mention this from the other game I am thinking of, Elite; of which this was their greatest challenge.
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