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About DevSykes

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  1. Freefall Engine - Rob Sykes - xx
  2. Well that is university guranteed for me, now time to enjoy four years of brainpicking the professionals.
  3. SlickEdit is a worth while piece of kit, could never stand VS and Command Line was getting on my nerves pretty quickly.
  4. I've begun to real appreciate the subtle difference of const references. Safe and Efficient.
  5. I decided I like Business more than I assumed.. never got so excited over a cashflow forecast and how to blow 10k in 1 year :D
  6. Excited about the prospect of getting the business fully developed. Shame for lack of support from peers, they think i'm being stupid.
  7. Would seem where about to get a membership with GR. Intriguing.
  8. Mr Clean - Cleaning & Property Services via @MrCleanLTD
  9. Handling Bullets

    If by handle "all" the bullets you mean how can I contain all the bullets and move them together. (Forgive me if I misunderstood) the way I would do it is place all the bullets inside an array, and using a for loop (does java have a for each loop ?) to loop through said array and manipulate the bullets through there. You can then use the constant x - y speed and perhaps a time interval so the bullet gets destroyed after it leaves the screen.
  10. Hmm, thanks for that Antheus, seems to me that Java is a bit of a mess, however you have cleared up some part. So it's right in believing that the JVM and the code used on Android is not really the JVM used by the JDK or JEE but rather a modified version to run the Java Like Syntax code for the android devices? And you mention that Bytecode and Source could be ported, so if you used a basic application in java and tried to port classes to a device/platform to run on its JVM, then it's likely to run or have I missed the point entirely there? Thanks
  11. [quote name='mdwh' timestamp='1327424483' post='4905817'] [quote name='DevSykes' timestamp='1327302463' post='4905357']- Its cross-platform, meaning you can target your games to all devices, not to mention the JVM is portable to pratically any device or most, such as mobile phones, meaning you code once, and then its gonna work on any machine running the JVM.[/quote]I'm curious how true this - not a nitpick, this is a genuine question. Will a Java application that runs on desktops also run fine on J2ME? Then there's Android which uses some form of Java, but isn't AFAIK compatible (at least, I don't think applications for J2ME run on Android, and certainly not vice versa). OTOH, C++, whilst not supported by major platforms like S40, will run on a range of higher end mainstream platforms like Android and Symbian. Whilst C++ doesn't have a standard libary as complete as Java for things like graphics rendering, platform handling, networking, threading, etc, there are cross-platform libraries available which do all of this (e.g., Qt, SDL). [/quote] I can't really answer that question as Java isn't a language I choose, I work with C++ mostly, and even then I consider myself a beginner. I was saying as more of a front for my personal opinions what define it for me. The reason I stated that java runs on a magnitude of platforms, android realistically is because of android. Meaning you can program android applications in a familar language, I should have been more specific. Nevertheless C++ can be, but to my knowledge requires a driver, and a bit more work to actual run for a device, I could be wrong, but thats what i've come to understand. Generally, and advantage I forgot to mention, Java runs on the web, C++ doesn,t (unless you count Native Client). I stated to my knowledge I was under the impression that JVM could run on a variety of platforms, being portable, and because it was ported to the mobile phone so easily. (although, it does require the Linux Kernel to back it) it seemed to me it could be transported to other platforms as well. Anyway, going on a tangent. Something to research into I guess.
  12. Switching from Console to 2D

    Honestly, I consider myself very much a beginner as well, but I hope my advice to a fellow beginner will be useful. Firstly, moving to 2D, you have many options, as zacaj stated, you can go down the SDL/SFML route. I've used SDL, and it's 2D support is pretty good, plus SDL is cross-platform, so always a point there, and it supports OpenGL Context, so if you ever decided to move up and try doing some 2D/3D in OpenGL. First, C++ through Game Programming is a fantastic book, I have it, and have read it myself, and Micheal Dawson produces such a detailed and very simplified structure for describing and introducing elements, however it primarily focuses on Console Applications, and no introduction to libraries and use of graphics/platform APIs. However a great start for a novice C++ programmer. I still go back to it. My approach, the one I am taking, since I am at the position of being insane and actually creating a 2D Engine for generating 2D Games. I am focusing on using DirectX 9, with the D3DX Sprite Interface, which is very useful, and provides a lot of features for effciently and easily generating 2D Sprites, however I think that might be going down a more complex route for you at the moment, and throwing you into WinAPI would be..... cruel. However, I have gone on a tangent and I apologies. My reccomendation, keep reading the books you have, understand C++ foundatonally and when you feel ready, jump into SDL and learn how to create 2D Games through that. Then move onto the API of your choice. DirectX or OpenGL. Good Luck
  13. So, i'll post a serious response to this, since I often ask this question myself. Firstly, I am more familar with C++ than I am with Java, however I have dabbled in Java, and know enough to be able to make a decent definition of both. C++ - Because Java requires the JVM and converts there source to Byte Code, (I believe this is called Interpretation), which is then compiled into native by the JVM makes it slower than C++ which compiles directly to Native Code. There C++ is a faster language, and for games, the faster they run, is generally the better. - Ability to handle memory allocation/deallocation, I guess some would find this a disadvantage, but personally I think this little facet is very useful for a lot of things. - Object Orientated Support, in both languages, is a pro to mean. - Industry standard. Why fight the craze? As they say, can't beat em, join em. Java - With C++ you need to use external libraries to alot of things, like graphics rendering, platform handling, networking, threading, etc, etc. While with Java, this pretty much all comes with the language in a tight little package. Sure they lack support for 3D (I think, might have changed since I last checked), but it still comes with numerous elements that make it useful to just begin programming. - Its cross-platform, meaning you can target your games to all devices, not to mention the JVM is portable to pratically any device or most, such as mobile phones, meaning you code once, and then its gonna work on any machine running the JVM. C++ requires that you compile to native for a specific OS/Architecture, furthermore the use of libraries like WinAPI and DirectX render your application unsuitable for cross-platform usage. - Is it my lack of thorough understanding of Java, or is that it seems to be pretty much fully OOP orientated. I heard that its supposed to support multi-paradigms, but to me, it supports generally two, OOP and Generic. (And would we even called Generic Programming a paradigm ? or a feature? ). Thats all I can think of now, its early and I have college soon, but that pretty much defines it for me.
  14. Seems, that DirectX SDk June 2010 has support of Xinput for Xbox controllers.. and I didn't notice this before, why? I question myself.