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About ssrun

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  1. Hey,   Me and some friends made a game about killing secretaries who try to give you work just before the 5PM clock hits.  It's a free iOS game made using Cocos2D.  Check it out and let us know what you think!
  2. ssrun

    mixed feelings at Uni

    Let me put it this way as a game programmer who recently returned to University to get my degree. You DO NEED the degree to do anything remotely useful in game development. Topics that you will need to know that only Univeristy can teach you are: - Physics - Animation - 3D graphics (not how to use OpenGL or DX but the actual algorithms used) - Multivariable calculus and differential equations (required for graphics and animation) - Linear Algebra (required for graphics and animation) - Data Structures (required in all programming) I know the saying that you can learn anything on your own but in reality, it's not true unless you're Isaac Newton. The programming language the school uses to teach you is irrelevant as your concern should be the algorithms and how to implement them. So stay in school, study hard and apply what you learned a little at a time.
  3. ssrun

    Efficient Line of Sight Algorithm

    Personally, I've found that the fastest line of sight algorithm is Bresenham's line plotting algorithm since it's completely based on integers.
  4. ssrun

    Flash networked web game

    FlashDevelop is a part of the Creative Suite. I don't really know anyone who codes in the Flash IDE.
  5. ssrun

    Flash networked web game

    I do Flash game programming professionally and I'm not really aware that Farmville uses CSS for its in game menus (but I'm not sure). However I think Actionscript and Flash are actually great tools for rapidly prototyping a game and is currently the de facto standard for games on the web. Whether that remains in the near future is a bit uncertain with the push towards HTML 5 however I still believe it is a valuable tool to use for fast prototyping and maybe even for a portfolio. You should make use of the Creative Suite demo before deciding whether to purchase as the investment is fairly heavy. I know you can do open source Actionscript development but I think you'd be limiting your potential to create great things without the Flash IDE.
  6. ssrun

    Book suggestion - 3d math only

    I have the first and third books and the first one is an introductory book but there is still an assumption that you're educated in undergraduate linear algebra and calculus. If you've never taken math at that level or are very rusty you'll have a hard time following. You have to be completely honest about how good your math skills are as most people believe they can just learn it when they need to but the truth is if you couldn't learn it while in school you probably can't learn it on your own.
  7. ssrun

    A* speed issues (C++)

    As stated use a heap based priority queue to store the open list. Do not use a closed list at all, just store a flag on each tile representing whether it's open, closed or neither. Only clear the cost and parent pointers on the tile when you visit it for the first time in a particular A* session so that would mean encapsulating the algorithm in a class with a static variable that always increments a search id. Use hierarchical pathfinding A*. Hope that helps.
  8. Generally speaking, a "single click" event will always be fired off before the "double click" event. In Actionscript 3, a double click causes two events to be fired, what you need to do is code in such away that the action being done on the single click even naturally flows into the double click event. For example, single clicking a unit may select that particular one but double click it will select all units of that type. The flow works naturally as the first click event will select it and then the double click event will notice that the unit is selected and then search the rest of the game world for units of the same type to select.
  9. ssrun

    Efficiency of know algorithms?

    You might want to look in to Hierarchical Pathfinding A* (HPA*). Secondly, it is quicker to store the open list in a heap based priority queue as opposed to a linked list. Your algorithm is extremely slow because you're potentially looping through thousands of entries to find the lowest cost node. As you insert nodes into the open and closed list, you should flag the nodes as being in the list so that you never have to search. Another point to think about is that the costs and parent pointers for the nodes need to be cleared when the next AI entity begins it's A* search. A quick way to handle this is to use a static variable to give each A* request a unique id and then tag each node with the current search id when it's visited for the first time in that search instance.
  10. ssrun

    Most useful math for game programming

    Thanks for the info. I guess I jumped the gun on this one.
  11. Hi, I just finished studying Calculus I and got 98% so I know my stuff pretty well but I don't see how I can actually make use of it in game programming. Is there any direct application of Calculus equations in game programming or is it mostly based on Discrete math and matrices?
  12. Hi, I haven't worked with DX10 since I don't have Vista but someone told me that starting with DX10 Microsoft is moving the API to the .NET framework and is taking C++ out as the programming language in favor of C#. I've searched the net but haven't found anything regarding a programming language switch for DirectX. Can someone let me know whether C++ will still be valid for DX moving forward? Thanks.
  13. ssrun

    Take calculus or discreet math?

    Quote:Original post by smc In my opinion discreet math is 10 times as challenging as calculus. Interesting that you say that. Discrete math is a lower math level than calculus in my school so that implies that it's easier. Anyways, I'll do the calculus first. Thanks alot!
  14. I need to pick a math course of next semester and I'm wondering which is more useful for game programming, calculus or discreet math? Can someone let me know?
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