• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

powell0

Members
  • Content count

    28
  • Joined

  • Last visited

Community Reputation

808 Good

About powell0

  • Rank
    Member

Personal Information

  • Location
    Seattle, WA
  1. If you use a std::set as your data structure then it will fail when you try to add a second element with the same distance because a std::set expects unique elements. While it may be tempting to use a std::set because it gives you an ordering like a priority queue it isn't the same thing because a priory queue can have multiple items with the same priority. Dijkstra's algorithm doesn't have a restriction that all costs must be unique. You'll need to pick a different data structure as your priority queue. I typically use a std::vector and the heap functions (std::make_heap, std::push_heap, and std::pop_heap) to implement a priority queue for Dijkstra's algorithm.
  2. If both classes are still in separate namespaces then you can refer to them by prefixing them with the namespace: Gui::Window Core::Window
  3. I recommend Vernor Vinge. All of his stuff is pretty hard sci fi. The Peace War, Marooned in Realtime, A Fire Upon the Deep, and A Deepness in the Sky all have politic machinations in them to various degrees. The Peace War and Marooned in Realtime are set in the same universe although not directly connected. The same is true of A Fire Upon the Deep and A Deepness in the Sky.
  4. When I hear "each table will internally be represented by a linked list of rows" I think of what you describe in #2. But that doesn't mean you couldn't also implement #1 along with it. I don't know if you've learned about templates yet, but you could create a templated Table class that holds all of the common table/row manipulation functionality and have the template parameter be the type of data to store in the row. Or you could you create a Row base class and use inheritance to handle common functionality. Either of those would be a combination of your two ideas. From the problem description you posted it sounds like your professor isn't looking for a specific approach so I would go with what makes sense to you based on what you have learned about C++ so far.
  5. The book [url="http://www.wrox.com/WileyCDA/WroxTitle/Programming-Interviews-Exposed-Secrets-to-Landing-Your-Next-Job-3rd-Edition.productCd-047012167X.html"]"Programming Interviews Exposed"[/url] covers the kind of programming problems that software companies ask. It isn't specific to C++ or game studios but it gets into the algorithmic thinking that's necessary. I've found it helpful to review before going in to interviews.
  6. The Fibonacci sequence starts with two 1s. So the first ten terms are: 1, 1, 2, 3, 5, 8, 13, 21, 34, 55 *Edit: Never mind. I missed the "sum of even terms" part. Reading comprehension fail.
  7. You can avoid using the preprocessor by using the ternary operator like this: [code] enum { ONE_A, TWO_A, NUM_A }; enum { ONE_B, NUM_B }; const int MAX = (NUM_A > NUM_ ? NUM_A : NUM_B; [/code] Then at least your code is typesafe. Just make sure to comment very clearly and thoroughly what exactly you are doing here and why.
  8. I use [url="http://cplusplus.com/"]http://cplusplus.com/[/url] when I need to reference C++ library functions. They tend to have simple examples for most functions.
  9. Also, the arguments you pass to your sumGrades function doesn't match the prototype.
  10. By declaring your function as void test(int, int) you are telling the compiler that your function does not have a return value. You need to change the void to an int.
  11. Reference types only need to be initialized with the new keyword if you are creating a new instance. In the code you posted, the cue variable points to an already created Cue object. For example, Cue a = new Cue(); // allocate a Cue object Cue b = new Cue(); // allocate a second Cue object Cue c = a; // Create a reference to an existing Cue object The variables a and c both reference the same Cue object.
  12. Based on my experience* as an undergrad Electrical Engineer you don't really need any programming experience. Knowing Assembly and possibly C is helpful for the microprocessor courses but they'll probably cover the basics there anyway. * Your school's curriculum may vary.
  13. strings are defined in the std namespace so you need to declare them as std::string
  14. Omitting curly brackets means only the next statement is executed inside the loop. So while (i < 100) i++; is the same as while (i < 100) { i++; } but while (i < 100) i++; j++; is the same as while (i < 100) { i++; } j++;
  15. The problem is that C++ uses curly brackets to contain multiple statements, not indentation. So the compiler is running this while (BallHolder.size() < 4) truth = false; which is why you have an infinite loop. You really want your code to be while (BallHolder.size() < 4) { truth = false; while (truth == false) { truth = true; BallHolder.push_back(Ball()); iter2 = BallHolder.end() - 1; for (vector <Ball>::iterator iter = BallHolder.begin(); iter < BallHolder.end() - 1; iter++) //ball should not test distance against itself { if ( Distance( (*iter2).Pos(), playerBall.Pos()) <= 30 && Distance ( (*iter2).Pos(), (*iter).Pos() ) <= 30 ) { BallHolder.pop_back(); truth = false; } } } }