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Everything posted by return0

  1. return0

    Local hash

    Seriously? I find this bizzare, have you never used a dynamic language like python, ruby, or lua? These use hash tables idiomatically lots.
  2. Hi there, was wondering if anyone here has managed to get crash reporting working for Android apps using the NDK. I am using the HockeyApp SDK to try to get a stacktrace from a C++ app using Google breakpad. It seems to work great for some devices (samsung, asus), but doesn't work for other vendors. Interested to hear if anyone has got it or anything similar working - maybe crashlytics or similar?
  3. I mean live deployed crash reporting from NDK crashed in apps that users have downloaded from Play store. A common tool is Google Breakpad to parse minidump files and send them to a remote service, then use the unstripped debug symbols to get a useful trace. This is what HockeyApp does, for example. Mozilla have their own equivalent for Firefox. I've been experimenting, and can get good traces from some devices, but for others the dump looks weird - it appears truncated, as if it's not got all the stack frames from my app lib at point of crash. Was wondering if anyone had ecountered similar?
  4. return0

    Can you write mobile games in C++?

    From my experience at tri-Ace, there are no Android NDK (C++) debuggers that work on all devices, only for a limited set of them.And according to the 2nd link you posted, you have to use quite a retarded hack to get breakpoints to work, assuming the device is supported in the first place.L. Spiro At work I have personally debugged a large C++ library on ten or so devices, mostly Asus, Samsung, Sony, LG and Motorola, without issue. I an aware that other engineers have debugged on other devices, including from smaller international Android handset manufacturers. We have a compatibility spreadsheet which indicates successful testing of both our library and development environment on 60 or so devices. All of these devices are Gingerbread or above; possibly prior to this support was less mature. I am sympathetic to you scepticism but in reality I've found support for debugging effectively ubiquitous. As for the "retarded hack", it is true that gdb takes a few seconds to attach. If debugging some user controlled event this is not an issue. If debugging application startup it is sometimes necessary to include an artificial delay (i.e., sleep(5) or similar). Not too onerous but yes, somewhat irritating.
  5. return0

    Can you write mobile games in C++? see no mention of C++ there.L. Spiro Not sure what to tell you here, other than that it works. It uses the gdb version shipped with the NDK toolchain, and integrates with the Eclipse C++ view. See and I guess you are unable to find more recent docs as ADT is being deprecated in favour of Android Studio.
  6. return0

    Can you write mobile games in C++?

    This is not true, you can use ADT and to 'visually' debug in Eclipse. It works fine.
  7. A hash code should be immutable and deterministic so is unlikely to be based on memory address?
  8. Well, you could triangulate the boundary, do an intersection test of all the grid points against the triangles, remove those which intersect then retriangulate with all remaining points? Wouldn't be particularly efficient but should work I guess... If using python, Shapely is a nice library for stuff like this.
  9. Construct a Delaunay triangulation from the vertices?
  10. return0

    Flash iOS Building

    Flash is free for commercial use, the Adobe toolchain is not. Free development alternatives exist. iOS will not run the Flash web plugin. You can build an Air executable and put it in the app store. You have to pay Apple for this, as a regular app.
  11. return0

    for and while inifite loops

    Threads... be careful with this.
  12. By "still need to sort opaque geometry" you mean to minimise statechange and not to avoid overdraw, right?
  13. This is the C#/Java way of thinking ("corrupted OOP" IMO), where everything has to be in a class, not the C++ way of thinking. The first way of thinking leads to #1 below, whereas #2 is more C++ style (in my experience).//#1 class Foo { public: int Bar( int ); static void UtilityHelper() { Bar(42); } private: int m_Baz; }; //#2 class Foo { public: int Bar( int ); private: int m_Baz; }; void UtilityHelper(Foo& foo) { foo.Bar(42); }The reason is that in #1, the private details such as [font=courier new,courier,monospace]m_Baz[/font] have been unnecessarily exposed to the utility/helper function. This means that if you're investigating a bug involving [font=courier new,courier,monospace]m_Baz[/font], then you have to treat [font=courier new,courier,monospace]UtilityHelper[/font] as a suspect, increasing the amount of code to read/maintain. In the 2nd style, the utility is known to only have access to the public interface, not the private details. [/quote] Does #1 actually work; on what instance is Bar invoked?
  14. Why not just some sets of functors implementing () or some invoke interface?
  15. I don't have any tooling suggestions, sorry; it just sounds really similar to the symptoms and profiler behaviour to a problem I have seen before. I guess you could skip your existing rendering abstraction layer and manually hack in hooking up your buffers? Good luck tracking it down!
  16. Are you performing a fullscreen clear at the beginning of each frame? Are you calling glDiscardFrameBufferEXT at the end of each frame? If you are and GL ES driver profiler is still complaining of expensive logical loads etc you probably have state corruption. Check vertex attribute bindings are valid, etc. Problem will be ogl shuttling the rendered tiles back to cpu.
  17. return0

    HAXE - Multiplatform Programming

    Viable for web, can target avm2 (flash). It has a comprehensiv faq, google for site?
  18. return0

    Static is evil, supposedly

    Static is evil for the same reasons you already acknowledge.
  19. What do you mean 'wont go after Linq'? Linq is just functions on data sets.
  20. return0

    What *is* game programming?

    Isn't this provably absurd and in violation of some fundamental laws regarding entropy, maybe second law of thermodynamics?
  21. return0

    Java vs Python

    Eve, the space mmo uses python. For sane development, TDD is required. Jetbrains do a decent IDE if you like that sort of thing, called pycharm. I've just reread this thread and a lot of the criticisms of Python are clearly from a position of total ignorance. All the code in one file? CPython makes module distro hard? Ugh. Here's some quotes from people worth listening to;
  22. return0

    Efficient coding in C#

    Allocate up front pools, use struct for value types?
  23. Probably Ec2, Linux, RoR, S3/Cloudfront, RDS, looking at the game description, maybe php instead of RoR depending on your coders?
  24. return0

    Distance learning (Scotland)

    I'm from Scotland - I suggest you do part time Computer Science undergrad at Edinburgh, Glasgow or maybe St. Andrews... not sure if they do distance. Keep in mind that distance will be harder and less valuable an experience that in person. Don't do a games course or a vocational cert (Cisco etc). Practice games through books, spare time projects, indie stuff - github has good social features, you could contribute to an open source project?
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