Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

810 Good

About MrJoshL

  • Rank
  1. MrJoshL

    C in game development

    I'm not talking about the physical CPU. I'm talking about the CPU from the vantage point of purely the language. If I could express my point more clearly in the previous post, what I was trying to say:   Computer instructions are roughly the same either way on the physical machine for similar C and C++ programs, but C++ offers a different way of organizing your data and methods. The computer, however, runs instructions one by one (for the most part) in programs, and does not concern itself with objects and the like. The computer just runs a sequence of instructions. C, however, is more closely based off of the linear organization and execution path that an actual computer follows. The underlying computer does handle functions and memory addresses and data types. The underlying computer does not have class/object manipulation instructions or private/public this and that.   I wasn't trying to make it sound like I thought the CPU architecture was dynamic based on the language used to program it, although you may find this post equally stupid.
  2. Looking good for your age. :)
  3. MrJoshL

    C in game development

    I have no qualms with OOP, in fact it is a very natural way of thinking: people naturally quantize data and methods in order to achieve a more organized train of thought. Computer memory is lossless and void of distraction, so computers can do one thing for one year and (assuming the program doesn't use consistently more memory after each execution cycle) and not lose any memory and not be "distracted." Computers are procedural and can only execute one thing at a time (yes you have multi-core systems and OpenCL/CUDA, but for the most part this is true).   I like C. I really like C. You can tell by my signature what I feel about the future of computing and what language I like. I think OOP is a good way to design a program, but not the optimal way to implement it. OOP in C is not the solution. Folks that pretty much re-write the C++ runtime in C for their program and then bash C++ are better off to just quit programming altogether. I find C very suitable for games because games are based off of the game loop. While some people think that since games have discreet and definitive systems (audio, graphics, etc.) that they are all just waiting for C++ implementation, but that is false. C++ is, IMHO, almost trying to get the computer to think like a human. C, IMHO, is almost like trying to think like a computer. I will still be writing my game and tool suite in C.
  4. MrJoshL

    EverQuest Next

    Hey, everybody, keep on topic. This topic is about EverQuest Next. This topic is not about GW2, no matter how shitty or uhmahzinng it is.
  5. MrJoshL

    Modding API

    Why not just give them your code to have at it?
  6. MrJoshL

    SDL 2.0 Released

    They updated the site yesterday, so you know what I did? I downloaded the source, built it, and set up my new /bin directory, which now includes the SDL 2.0 library. Of course, Makefiles made this easy.
  7. Beejez Net Guide, or something. I forget what it is called.
  8. MrJoshL

    What's the best option for new applications?

    If I was pounded for time I would use HTML5 and web tech. It's quick and easy. If I had all of the time in the world, I would just use C and OpenGL and make myself a "just OK" UI (and then tell the customer that they can compile this with a display or virtual reality on all 3 BSD's, almost any Linux distro, Windows, Mac, Solaris, and even a Mercedes-Benz C Class (This probably among other cars. I just live near the C Class factory, so I have seen it, and it runs OpenGL ES 2.0 beatifully. They are adding support for ES 3.0 in a few years).
  9. Wow, thanks for the great input! I learned a lot. Your program also is very useful. You are like me, writing a program for every little task just because.
  10. I made some programmer art. Here are my free textures, use them for whatever you wish. If you don't mind, please give me some criticism on them and what I can do better. I was aiming for a TF2-like cartoony look. They are all seamless.
  11. MrJoshL

    Developed a fresh game mechanics - now what?

    No offense, but my experience on the internet (where I learned everything) has taught me that ALL ideas are 2c shit piles until they are actually made into a working product.
  12. MrJoshL

    EverQuest Next

    I saw both Miguel Cepero's work and this other guy's work on voxels a year ago, and subscribed to their RSS feeds, but dismissed their software as nothing more than hobby projects that would never go mainstream. With SOE using Cepero's engine, it is pretty incredible how much I was wrong.
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!