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kop0113

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About kop0113

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  1. kop0113

    C++ IDEs - a rant

    I'm probably lucky in that I prefer to have all my variables at the top of a scope anyway. Perhaps if it wouldnt let me declare them at the top of an if() { } scope I would have more issue. Now the C compiler that came with Visual C++ 1 on Windows 3.1... yeah then I would have to find a new solution haha. It makes the one that comes with non-APE Plan 9 look normal ;)   Did Visual C++ 6 perhaps support an (old) 3rd party compiler (for example the Intel one that is available for currect IDEs?). That could be a solution for people wanting slightly newer support.
  2. kop0113

    C++ IDEs - a rant

    You are not alone in preferring the Visual C++ 6 IDE. When on Windows and if the project is in C, it is the only one I will use. It's popularity with the open-source community is also very high as well and most projects will provide a .dsp file so developers can carry on using this IDE on Windows.   Microsoft tried to make VS 2010 the new Visual Studio 6 and whilst it is still the most used in industry, this is usually for other reasons such as a better compiler etc...   Honestly I am glad I got away from IDEs and went to Vim. It hasn't changed since and probably never will so I am pretty darn fast with it now ;).
  3. This article was a good read. Brief and concise. Nice work :)   If you bring in a bit of recursion to keep moving away from the colliding objects with an increasing amount each time, I find it tends to be more robust when dealing with multiple collisions (i.e uncolliding with one tree thrusts you through another (or through a wall)).   So rather than calculating and jumping to an uncolliding location, perhaps move in smaller increments towards that same location whilst also still checking against other objects (of course this may be slightly more cpu intensive).
  4. kop0113

    You Don't Need to Hide Your Source Code

    Great article! Expanding on one of your points. If players like your game, volunteers will be more than happy to port your game to their platform of choice (Linux, BSD, Plan9, Android). This saves a lot of work! This is the only reason why Quake 1 is still playable on modern machines / OSes and something like Unreal 1 is not.
  5. kop0113

    Grounded Pointers

    This article was good. I would like to check out PVS-Studio mostly for Issue 14!   I would like to suggest that most of these issues can be completely avoided by simply using C++ rather than C techniques such as replacing char*, malloc and raw arrays (via new[]).   Issue 14 is a tough one though. Clang++ can detect an unused variable but not an unassigned one. With GCC it is a free for all :/
  6. kop0113

    BVH File Loading and Displaying

    I thought your article was really useful. I like the way that it demonstrates a core technology and gets into the nitty gritty details of implementing the loader yourself rather than just delegating the task out to a library or a commercial product. Keep up the good work :)
  7. I would probably suggest using the same language as whatever the majority of libraries you use are written in. Also, since my games are generally in C++, I tend to just use that so I can reuse code between the two if I need to. (i.e If I decide to move some things from the pipeline into being loaded by the game at runtime). If your games are written in Microsoft C# (Which I think is the norm in hobby development) then it would be hard to suggest any other language. (Especially since C# has very poor support for using libraries from other languages (Such as Java libs, python etc...) so you are kinda stuck with it anyway.
  8. kop0113

    Networking

    I highly doubt that since native functions provided by most operating systems dont implement any sort of packet division. Thats basically sth one has to do himself or use a library. To be honest, it is about this number of lines, remember that the server and client in most examples also duplicate some code, (on the reading and sending).   What I suggest is to create your own socket wrapper because it will ultimately simplifiy things and then allows you to solve things in an encapsulated manner (i.e how you deal with Nagle's algorithm etc...)   The great thing about network programming is that it isn't too hard. (Unless I assume, you get to MMORPG levels of things ;)
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