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colossal

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About colossal

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  1. colossal

    Growing Projects - An Odyssey into Complex Code

    Not to be rude but I really don't understand the point of this article at all. Your article is dealing far too much in the abstracts and almost nothing tangible. Your naming convention suggestions are completely arbitrary and have almost no explanation.   How does this scale among 1 developer? 10 developers? 100? How do you come to the decision of what naming conventions best serve your projects needs? What are some pitfalls or common mistakes that you can run into when deciding on a convention? What do you define as complex code? Why does that complexity cause pain? When does it make sense in a project to pursue this? What if you are inheriting this code?   Further on you start mixing code and file layout with class design, and never fully explore any of them. Your example that you provided does not address any material questions either. You talk a lot about what you personally like to do and some reasons, but you never address how you fully came to your conclusions.   Again, how well does this scale? Isn't this an article about GROWING projects and complex code? What value does defining this ruleset result in for your team? for yourself? Is that value worth pursuing within your constraints? What is a material example relevant to games that would illustrate your point?   I really can't give the article in its current state a thumbs up.
  2. colossal

    Chamois - Fluent Assertion Syntax for C++

      Completely agree with you. The proposed syntax in this article is FAR too verbose. If an individual really has problem reading just simple assertions, then they need more experience in the language. If the assertions are too complex to be readable, then the assertions need to be broken up into simpler statements that are asserted individually.   Code readability comes from isolating statements of computation and keeping them simple. That might be more lines of code, but it is far easier to read than just appending more and more function calls to make the code look like a sentence
  3. colossal

    C++: Custom memory allocation

    I've been authoring a more modern version of this article for personal use, I have it under MIT if anybody would like to use it! :)   https://github.com/cgikoray/Nemesis-Memory
  4. colossal

    You Don't Need to Hide Your Source Code

    The only thing delusional I have seen suggested regarding sharing source code is this entire article. There are plenty of avenues where sharing of source is appropriate, but this is simply not the case in terms of entirety for modern games. Games with ANY online component would completely fail under this nonsense for two obvious reasons. 1) Cheating 2) Private Servers.    Perfect example, NCSoft's Lineage 2. Take a look at this website: http://www.gamesites200.com/lineage2/ This site is a collection of all of the most popular private servers that are operated in the world for Lineage 2. NCSoft is not affiliated, nor receives any sort of compensation from these servers. In effect, all of these instances of Lineage 2 are pocketing money from NCSoft's work, resulting in MILLIONS of potential revenue lost. All of this was the result of NCSoft accidentally losing the source to the game server code some time ago into the public. Feel free to look into this http://news.mmosite.com/content/2006-11-20/20061120190829155.shtml.    This article is completely out of touch with reality.
  5. colossal

    Documentation Driven Development

    I completely disagree with this article. The answer isn't documenting more, it's having to document LESS -- by writing more readable code.
  6. colossal

    Techniques for Finding Unlisted Game Internships

    1) Bottom line, have skills that are valuable. It is easy to figure out what those skills are. What programming languages are industry standard? C++, etc. What technical skills are required for specialties? Physics, mathematics, technical art, etc.   Look at what the industry needs, there is no mystery, and in fact tons of literature on this subject already.   2) As briefly discussed, network with people in industry -- not just as professional contacts, but personal too.   The reality is that if you do not do these things, you are competing with every other individual and candidate that does, period.
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