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Rand

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About Rand

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  1. Rand

    Thoughts on Visual Assist X

    VAX is excellent software. Its got some useful features like, go to equivelant C++/H file. Also clever search to find classes, and source files by name. Very handy for massive projects.
  2. Quote:Original post by jkleinecke Quote:Original post by Rand Quote:Original post by JohnBolton Scripts are easier to modify and the turn-around time is faster. In some cases, they can even be modified while the game is running. So can C and C++ code, depending on the target platform. Check out edit and continue. Actually, you still have to recompile. Plus, there might not be trivial changes which will force you to shutdown and restart. With a script, the engine just reloads the new script and you are ready to go. Depending on the scripting language you have to recompile too. You are right about the edit and continue bugs though that can crop up.
  3. Rand

    Devstation

    Hey, Is anyone off to Devstation then shortly? www.devstation.scee.com I just wondered about this community out of interest :)
  4. Rand

    Dot and Cross products

    Google should do you with the basics, if you aware of vector basics.
  5. Why? Its not the first project we've done this way. Unless your talking about all the save game/memory card stuff etc...
  6. Quote:Original post by JohnBolton Scripts are easier to modify and the turn-around time is faster. In some cases, they can even be modified while the game is running. So can C and C++ code, depending on the target platform. Check out edit and continue.
  7. I understand exactly your problem. We did use Lua in our last project and it certainly didn't offer such a mechanism. We ended up writing our own scripting language which had delays in and the special kind of game control your talking of. I'm not aware of a scripting language that has async delays in that your after.
  8. Rand

    Game Loops

    Quote:Original post by Koobazaur What I would suggest, honestly, ditch the frame cap. Render it as often as possible (each loop) and base your game mechanics on the time passed, not the frame rate. I would partially 2nd this. Pass the time passed into all the update code, but then cap the frame rate at 30 or 60 or however fast your code can go. What this does is gives more accurate calculations to each part of the game. Instead of updating in 'big' steps of 25ms, the update can be exactly 23ms or 27ms. This should lead to less jitterness.
  9. The commercial game i'm working on is using the Unreal engine, and we are hardly touching c++ for it. Its practically all in Unreal Script. The excellent tools mean the designers and artists can do most in the engine, which runs efficient c++ code without project programmers. Say the 3 most intensive parts of a game were gfx, physics and ai. The first 2 are in the engine in c++, and the AI specific to our game is in half in c++, half in unreal script.
  10. Rand

    Erasing in a USB stick

    Are you selling it on to a third party? Hence wanting to get rid of the data?
  11. Rand

    Erasing in a USB stick

    A microwave?
  12. Its only because the OP said 'as good as crash bandicoot', he got all the remarks of how much work is required to get to that level. Say a third party engine was farmed in, and all the playability,graphics,audio,physics, control was matched to the level of crash bandicoot. Then i'd bet because it was a farmed in engine, the framerate would be a problem, 'if it were running the same platform as the original'. This isn't to critise anyone trying to do a platform game, just to let them know what goes into making a professional quality product.
  13. Rand

    Look at the images.

    The link doesn't work.
  14. Rand

    Choosing math courses

    Quote:Original post by Xest The final year courses are still a fairly tough decision though! Hey, you've still a couple of years to decide :), dont you? Quote: I'll admit that alongside games programming, I do have a fairly heavy interest in learning more about cryptography, an area which right now, my experience is very weak! I'm merely guessing but I'd imagine that cryptography requires rather different branches of maths to games programming? Sounds very interesting. Cryptography may share stuff with compression.... maybe, but i dont know. So maybe its still even related :) Theres loads of stuff related to games you wouldn't first think of. I did a pure maths course at uni called 'series and sequences', and i was amazed i've used knoweledge from that professionally.
  15. Rand

    where

    You couldn't got far wrong than googling "anime forum". Instead of a gamedev forum, a music writing forum may have been atleast as useful though hey?
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