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DarkRonin last won the day on August 18

DarkRonin had the most liked content!

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About DarkRonin

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    3D Artist
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  1. DarkRonin

    Worst time of your life as an indie

    Actually, the 3D performance in GMS is exceptional. I have managed to do some pretty complex things and keep the frame rate above 1000 FPS. But yes, if your objective is a 3D game, GMS is a very poor choice for a 3D engine.
  2. That is one of those 'it depends' questions. If your primary purpose is to ship games then (generally) use a pre-rolled engine. Admittedly vast majority of people who use this forum want to build an MMO and be the next 'Notch'. If your primary purpose is to learn every aspect you can and shipping a game is distant secondary (if at all) then roll your own engine all the way baby! Personally, I have next to no interest in shipping games. If I do one day then good luck to me. But right now, no interest in games whatsoever. Having said that also, with the underlying knowledge of how DX9 and 11 works, it gave me the superior edge when using GameMaker in the past. If GM couldn't do something, that was a non issue for me, I'd just add the additional code via DLL. I made the engine do what it just can't do. If you start out on a pre-rolled engine, you are screwed if the engine doesn't do something out of the box and you don't know how to remedy that. So, I guess writing your own engine first should be a mandatory step in game dev. Once you have made a simple engine, then go use a pre-rolled one and appreciate what is going on under the hood.
  3. Upvote for you, good sir! Seriously though, not sure what attracts me to it so much. I guess I just love knowing how things work at a lower level. Probably more of a discovery adventure for me. Which makes it a game in itself.
  4. DarkRonin

    Worst time of your life as an indie

    Worst time was getting trolled. Game dev is easy compared to firing up your computer of a morning and have Internet Explorer abuse all hell out of you. I soon learned what accounts I had though, thanks to one troll in particular. As a result I have ditched virtually all forms of social media, very few online accounts still remain.
  5. In this case it is paid software and the company doesn't have a paid support model option either. Since @GalacticCrew posted this topic, I have resumed work on my own engine again. Not because of any gripes with pre-rolled engines, it is more that I realised I have more fun writing the engines than actually writing games. Call it my weird stress outlet - LOL.
  6. What happens when you report breaking bugs to said 'team' and they take two years to fix it? Or worse still, don't fix it. I have been in that situation and it has totally killed my relationship with one smaller company in particular. They now openly dislike me, I openly dislike them.
  7. Yep for sure @GalacticCrew seems to have his head screwed on straight and comes across as a very focused guy with his projects. The only way to be a true innovator is to do what the masses don't do. But yes, generally speaking the vast majority would be better served using a pre-built engine any day of the week.
  8. It really depends on your circumstances and what you want to do. If your primary objective is to ship games, then sure, a pre-rolled engine is generally the way to go. But if you are like me, shipping games doesn't really concern me too much. I generally have more fun and satisfaction writing everything myself. It's funny. Any money I have ever made in game development has come from writing tools/extensions for other people to use in their own games. I am yet to make a cent from any games I have ever published.
  9. DarkRonin

    How to avoid bugs

    Use the debugger. Enable debug mode on the API where applicable (i.e. DirectX). Address all compiler warning messages. Enable leak detection. Think out of the box (i.e. How can a user break my program. What happens if the enter text in a number field?). Test hard and test often. There are many many more. Even many that I admit I don't know exist. I have been coding in C++ since 2005, so that would put me somewhere in the beginner to intermediate level.
  10. Yep, I am validating the results.
  11. It would look great on your resume too. Them - "What tools do you use?" You - "I make the tools..."
  12. DarkRonin

    As a game dev, what are you most afraid of?

    These are good ones. I have been there on the receiving end of troll front. So much so that I deleted my Facebook account, deleted my Twitter account (walking away from 101,500 gamedev followers), deleted my Google/YouTube account, and all forum accounts. Also going from having half a dozen or so websites to now none at all. This is the only forum account that I have kept. Trolls are the worst breed of human beings.
  13. Thanks for the suggestions guys (+1'd you both). This did the job; int optionListSize = optionsList.size(); int * destInt = (int*)&options; for (int i = 0; i < optionListSize; i++) { int value = boolQuery(optionsList.back(), mem); optionsList.pop_back(); *(destInt + i) = value; } In this case the struct will always be integers only. So I don't foresee any huge issues. But I certainly wouldn't do this with mixed data types, especially where pointers etc are concerned. It seemed like a more efficient option to populate the struct this way as I am reading parameters from a file. So I am now 'pushing' the required parameters on to a vector and then reading them back (in reverse order) to fill the struct. This way I can just push new parameters (and add to the struct definition of course) and read back with minimal fuss, thanks to your help.
  14. Hi Guys, I have a struct of int's which I am trying to initialise by pushing and popping a vector of integers. All is working well if I initialise manually from the vector (for example) options.vsync = boolQuery(optionsList.back(), mem); optionsList.pop_back(); Instead of doing this for every member I am trying to use a simple 'for loop'. (Ignore the name boolQuery - this actually returns an int 0 for false, 1 for true, and -1 for indeterminate). for (int i = 0; i < optionsList.size(); i++) { int value = boolQuery(optionsList.back(), mem); optionsList.pop_back(); memcpy(&options + (i * sizeof(int)), &value, sizeof(int)); } This works for the first member but the remainder stay uninitialised. Debugging shows that the expected values are occurring during the loop, but they just aren't getting stored in the member integers. It looks as though the way I am trying to access the memory for the memcpy seems to be wrong. Any advice would be hugely appreciated.
  15. DarkRonin

    Can you make a Game Engine in Notepad++?

    I use Notepad++ whenever I code projects in assembly language.
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