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About pundit

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  1. When i wrote c++ (studying) i mainly used m_,g_ and Ptr. Was enough for me.. Now i write c# in a biz ( and we use an _ for private members and a variety of uppercase & lowercase for functions and/or members, so no, not really, most important is still clear naming of variables.. and lots of commentary But this is just my opinion. If you feel inclined to use it, then please do :) just don't overdo it
  2. Kinda loosing faith about...

    Offcourse not. Although other people might have started at an earlier age won't mean you will be any less of a programmer than they are. You might have a harder time in programming classes now but eventually you'll also grow into it. I, myself, would hardly bother listening to those people yapping about how long they've been programming and how good they are at it.. Persevere, sink your teeth into the matter at hand and remember it will take some time, however, sooner or later you will find yourself at an equal level as those who bark so loudly about it.
  3. I went to the GDC in Lyon a few years ago and there was also a lecture (i can't remember what it was called but will try to look it up) on this topic. Basically he developed relations and interactions between all his colored blobs, this based on about 40 (changing) parameters each blob had. This happened on an individual & group level (1 group: all the blobs of the same color). This created some interesting situations (& was imho a p. good way of quickly prototyping such behaviour). If you'd take something like this as the basis and then add (partial) knowledge of these actions from other blobs to the model to trigger new reactions based on the blobs' own parameters & prior history this would induce some pretty neat behaviour. Also, as Wavinator said, there should be all kind of action going on. You could drive this very far. People could migrate somewhere or stay. Maybe buy and throw out or give away stuff. Have relationships, have kids. Have accidents. There could be wars driving almost everyone out of a certain area only to have it bewilder. You could start random fires in forests and cities... really the options are endless. It hasn't been properly done before and making a believable implementation would be very hard but such games are definitely the way to go...
  4. Help on Virtual Methods

    virtual functions are used for 2 things: inheritance & polymorfism. also, what nullsquared says.
  5. Going beyond begginer [C++]

    I agree on the "Effective C++" books.. read them both (first one is great,I am reading it myself right now) Maybe you should also take a further look at the standard template library (stl), for this I would recommend you Josuttis' "The C++ Standard Library - A Tutorial and Reference"
  6. xcom & jagged alliance 2!
  7. 2d game graphics: get yourself a book on photoshop and a drawing tablet. character design: no clue, really. animation: 'the animator's survival kit' by Richard Williams. np.
  8. Left To Right

    Quote:Original post by Black Knight I played a few platformers back in 90s that let you travel in both directions Levels were basically designed in a way that you need to travel back and forth to complete it.Aren't some zelda games like that? && Prince of Persia So I think it's been done before and acceptable! :)
  9. Real-Time blood in GLSL

    it looks pretty damn good actually, it even smears the walls or I at least have that impression :)
  10. Noob to programming need advice

    If you love c++ then why wouldn't you stick with it, right! Anyway, a degree can't hurt, but I'm also experiencing the same thing with my education, it just takes a while and I could have done it way quicker by myself with a few good books and a few forums like this. As far as physics go: some basic knowledge will do for starters, but if you want to dig deeper, there's a lot of good books out there on physics simulation. In maths, it's really vectors and matrices that are important. So if you want to go at it this way, exercise,read and think a lot about the subject, and build out your portfolio. Also, an institute always bogs you down with stuff that doesn't really matter (I had some classes that were just stupid over the years) and forces stuff up your throat. I'd quit but my parents think it's better to just finish the damn thing for the piece of paper. Many of my most talented and motivated costudents are also growing frustrated or have already left. As far as team work goes, all the teamwork I ever did at school always ended horribly: people quit, people don't do anything if they're not motivated, and some people are just that ego-driven that they destroy the whole project by themselves. Most people who I study with are just lousy or not interested at all, only thing occupying them all day is the party in the evening. lessons were learned of course so I do think such courses have some use,but mostly they're also just a time sink, I think you just have to get really lucky to get a good team and decent results for these modules.. Of course, this is different than in the real industry, where you just have to be motivated or your ass gets thrown out on the streets. More of a rant than an advice actually, but I did have to get it off of my chest. :)
  11. Vectors

    "Now when you say push back another bullet. I dont understand how that shoots it. So if it is being pointed at the functions, every value in the vector has the member functions already applied to it? And when you say right parameters, what do you mean?" well, you "shoot" because you just created a new bullet on the vector, so now that it exists in the vector and you update it's position each time you call the update function, one could say the bullet has been fired and is moving. With the right parameters i mean stuff like it's starting position x and y coordinates, and maybe speed. So you could write a fire function which takes parameters, for example: void Fire(int x,int y) { m_BulletVector.push_back(Bullet(x,y) //i pass on the starting coordinates as parameters for the Bullet element } ------------------------------------------------------------------------ Now for this vector you could write the following "loop" : for ( vector<Bullet>::iterator it = m_BulletVector.begin() ; it != m_BulletVector.end(); it++ ) { it->Update(); it->Paint(); } ------------------------------------------------------------------------ Your class Bullet should look something like this: class Bullet { Bullet(int x,int y):m_X(x),m_Y(y) //fill in its starting position {} //this is your constructor //don't forget a destructor void Update() //make bullet move 1 to the right every time it gets updated { m_X++; } void Paint() //draw the bullet { //drawing code goes here } };
  12. Total Beginners C++ Game Programming Books?!?

    "Sam's Game Programming in 24 hours", by Morrison I didn't start out with it, but it's a good introduction into the general concepts of games and 2d games in particular, still reading it and using it every once in a while, contains a win32 primer and builds out a 2d engine based on that step by step.
  13. Vectors

    "Specifically, I want the vector pointer to point to my bullet class. So it will be poointing at my dead update and draw functions. Then put this vector code into a bool shoot() const; function" Okay, well, the funny thing is it is already 'pointing' toward your bullet class As you use the bullets as elements, you see? Therefore you can also call the methods/member functions you declared for your class for each and every element of it in the vector. So in your case, you're just going to go through all the elements in the vector and you call your update and paint on each and every one of them. Now if you want to shoot, you just push_back another bullet into your vector with the right parameters.
  14. Vectors

    okay, first of all, i advise you to buy the following book asap: "The C++ Standard Library" by Josuttis. It has all the answers you dreamed of and more! (6 more containers like vector) also, you could find all of this by using google! also, you should make your own homework and start your research way more early. anyway, because you say you're going to do some research i'll keep you to that and i'll help you out a little here (heck, i've had my monkey years too) Okay, so a vector is a template, so you can give the type it uses as a parameter like this: vector<type> vectorname so for example vector<bullet> m_bulletvector Anyway, push_back pushes back an element at the back of your container(in this case, a vector) while pop_back removes the element at the end of the container so we'll do m_bulletvector.push_back(nameofelement); You can iterate through its elements using pointers like you do now, but you could and should use iterators, do some research on these too asap. Anyway, i hope this helped a little.. edit: and KulSeran was just a tad faster