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Mizu

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  1. Yes, C# is by many considered an easier language for beginners. But in my opinion you should make sure you understand the basic concepts of programming before jumping into XNA, otherwise it might be hard to grasp the XNA tutorials. Unfortunately I don't know any good C# tutorials, but a google search should bring up a dozen at least When you feel ready to jump into XNA I recommend this site: http://www.riemers.net/  (and don't listen if anyone posts an "XNA is dead" comment, although it's no longer supported by Microsoft, it's still a great learning tool and can still be used to make games)
  2. Just guessing here, but afaik if you start the project in Debug mode through Visual Studio, then relative file paths is relative to where the vc project file resides... I may be wrong though, was some time since I wrote c++ code.. Anyway, maybe that is the problem?
  3. I told them that I only code for hugs, but they insisted on giving me money... 
  4. That's right. Vector2 are also a struct, so the solution is the same as those a suggested in my previous post
  5. If target.Velocity is a C# Property then you won't be able to modify its members, since a Point in C# is of the struct data type. What this means is that target.velocity returns a temporary copy of your data, so modifying that has little meaning. The solution is to either just make velocity public, without any get:ers and set:ers, or create a method that allow you to set velocity, like so   public void SetVelocity(int velX, int velY) { velocity.X = velX; velocity.Y = velY; }   Why are you using Points by the way? I would suggest using Vector2 for things like speed and velocity. It's better suited for that kind of stuff     Hope that helps 
  6. I have this issue too, and it's very annoying. Using latest version of Chrome (23.0.1271.95 m ...apperently) and Windows 7. So nothing out of the ordinary. It doesn't even happen all the time though. Sometimes I can write a whole post without it happening, and sometimes it happens frequently...
  7. C#, Java or Python. Do [i]not [/i]go any deeper than that in the beginning. Both C and C++ has quirks that's too easy to run into, and both of those languages has a tendency to spit out cryptic error messages that might as well be some evil summoning spell for all a beginner knows. Start out with an easy langauge to learn the basic concepts of programming, then if you realize that you'd rather sit and make your own lists and memory managers and what-not instead of making games, [i]then[/i] you can try out C or C++ [quote name='dtg108' timestamp='1354417683' post='5006196'] I want a language I can stay with so I don't have to keep switching around [/quote] Don't be afraid to switch programming language. It's something most programmers do alot ,and as others already have said: it's easy to make the transition once you have learned the basic concepts of programming. Last week, at my work, I had to switch between C#, C++ and lua....
  8. [quote name='Bill Fountaine' timestamp='1354242306' post='5005539'] For example, the Tic Tac Toe game, I keep trying to do it the exact way that the other guy does it, and I get stuck, and constantly refer back to his code to see what I am doing wrong. Not to mention whenever I try doing it by myself, I constantly think about that persons code. So I can never try it myself. [/quote] [quote name='Khatharr' timestamp='1354244108' post='5005542'] Then forbid yourself from looking at anyone else's code until you've completed your own. It's just like playing a game. You can play with a strategy guide your first time through, but you're just cheating yourself out of the accomplishment. Finish it once yourself and then look at the guide to see what you missed. [/quote] ^ This When I was a beginner I did this too. I constantly looked at others code and thought "But this guy does it this way, isn't that a better solution..?" Well, maybe it [i]is[/i] a better solution, but it's not [i]your[/i] solution. As I realized that, I also realized how ugly my own code was, but it didn't matter, as long as I was the one who came up with the solution. The ugliness of the code goes away with practice. I'm not saying you shouldn't look at other peoples code, only that it's bad for your problem solving skills to do so.
  9. [quote name='prushik' timestamp='1352199471' post='4997971'] Some of the smartest programmers that I ever knew professionally were college or even highschool dropouts. Its possible to get into the industry without taking any classes at all, however, it is not easy to do. I guarentee that learning C first is not at all a mistake, its easier to learn other languages, however, learning C will help you understand what you are actually doing, whereas many Java and C# programmers have no clue at all what they are doing, they are just typing magic words. Using C will help you understand what is happening internally in your computer, and as a result, you may have more trouble learning, but in the end, you will probably end up being producing better quality code when you are finished learning, so I highly recommend continuing to learn C and avoid Java and C# at all costs. Especially if you are interested in game programming. However, you should know that now, Android programming is pretty hot, so if you want to develop Android applications, you should know at least some Java, you can do C programming on Android, but officially applications on Android should be written in Java (I personally don't care and write mine in C, but its fine for me because I don't plan to release my software as Android software). If you are willing to try to write hardware drivers, then C is the best language to know. For speed, efficiency, and resource conservation, you can't do much better than C. Some languages can about match C such as pascal, but C is more powerful because of the amount of libraries written in C, you can't expect everything to have a pascal binding for you. The only language that is actually faster than C is assembly, and most people find that to just be infeasible on modern computers, especially if you want any portability at all. So basically, figure out what your goal is and work toward that. However, my recommendation is to stick with C. [/quote] I won't start an argument here, since that'd probably turn into the usual my-language-is-better-than-yours, but I just want people to know there are some things in this text that is quite arguable... [size=2](however, I'm not saying C is a bad language)[/size] As for the OP: I agree with those that suggest you learn an OO language, like java or C# as those languages are kinda the 'opposite end' of C. Knowing OO is a good skill to have as a programmer in general, and it might prove interesting for someone who has programmed in a language were you have full control of everything, to try a language were you have very little control.
  10. [quote name='phil_t' timestamp='1349238643' post='4986277'] You can make enums be byte-sized by doing the following: [/quote] That's... brilliant. Why have I never seen this before [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] [quote name='Mekuri' timestamp='1349293143' post='4986506'] When doing chunks, do you then Deserialize small amounts on the run? Or how is it handled? [/quote] Naah, the easiest way should be to load the whole chunk at once. Just make sure you don't use too large chunks and load them in the background to not freeze the game, then it should be fine [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] Streaming sometimes has a tendency to become a bit complicated if you're not careful though, so if you're just starting out you might want to keep it simple and, if possible, use areas instead, showing a loading screen as the player walks from one area to the next. Good luck!
  11. I do not have an answer to all your questions, but I can say this: From my experience, serialization is quite terrible when it comes to file size. This is due to the fact that most data you serialize will need some header information so that it can be properly deserialized later. If you are concerned about file size, I would suggest that you write your own Serialize and Deserialize method for the tile class and simply use a BinaryReader/Writer to read/write the data you care about. Seems odd to run out of memory on 305Mb... Something's wrong with the De/Serialization, but it's hard to tell what that may be. I usually get those types of crashes when I expect to read an array but read something else instead... but the serializer should make sure that doesn't happen (right..? [img]http://public.gamedev.net//public/style_emoticons/default/dry.png[/img] ) Chunks is indeed the way to go for such a large world, and having them in many small files should not be a problem at all. Then you can begin to stream new chunks directly from the files as the player gets close to them. As for that last question: Properties makes no significant difference to the size of the class, so use them as much as you want. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  12. Now, someone with more knowledge of building xna projects for xbox could probably correct me here, but I noticed the Xenon project uses .NET v2.0. So while the xna assemblies are version 4, the rest of the .net assemblies are version 2.0, and in that version, the List<> doesn't have a the Find() function. That's Probably because the xbox 360 doesn't support anything higher than that version. So if you want the game to work on xbox, you will have to write the game using stuff that exists in .net 2.0 and below only. Someone please correct me if I'm wrong [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] As a side note: it is interesting that linq works there, since it was introduced in .net 3.5 iirc, but looking at the assembly version says its also 2.0... and reading up a bit it seems like xbox supports it.
  13. Oops, sorry.. didn't know you had to have premium membership to do that Anyway... Here's a random wild guess: what happens if you write it like this: [source lang="csharp"]Predicate<EngineObject> pred = i => i.ID == objectId; EngineObject obj = objectList.Find( pred );[/source] Is the errors still with the Find() function, or is it with the predicate? This surely is weird.. My last advice is to create a new project, isolate your ObjectManager and EngineObject, copy those to the new project and try compiling. If it works, add stuff until it stops working. If it still doesn't work it should be small enough to post the code in code tags here.