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lukeyes

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About lukeyes

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  1. lukeyes

    Defining variables in headers

    looks like I forgot the tag to put things in source code, can someone enlighten me?
  2. lukeyes

    Defining variables in headers

    Some of it depends on where and how you define your variables in the header. For example, we will do something like this. [src] class Box { public: static const int kMaxWidgets = 7; Box() ~Box() Widget get(int index) private: Widget mWidgets[kMaxWidgets]; }; [/src] in this case, the static const int acts the same as a #define, but is more Standard C++ compliant.
  3. lukeyes

    Crap access violation.

    actually, the safest way to access components of a vector is to use iterators. iterators are pretty standard among all STL objects. I would look into it, it's a good habit to pick up.
  4. lukeyes

    Direct3d noob woes

    calm down dude, there are some people on here that actually work at game companies. Acting unprofessional could cast you in a bad light, and down the road that might bite you as somebody remembers you as that "hotheaded guy who threw a tantrum when his code didn't work." stay cool man. we're here to help, but nothing requires somebody to pour through your code and tell you what's wrong right away. I understand your frustration, but I want to warn you that if you eventually want to work in the industry (like a lot of people on here do), you might want to keep yourself under control.
  5. lukeyes

    what are your programming flaws?

    my method of programming is a bit to experimental. Rather than sitting down and really thinking something through, I do a lot of changing something, see if it works, change it again, back and forth. In a large project, that's a lot of hours wasted waiting for compile.
  6. I just want to throw some advice into the mix. Reading about game design surely wouldn't hurt, and therefore, I recommend a few books. "Computer Game Design: Theory and Practice" Rules of Play A Theory of Fun Chris Crawford on Game Design Creating Emotions in Games good luck.
  7. lukeyes

    bloodshed or microsoft visual

    Well, I don't know if this is much advice. But I will tell you what I use. At work, my team uses Microsoft Visual Studio 6.0, and other teams use .NET. However, both of these are interfaced with the Metrowerks compiler to run on our hardware. I've meddled with Dev-cpp, and found that it GREATLY aided my quest to program homebrew on the Dreamcast. For the GBA on my side projects, I use Visual HAM. What I say is this. It is definitely good to have a familiarity with different IDE's so that you can adapt. As far as compilers, I haven't really concerned myself with them, but am starting to and feel that it is generally a good exercise. But remember these are just tools. Familiarize yourself with them, but don't dwell on them. Carpenters don't dwell on what screwdriver to use, they find the one that fits the situation, and concentrate on what they have to build.
  8. lukeyes

    overloaded class new operators

    "Is it possible to make the overloaded operator functions private to a base class so they are hidden from derived classes?" Yes, and it can be very useful sometimes. I know that we use it in our engine code, something about aiding memory management on game objects.
  9. lukeyes

    Universitty VS. Tech School

    Hi, This question comes up a lot. And I don't really know the answer. BUT, I work for a medium-sized developer, so hopefully I can give you some information, and let you decide how it weighs into your career path. Where I work, almost all the artists have gone to an art school. Mainly the Art Institute of Seattle, as companies tend to hire artists locally. Also, referrals are a BIG thing in the game industry. So when one person comes to a company, when openings come up, they tend to get filled by friends and acquaintances. However, I will warn you that having a friend in the industry is not a free ticket to a job. You MUST be talented and hard-working. Now, personally, I'm a programmer. And programmers at my company run the whole gamut of life experiences. There is a large percentage of people who never even went to college, or if they did, did not finish college. There are also a few people from the game-specific tech schools. I work with people who came from both Digipen and Full Sail. Out of those two, even the guy from Full Sail even says that Digipen is a better school. Both of these guys are pretty knowledgeable about what they are doing. However, the guy from Digipen is a PHENOMENAL coder when it comes to coding under a deadline. Part of it is the guy's talent, but from asking around, Digipen really trains people for the industry. I, on the other hand, am one of a few who went to university. Actually, I went to both a tech school and university. Tech school really trained me to easily get an IT job straight out of school, but it did NOT train me in anything gearing towards games. Also, I found the quality of education lacking at tech schools. I would skip class, get A's on tests and assignments, but get B's overall because attendance was worth 40% of your grade. This meant, that you could get a 60% on everything, and only do slightly worse than someone who showed up half the time but knew what they were doing. Also, it meant that you could show up and pass, basically. Their excuse is that they were training you for working in the real world. But from what I've seen, this is BS. Money is a much better factor in getting somebody to show up to work on time. And the games industry is much more lax on hours. They are much more about what you can do, not how you do it. University did not teach me much about games, BUT, it gave me broad skills towards problem solving, analysis, and ability to learn new things. I feel that these skills are ESSENTIAL when doing professional game development. When I first came to the industry, I had some good homemade demos under my belt, PC and GBA stuff, but I quickly learned how much of a n00b I really was. I am challenged and learning every day. And I feel my university education brought me to that. Believe it or not, I believe that the non-CS courses, such as music, art, history, and language, developed those skills much better than my CS courses. I think that if you have to learn to do well in the things you are not good at, you become that much better in doing the things you ARE good at. I hope that made sense. I hope this helps. The most I can say, is that the industry is much more about what you can do. Don't expect a degree to give you smooth sailing. Breaking into the industry is a mixture of hard work and luck. If you want to make games, make games. Whether it be making mods, programming homebrew on the PC or console (Dreamcast and GBA), etc. Good demos speak wonders. And get involved. Join the IGDA, volunteer at the GDC, stay active on boards. We've all been there, so when one of us actually makes it, most of the time, we want to bring our friends along too. Good luck man, and I hope to be seeing you on the other side someday.
  10. I had the same problem, and I just wanted to clarify the solution. Downloading the Visual C++ Toolkit works. After the install, copy the contents of the Toolkit's folder into your Visual Studio/VC98 folder. You also have to manually move the compiler exe into your VC98/Bin folder. I got a warning, but DirectInput stuff compiles and links fine now. Thanks everybody!
  11. lukeyes

    DInput in DX9

    The April update doesn't seem to have Extras. which update should I download?
  12. lukeyes

    I dont know...

    Well, what are you trying to do?
  13. lukeyes

    Which direction to go.

    It is definitely possible to break into the industry as an artist, albeit very hard. There are a lot of artists here at work who are SUPER talented, but don't know a thing about programming. Now I'm not sure what the best advice is, but I know a few guys here came from Digipen and almost every artist here has some sort of art degree. I think this board is probably not the best one to ask something like this, since it tends to be mostly programmers around here. I would maybe post a question like this over on an artist board like CGTalk.com and see what they say. Couldn't hurt right?
  14. lukeyes

    actual GAME design

    Well, you don't really need C++ to make a game, just a fast game. What type of game are you trying to make? Programmers and designers are 2 different and separate jobs. Here at work, the designers are actually called "producers" and have the double job of designing the game and making sure the artists and programmers are working on it. But they don't touch a signle peice of code. Historically, and what's going to be the case when you learn on your own, is that you are going to have to be everything, designer, programmer, artist, musician, etc. But you don't have to be. Seriously, you don't have to learn C++ for 6 months before you start game designing. And C++ is such a difficult language. So, if you are trying to design an RPG game, or an action game, you should look into a game maker. These use a sort of programming language (called scripting) that do the hard parts for you. Don't feel bad about using the development tools, anytime a "real" programmer uses DirectX and OpenGL, they are doing something similar. A good site for game makers is http://www.gamingw.net Also, for 30 dollars a year, you can sign up to use something from Nintendo called "Project FUN". Find it at http://projectfun.digipen.edu Blender has a game engine that uses a scripting language called Python. Find it at http://blender3d.org Also, C++ is an insanely complex and powerful language to a novice user. Maybe you should look into using a less complex and powerful language. I did a lot of my first games in QBasic. And actually, a lot of games in the early days were programmed in Basic. I used to have a lot of magazines where the free games were really source code in Basic that you had to type in. Just remember that you won't be programming Doom in QBasic, but then again, you shouldn't be trying to design Doom right away either. My advice in design is to remember to design simple first. There's a great article on here called How Do I Make Games? ( http://www.gamedev.net/reference/design/features/makegames/ ) Make sure to read that. Good Luck!
  15. lukeyes

    Want to Learn C++

    Thinking in C++ Accelerated C++ How to Program in C++ The last book is the one I read to learn C++ on my own and is a great reference, the second to last one I've been reading and feel it's a really good way to introduce someone to C++. I haven't read the first book, but it came recommended by a coworker, and he's building 3D engines for the Nintendo DS, so I'm pretty sure he's a good source for advice. My advice, don't rush it, be patient, and good luck! Edit: Linkification [Edited by - Fruny on January 27, 2005 1:59:01 PM]
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