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tharealjohn

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  1. Looks fine to me.    You could also use TryParse instead of just plain Parse. It returns a bool indicating wether the parse was successful. i.e it would return false when trying to parse something thats NaN. if(!int.TryParse(Console.ReadLine(), out gold))     Console.WriteLine("Not a number.");
  2. "Give a man a game engine and he delivers a game. Teach a man to make a game engine and he never delivers anything."
  3. + 1 for the link to actual knowledge.    Thanks!
  4.   If an eagle slammed into a building or mountain or pole, would those be illegal too? Also, in the case of a texting driver that slams into another person, do we sue that person for standing in the way?  Our priorities are strange. 
  5. Hello,   If you want your terrain to be deformed, formed, etc at runtime then you might consider something using the Marching Cubes algorithm. You can find some pretty decent resources on using that with terrain generation. That would be a voxel-like approach. If you don't need your terrain to behave like that, then you can use height maps and generate a mesh based on that map. If you are going to use Unity, the API has the TerrainData class that are used to create Terrain objects programmatically. I think there is even some built in stuff to use height maps. I know you can do it at design time, so there might be a way to do it programmatically with little custom effort.    With a little searching, you will find an implementation of Perlin noise done for Unity in C#. It was included in one of thier procedural example projects and will help you create height maps in code. Hope that helps!
  6.   Thanks for sharing! I didnt know that!
  7.   I don't think those sound like "important functions". They sound like something that would be great additions to your game for performance and eye candy, but you could still make a game with Unity and purchase a plugin or the pro version later. You can deform meshes with code, rather then some plug in. So the only thing left out is possibly LOD. Couldn't you make the bulk of your game first, then implement LOD later?    Maybe that is bad advice, I have never worried about LOD because of the scale of my projects doesnt require it. It just seems you want AAA results without having AAA skills. My advice is scope your project down and use the tools in your budget to fit that. i.e. if you budget is $0, then use something like Unity.    Good luck, it sounds like a cool project!
  8. I can't touch too much on the quality of a MSI laptop, because I have never used one or owned their hardware.          The way I understand it, it works like this:   i7 - Quad Core, HyperThreading. i5 - Quad Core, no HyperThreading. i3 - Dual Core, no HyperThreading. HyperThreading gives 1 "software" based core for each hardware core. So you can think of this as the i7 actually having 8 cores (not really, but basically), which is what will show up when you look at task manager in windows.   The graphics card is said to be able to run Battlefield 3 on medium settings (not 1920x1080 resolution) well, and (lesser) games like Modern Warfare 2 on high settings. That laptop meets the minimum system requirements for COD:Ghosts. So you can imagine playing it on low-medium settings, maybe some other tweaks will make it ok.    I bought this laptop for gaming two years ago. I was able to play most games on medium-high settings. The nice thing about that laptop was the cooling system, which really made a difference. If you are going to let your brother game on that laptop, he will need a cooling pad. Not the silly 5$ walmart version either. Something like this should be better. The laptop I bought had better specs then my desktop (CPU, GPU, RAM, etc) but still my desktop performed better on games. The power and cooling is just more on my desktop, and sometimes the numbers on those chips just dont mean anything in the real world. Its almost a gamble!
  9. Since Nypyren weighed on WinForms, I'll comment on WPF since that is what I prefer over WinForms.    You wouldn't just use WPF because you "want" to use XAML. WPF has a number of benefits over WinForms besides its markup language. XAML is a powerful language for writing code to make a user interface. It [WPF] also introduces many newer design paradigms that you should learn in this day and age, specifically the MVVM pattern. It's not required, but the separation of the GUI and business logic in WPF is easier then in WinForms. That is a really powerful thing to use/know/understand. Data Binding in WPF is a really awesome technology that makes the whole thing worth it in my opinion. WinForms feels old and clunky after using WPF for a while.    Also, XAML is used in Windows Phone programming, which might translate nicely in the future if you need that sort of thing. Android uses an XML language for GUI programming too, which coming from a WPF background, this was easier for me to pickup and understand.    You can use WPF just like you would WinForms. You can start with the drag and drop interface and then code your controls in the "code-behind" file. I personally don't know of a reason to use WinForms anymore (there are probably some, I just never had the need to research it because WPF has solved all my issues).    The WPF Unleashed books are a great series, but I would recommend you start with some general C# books first. Something like this would be helpful to work through.    When things get more advanced, you can also customize the visual appearance of your program using Blend for a nice look, although you probably wont need that for tooling, but its handy to learn.    Hope that gives you some insight on the other end of the stick. Either way though, you can't go wrong with either technology. As long as you understand C# and the tool works well, I think that is what matters. 
  10. I agree with conq.      Notify the user when they log back in "Hey, the blacksmith is now available to you". However you implement that is up to you. With doing that, they will at least now know it has changed and available. 
  11.   That is not 100% true. This and this.
  12. Sounds similar to other design patterns like MVVM, MVC, MVP, etc.    In my experience it, the big disadvantages are mainly the complexity it adds to a project. It has its time and place, and for simple things is probably not worth it. I think you have already grasped the main advantages - you can decouple the pieces and change/update/upgrade them independently. 
  13. I am surprised that the community here is so hostile. The OP just asked for some answers to a few questions. It's fun to talk about your passion, hopefully with other people who are passionate about the same things. Thats what I see in this thread. So, to that accord, I will suggest these challenges:     Try and scale this concept into something completable in 90 days or less.  As far as chronological order, here is my advice (taking into account the above suggestion)   Platforms (Distribution) Features/Mechanics Technical options for features related to your engine of choice Prototype Art Test Polish Good luck!
  14. You'll be fine, do it.    Source: http://www.tomshardware.com/forum/204985-32-mounting-hard-disk-upside-down   Disclaimer: I am not responsible if you are in-fact "not fine". 
  15. Use unity, and go with C#.    Learning C# will help you with other things too, not just game development. There are lots of interesting technologies that use C# for web, mobile, desktop applications, etc. It's also a nice language to look at IMO, and the .NET and MONO frameworks help beginners and pros not have to reinvent the wheel.