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JonConley

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  1. Not sure if this will was mentioned but possibly a map of function pointers using the enum's as the keys. map<TileType, (*func)(args...)> tileFunctions; Then you can have 1 update or other function with private functions for each type of tile. (*tileFunctions[this->tileType])(args to send); The only downside here is that you'd have to make it so each of the tile update functions has the same arguments and return values.
  2. Ok, I've been told to keep it to one page if possible, but to elaborate on the use of the IDE's and the languages it will definitely push it to a second page. So should I do that or cut some of the other items out to keep it a single page?
  3. [quote name='Azgur' timestamp='1324284784' post='4895225'] Now here's the thing that really struck me, your resume certainly implied you have experience with PS3 coding. But then I saw "Eclipse – for Playstation 3 development". Now, I have done some coding with the official PS3 devkits and SDK... Eclipse wasn't involved in that. Future employers who do PS3 games will also pick up on this. [/quote] Yeah I guess I need to clarify this, I should of put Cell Processor instead, I used the PS3 with fedora on it and IBM's official SDK on my home computer and networked it to the PS3 to send everything over. I also doubt I will apply to many game development jobs. So this isn't tuned overly much for a job in the games industry but more for competent businesses that are comp sci oriented. I do realize this is a game dev forums but many people here have worked in both, also the community is quite honest about everything so I figured I'd drop it off here.
  4. Ok so it has been awhile but I am now on christmas break and finally finished fixing up the resume. There are still some sections I'd like to add but they aren't overly related to the comp sci part just more hobbies and such. The <COMPANY> part is there because this one will be sent to a company that a friend of mine is working at and I'd prefer to leave the name out for now. I'd appreciate any and all comments on what should be changed.
  5. Thanks to both of you for that. As I reread it today between classes I can easily see everything you have mentioned. I also realized after I posted that no where does it include school. Now Frob what would you suggest about the Bad Pilcrow situation? Drop it? or be more concise and not list it as professional?
  6. Howdy all, I have been lurking on here for quite some time and have posted some questions and fewer answers. Well I graduate in the spring with a BS in Comp Sci so I started a resume and plan on sending it out within the next couple of weeks to mostly non-game related positions but, I figure that this would be one of the better places to get advice on what to change. I have done some smaller games and some proof of concept items for myself. The biggest thing I am concerned about really is the Pokemon Red Save Game editor. Yes I own the original cartridge along with my gameboy pocket, but the idea came to me when I was bored at work (I work the front desk at a local Y) and I decided to boot up an emulator on my tablet to play the game some. Attached is the resume, any advice is welcome. For references I have a professional who worked for Kodak for 10 years, a professor that now owns his own company (which has done an indie game that has won several awards), and professor I did an independent study with (Concurrent programming for the Cell).
  7. I couldn't seem to get boost bind to work but I did get it working using the std::bind1st and std::mem_fun functions. [url="http://pastebin.com/eddiTcuB"]http://pastebin.com/eddiTcuB[/url] - KeyboardInput.h [url="http://pastebin.com/CBHf10kw"]http://pastebin.com/CBHf10kw[/url]- KeyboardInput.cpp [url="http://pastebin.com/qHEhdM8d"]http://pastebin.com/qHEhdM8d[/url] - Snippets on an example use
  8. [quote name='SiCrane' timestamp='1320521538' post='4880849'] Since you're already using boost, take a look at boost::function and boost::bind. In particular you should be able to use boost::bind to create member functions pre-bound to whatever object you want to hook to your keyboard handler. [/quote] Thank you that led me to a mini tutorial on the boost::function documentation for member functions and actually seems to be able to do exactly what I need to do. It seems to be a mix of boost and std::mem_fun. [code] boost::function<int (int)> f; X x; f = std::bind1st( std::mem_fun(&X::foo), &x); f(5); // Call x.foo(5) [/code]
  9. I am trying to design an input handler for SDL, the biggest problem with just checking for a keydown event is that once I do something else while still holding down the key it will no longer register as a keydown. So I am trying to make a generic handler that I can register a function to a key using a map of SDLKey and a function pointer. Now this becomes the issue. I am trying to use boost and the functions that I will be binding will be member functions (such as for moving a camera or even rotating it). Now I am not sure how to do this since to create the map I believe I need to know the arguments for the function pointer. [code]map<SDLKey, void(*)(<pointer to class that I am registering>, otherArgument(probably eventually boost::any) > [/code] I want to be able to have a function in the input handler that just takes a pointer to whatever object that will have its member function called and then the function that will be called. [code] class foo { public: void MoveForward(float mag){...} }; foo a; keyHandler.bind(SDL_w, &foo::MoveForward, &a, <pointer to what data is sent>); [/code] Now I was wondering if anyone could help me figure out how to do this, I have used boost before but only for threads and random numbers (generating fractals).
  10. Quote:Original post by Fredalbob Quote:Original post by JasonR http://collins-college.pissedconsumer.com/collins-college-20101206210314.html "I am a graduate of Collins College. I received a Bachelors in Game Design in 2006 and have not been able to find work in the field. Not only that, I recently talked to a local community college about enrolling in a degree program and transferring my Collins credits over but was told that Collins has no regional accreditation so my credits cannot be transferred. So I am now $60k in debt for a useless degree and unusable credit hours. Collins told me that they were accredited and that credits could be transferred. Avoid this school at all costs!" ^^^-lol, if other colleges won't transfer credits from the place, makes you wonder what kind of place it is... (edit: added bold) Collins College didn't even have a "Game Design" degree in 2006. RED FLAG. They recently merged two different programs to make a Game Production bachelors. http://www.universities.com/Distance_Learning/Collins_College.html http://www.universities.com/Distance_Learning/Collins_College_Bachelor_of_Arts_Game_Design.html Fred you are mislead, they did have a GAME DESIGN program in 2006, look at the youtube link alone, posted January 16th, 2007. I gurantee that wasn't the first day the commercial launched, and there is also preproduction. I also remember seeing those commercials and poking a lot of fun at them when I first started college in Oct 06 (another game design program at a different school which I transferred out of once I realized that even the few good programmers couldn't find jobs because the schools degree meant nothing). Again like people have said, steer clear of that school, goto a state university where you will get more financial aid, and a better education. It may not be in "game design" but realize that everyone has ideas, they won't hire someone as an entry level designer typically. Your best bet is to specialize in an area (programmer, artist, tech artist, even sound or something similar). A strict game design school leaves you dead in the water when you realize there really aren't all that many game dev jobs (yes there becomes more at some companies, but for every job that is created, a start-up company dies). At least with a comp sci or a ba/bs in a more respected (to other employers) degree gives you more options after graduation if you can't get your foot in the door with a game company. [Edited by - JonConley on January 5, 2011 10:53:13 AM]
  11. Right off the bat just from that software list I suggest a different school, specifically a computer science degree or an art degree depending on what you want. I hate to tell you but most companies aren't looking for a jack of all trades person (especially for entry level positions). If you are a programmer, you don't need to be able to model, if you are an artist you don't need to program. Now understanding the other side is important, but when they try to focus you on both, it actually makes you worse in both areas. You won't be as strong of a programmer as someone who went straight comp sci, and you won't be as good of a modeler as someone who went for a straight animation degree. Most of these schools have no idea on how a game is actually done and the type of people companies want, they are doing the flavor of the month degrees. Think back to the 90s with the dot com boom, everyone went for comp sci related degrees because they figured that was where the money was at. That also produced a ton of people who don't understand comp sci but had the degree from a small "accredited" private institution. Now there are very few straight computer science students, a lot of it comes from horror stories from family members and the likes who didn't actually get a good education / put the effort into their education. I highly suggest staying away from any "Game Design" program unless its one that you know that school regularly produces people for the industry. (Something like Digipen).
  12. Using an array as your container is a bad idea (especially with a list). You can easily run out of space, or be taking up more memory than you need (not that big of a deal now, but can be a major problem if the program requires that memory elsewhere). A linked list in C++ is a bunch of containers linked together using pointers. #include <list> and std::list<dataType> is a nice generic list for C++. Copying arrays as you add items will be slower than just creating a single node and tossing it on the back of a list. Also optimizations on the compiler is another thing. Using push_back on a vector isn't typically a good idea either, its not too terrible and in MOST (not guranteed from my understanding) to double the size of the array you are working with anytime you overflow, so if you have 1000 spots in your vector and you try to push on the 1001 item onto that vector you end up with 1001 items and 2000 total spots now.
  13. The thing is you seem to have this notion that games are easy like game maker, like 1 tutorial site will cover everything you need. The thing is there are a ton more things to game development than gamemaker shows. They can get away with a single site because you are limited by the tool you have (gamemaker itself). With C you are not limited by a specific set of tools (other than the language which if the hardware could handle it, the limits aren't very restrictive). There are 2D specific examples, 3d ones. 2D with shaders, 2D with ai (which is its entirely own field really). The graphics behind it, whether you decide to use a quad tree or BSP, collision, physics (and what type you want to implement). Sound, input management. It isn't going to be easy and 1 site won't tell you how to make games in any way possible. Even then a lot of game tutorial sites are put up by beginners, meaning the code it typically poorly written (not true for every tutorial, but for many of them). The bottom line is even with a command line program you can do tic-tac-toe, checkers, and chess. The game Skate from EA actually started as a command line prototype, they hooked up a controller and if it detected a trick, it'd print that trick's name to the console. Learn the language then make games, don't make games to learn the language, it won't work all that nicely (unless it is something like tic-tac-toe).
  14. The point being here isn't the ram issue, its that you are most likely loading all of your images multiple times. Say if you have 10 sprites in a zombie animation, you can have 1000 zombies on screen and only have those 10 images loaded, just each zombie has a pointer to the frame of animation (0-9). pseudoish code #include <map> spriteloadclass { map<string, image*> Sprites; image* func_add_sprite(string filename) { map<string,image*>::iterator found = Sprites.find(filename); if(found != Sprites.end()) return (*found).second; else { image* newSprite = loadImage(filename); if(newSprite == NULL) //ie image didn't load correctly return NULL; Sprites.insert(pair<string, image*>(filename, newSprite); return newSprite; } } } This would load each image only 1 time. (Image is your image datatype, and loadImage is whatever function you are using to load an image (this assumes it returns a pointer to the image it loaded and is NULL if it couldn't load that image)
  15. Unless there is a reason to be using C code, I'd suggest using ostreams and overload the << operator for player. in .h #include <iostream> friend std::ostream& operator<<(std::ostream& toOut, const player& p); in .cpp friend std::ostream& operator<<(std::ostream& toOut, const player& p) { toOut << "zRotVel = " << p.zRotVal << "\tzRot = " << p.zRot << "\ta = " << p.a; } in step function you can now do std::cout << (*this) << std::endl;