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fastcall22

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fastcall22 last won the day on March 28

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About fastcall22

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  1. fastcall22

    Guys, I need help on new TTB interactive game

    Hello, and welcome to gamedev.net! Have you checked out our beginner’s resources? It contains quite a number of links for beginners such as yourself.
  2. Moving to "For Beginners". Please use a more descriptive title next time. No and no. A game is a complex system of software. Mods are extensions built to interact with very specific software. As such, complex pieces from vastly different systems cannot be stitched together. It is more cost effective to engineer a system that incorporates the pieces you would like to use than it is to reverse engineer and stitch together existing components. There are just too many unknowns and complications with reverse engineering not to mention it is very likely illegal. Assets and IP are protected by law. When a question such as this comes up, I generally quote from VideoGameAttorney’s guide from a year ago, https://old.reddit.com/r/gamedev/comments/5pxldd/ultimate_as_promised_guide_to_legal_needs_and/:
  3. fastcall22

    [Rev-share]3D Animator

    This is unfortunately common with rev-share and hobby projects: You get what you pay for. Work without pay or with a promise of pay is very risky for all parties involved. Teammates can only volunteer their time and will almost always prioritize everything else over the project. As such, teammates will come and go, and for most, the taste for real world experience is enough. To give a general idea, we have seen about five listings a month (for various positions) for the past two years from INTwindwolf. Can you elaborate? Or perhaps INTwindwolf can explain the profit sharing in more detail.
  4. fastcall22

    STL and use, anyone else help me?

    Yes, the this is generally true because the standard library is well featured and exhaustively tested. Something you could write in less than an hour may be as fast or faster, but it may be error-prone, which may cost dozens of hours in debugging later down the line. At the point a profiler were to determine that the container was slow, there are still many options to try before rewriting a container. Stick with what works and move on.
  5. To discount an entire library and write an entire audio library from scratch because of a few roadblocks is a bit extreme. This right here is the most important piece. At this layer you can also control the audio dynamics: Post processing effects, mastering, and loudness control.
  6. fastcall22

    AudioPath does not react on arguments

    This sounds more like a bug in the game code than a problem with the audio library. As an example, a carelessly coded collision response callback may attempt to play a sound effect whenever an actor intersects a damage collider. But, without careful limiting, it will play a new sound effect for every frame it remains in contact. With two dozen actors and an explosion that lasts more than a few frames, you will find yourself playing that sound effect more than 50 times in a fraction of a second. And with 50 audio channels playing the same sound effect, you get a "very loud sound". Therefore, the problem may not be the number of channels to use with the sound library, but rather, the lack of control over how those channels are used.
  7. fastcall22

    LUA Smooth tile movement

    A simple solution would be to move each entity as if it were affixed on a grid and check for collisions during the animation.
  8. fastcall22

    Landing a Game Dev Job thrgh portfolio NOT degree

    Alright, guess we’re done here. OP has requested this thread be closed. If anybody would like to continue this discussion, please open a new thread.
  9. fastcall22

    Python 3.6.2 open gl cannot import

    I can’t find a Python package named “OpenGL”. Did you follow the package installation instructions?
  10. fastcall22

    Ideas for pixels

    Apparently, you can trade pixels from the Pixel Dashboard in the user menu.
  11. Use a different character or split it out into two separate operations: char buf[1000]; int i = 123; // TODO: error checking, bounds checking, safe-versions of string functions char* ptr = buf; ptr += sprintf(ptr, "Text format, i=%d", i); strcpy(ptr, " and five (5) percent signs: %%%%%"); cout << buf << endl; https://ideone.com/fX8yfV
  12. What is the reasoning behind the use of placement new here? Is it related to your wanting to keep a pointer for future use? If so, then you may be better off reducing `pSet` to `std::set<int>` and using std::set::clear instead. This may (depending on the underlying implementation) give `std::set<int>` to reuse its allocated memory rather than freeing it and reallocating later as you are trying to do. As it stands, the example can be reduced to `std::set<int>* pSet = new std::set<int>;`. If you are attempting to localize where `std::set<int>` allocates its elements, then you must give it a different allocator, such as a linear allocator. And, most types have a destructor. In the example above, the destructor for `std::set<int>` can be called like so: `pSet->~set()`.
  13. Gamedev.net does not condone reverse engineering commercial games.
  14. fastcall22

    Jumping The Same Height At All FPS

    Nothing, except perhaps integrating linearally. See also Riemann_sum integration. Using a shorter dt gives a more accurate total distance traveled in the jump compared to a longer dt. The “de facto” solution is Fix Your Timestep, where the simulation is integrated in fixed steps, and the state is tweened in between updates while rendering.
  15. fastcall22

    Problems with shift left (<<)

    This is due to signed integers and 2’s compliment. According to this answer in Arithmetic bit-shift on a signed integer, bit–shifting with negative numbers is undefined. Here’s a small demonstration: https://ideone.com/ddPyFy #include <iostream> using namespace std; int main() { char a = 0xFF; unsigned char b = 0xFF; cout << (int)(a << 1) << endl << (int)(b << 1) << endl; } -2 510
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