Jump to content
  • Advertisement

rolkA

Member
  • Content Count

    104
  • Joined

  • Last visited

Community Reputation

116 Neutral

About rolkA

  • Rank
    Member
  1. Quote:Original post by Momoko_Fan I myself have made an MMO once. It was 2D and in Java. I used two libraries, one for networking (JGN) and one 2d game engine (JGame). Suffice to say, it was very productive. The two libraries took care of a lot of work and I was able to concentrate on features, game play and the world. So, let this be a suggestion to anyone who wants to make an MMO: Start small with 2D and (maybe) move to 3D later on. how many players did you have on a regular basis ? M stands for Massive, if it's not then it's not an MMO; period. [Edited by - rolkA on October 9, 2009 2:46:26 PM]
  2. A next-gen MMO from a 14-years-old professional C++ guru.. How often do we see this on gamedev ? 2 times a week ? Yeah I know I'm useless, so let's adress this slightly: TO THE OP, READ THIS: M is for Massive « Scientific Ninja
  3. rolkA

    OO design issues

    Quote: Whats with everyones hideous #def guards, why not just #pragma once? That's not standard C++, that's why.
  4. I'm hosting my projects on codeplex.com. The version control software is TFS internally, but you can use SVN clients if you want. What I like is that there's no ads on codeplex, and the pseudo-agile "work item" system. What I like even more, in the nice VS integration (team explorer, source explorer, work item queries, history, ...)
  5. rolkA

    C++ Developer to C#

    In addition to what has been said, I suggest the OP to keep this table in his mind, which is very well summarized : MSDN: Comparison Between C++ and C#
  6. rolkA

    Stack vs. Heap (C++)

    Quote:Original post by _Sigma Quote:Original post by Zahlman Quote:And isn't the heap actually managed by malloc/free, and new/delete manage the "free store"? Yes. Most people can't be bothered to distinguish, though. Although they should. What is the difference again? Abstraction. new/delete are using "the free store", and you don't know how it's implemented. Maybe with "the heap", maybe not.
  7. Quote:in c# its : public static void myFunc(int[] Array, int aSize) { //do something... }; You don't need the size. in c#, an array stores its size : void myFunc(int[] Array) { int Size = Array.Length; }
  8. rolkA

    ISO C++ forbids!

    Quote:Original post by dashurc Where the heck did you get wpad.h from that isn't breaking the Nintendo NDA? Is there a homebrew version (I haven't spent much time looking into Wii homebrew)??? This post seems a bit sketchy. Yes it's probably a homebrew wpad.h comes from the Wiiuse library, included in libogc. wiisprite.h can come from the libwiisprite lib.
  9. Semantic consequence It's also called a satisfaction relation.
  10. Quote:Original post by MantearBack in college I used Borland Builder for C++, and from what I remember (which could be a little hazy), it was pretty simple to make a GUI that talked C++. Is there anything like that now, or am I going to have to dive into the world of .NET? I used C++Builder too. Was nice. There is no such RAD features for native C++ applications in Visual Studio 2008. But you can make an MFC (native) application easily, because the dialog editor may be enough for you, and if you're skilled enough to really master the C++ language, then it will be pretty straightforward for a tiny app. If you want to make something bigger with Visual Studio and want a easy and powerful GUI editor, you need .NET (managed), so you need to use either C# or C++/CLI, and I warn you, C++/CLI is really a pain even if you already know C++ (I tend to think it's a different language and not just an extension), and you'd better learn C#, it won't take more time. C++ to C# is straightforward, just read this carefully. Use C++/CLI for managed<->native interop only (if you need it).
  11. rolkA

    How to make PC games

    The beginner is not going to understand anything from this tutorial. He will even be confused and have a lot of unanswered questions. For example, he will wonder why the program gets crazy when he enters something else than a number. A good tutorial would explain this and show howto solve this... A good tutorial would explain things step by step... A good tutorial explains the motivation behind each line of code... And more importantly : A tutorial should be written by experts only. The "for beginners" forum is the good place for that thread, but not because the tutorial is for beginners. 99% of the turorials on the internet do suck1. The good side of this fact, is you can quickly see if someone is a real good programmer or just a "tutorial code copy/paster", because most tutorials don't explain anything so the bad programmer will just copy/paste without understanding everything. Just ask why he wrote a given line, and wait for the "it has to be done like that" answer. 1 For example (I know a lot of people won't agree), I think the NeHe tutorials are pretty bad. It lacks the "why do I have to do this that way" explanation for every code snippet, so you loose a lot of time to understand most of the function calls. What's really annoying is the illusion on the Internet that it's a damn good tutorials, hence a lot of so-called "NeHe-style" ones. "NeHe-style" ? Poor-style... [Edited by - rolkA on June 18, 2008 2:08:49 PM]
  12. Quote:Original post by asp_ istream_iterator<string>::difference_type count = distance(istream_iterator<string>(stream), istream_iterator<string>()); I think that would work. It depends on what you count as word separators to be honest. It would rely on white spaces and would be highly locale dependent. Impressive
  13. Unfortunatly, Unicode is not fully implemented in the current version of MinGW. That's why the typedef don't resolve, and may be why your code doesn't work. Don't use Unicode or use another compiler.
  14. Your class has the same name as your #define a few lines above... Don't forget a preprocessor define is replaced "stupidly" like a copy/paste. Change the name of the class, or the define's.
  15. The fact that kRogue is really unexperienced in C++ in general (and particularly exceptions that he totally missed) is crystal clear. You cannot be a good programmer if you never accept you're wrong. You need to learn from others. You even need to learn to learn. You don't even know idiomatic C++ (for constructor error-handling for example, or copying). With your posts about exceptions, you can't be taken seriously anyway. But it's true that good C++ programmers are getting rare... Because they think they're the center of the world, being able to program in C++, w0000t ! So they don't accept it when they're wrong. But if you really want to become a good C++ programmer, then you should open your mind, put your pride on the shelf, and be prepared to sometimes drop what you previously thought was good. Like many of us have done with singletons.
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!