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About dtkaos

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  1. Can game development excel with abstract concepts?

         Well if your assumptions are correct, you have technically already found the bug, but haven't found the cause or fix. I do not understand why debugging through this problem would require so many steps. So you should be able to attach a break point at certain locations so you don't have to walk through so much boil plate code. You may want to consider your tools as part of the issue as well.         I don't think video games is the place for theoires and abstract algorithms unless it is your hobby. On a professional level I believe this idea would be scrapped for something more sound and realistic to bring in revenue.         I believe you would have to click "400x800x5(1,600,00) times or more". You would most likely miss this issue the first time you debug this. Debugging isn't about locating the issue the first time but reproducing the issue then fixing which usually takes more than one try.         I imagine they do, but why would you want to do that? Programming isn't about being abstract... excepting the OOP sense of abstract. Software either it be video games, web severs, or mobile apps  should be easy to read, perform well, and be scalable. Coming up with an abstract concept and putting it into simple development steps, well that is probably as close as your going to get.         I wouldn't compare your skills to 5-10 programmers for many reasons. I don't think you understand how big a project a team of ten developers can create.
  2. Too clever...?

      static inline int findToken(const int firstIndexInclusive, const int lastIndexExclusive, const std::string string, const std::string oneOfChars) { unsigned long stringLength = string.length(); if(firstIndexInclusive < 0){ return -1; } if(lastIndexExclusive > stringLength){ return -l; } if((lastIndexExclusive < firstIndexInclusive){ return -1; } //searching for occurence of any of the 'oneOfChars' here return 0; } I don't program too much in C++, but I believe your code is decently readable. I  would do something like what I did above as your conditional statement was the most difficult piece of code to read. Since you used a bunch of "OR" operations within the conditional I believe you could break that into separate statements for better readability.   I am not entirely sure why you return -1 and 0 but my assumption would be for true/false. If that is the case couldn't you return a Boolean value instead?   Also, you could look at other source code for inspiration... Program into your language not in your language. Just a thought.   http://docs.oracle.com/javase/7/docs/api/java/util/StringTokenizer.html
  3. Hello World

    System.out.println("Hello Istranion");   Welcome fellow Java developer.
  4. Finally starting

    I don't know anything about Joint2D or really anything about the Unity. It has been sometime since I have worked Unity with when my skills were much more amateur.   But from looking at this: http://docs.unity3d.com/ScriptReference/Joint2D.html   It's maybe that the features you are looking for are not within this API, which means you would have to code these yourself unless you are able to work with what you are provided to get it to work. I believe the first part of the tutorial is great for a new programmer or getting aquinted with the Unity software, but I believe you may need to step down a bit, and understand classes and objects a little more so you can added theses specific features yourself.   I know is not what you probably want to hear, but I am just being honest.
  5. Hello GameDev

      http://www.amazon.com/The-Atheists-Bible-Illustrious-Collection/dp/0061349151   A programming language is a programming language to me, I just happen to use a lot of java for work and Android Apps. I like the saying "program into your language, not in your language."   I don't know any game engines written in Java, but Java is unique in the sense it can run on any platform becuase of its JVM. However, that wouldn't produce the best results for a game engine in certain aspects. But look at Minecraft... it was written in Java and it has done well.
  6. Sacrificing time: Elegance vs crude coding

    I don't believe what you did was wrong, evil or egotistical. I believe you found a solution that needs to be refactored and while discovering complexity within your code.   I would refactor and keep it stupid simple (of course make sure you have comments for the code that doesn't speak for itself).
  7. Hello GameDev

    Thank you!   @Code Fox - Woot! Fellow Java Dev!
  8. Finally starting

    C# is much different than HTML. Pretty much all the languages mentioned here are different than HTML.   It will take awhile until you get a feel for the IDE (Visual Studio) but once you do you will continue to find new tricks and short-cuts especially when your projects grow in size.   Feel free to PM with any questions, and hopefully I will be able to help.
  9. Hello GameDev

    I just wanted to say Hello,   I started this account several years ago when I first started programming and was in college for my associates degree for computer programmer. Fast forward several years and I have graduated from college with my associates in computer programming and have been a professional software developer for 2 years for a web based company.   My goals are to become a Game Programmer or Game Designer in the near future (10 years time frame haha). I want to be able to help people who are interested in programming and increase my knowledge in game programming / design. My primary programming language is Java. I also have experiance with C#, C++, JavaScript.   I just wanted to say "hello" and hopefully start learning a little more about the game development.
  10. Finally starting

    I would recommend the Microsoft's Visual Studio for C#. I would also recommend learning the languages structure and syntax as it is key for programming. After you have master those really well I would recommend learning Object Oriented Design as this will be key for controlling your program as it grows.   I know this sounds like a lot of information... the truth of it is... it is a lot of information but that is alright :)   https://www.visualstudio.com/   Pros to Visual Studio:     1. C# is Microsofts language, so it probably good pratice to use their editor.     2. It also supports C++ and other languages, which you might be interested in later.     3. It is widely used so information and support is everywhere.     4. Commonly used in Software Development companies so you can add it you resume.   Start small, and don't burn yourself out. If it feels like to big of a project, it most likely is and you should scale it down then add later.   I hope this helps, let me know if you need anymore information about programmer :D
  11. GO home viking raiders "your drunk"

      That's awesome! I use java and the first thing in my mind is a string to lowercase(or uppercase) then thake that string to to char array would solved have that problem.   My very first code was c# to back in 2004? I was like 14 and I only messed around with c# for 2 weeks but it was  a series of dialogbox not in a loop. I literally copy and pasted that many lines of code and I tought it was haularious to have people click the first one thinking it would go away.
  12. My first question is do you have any type of collision in place at the moment? If so, let take a look at the code; if not I would google some collision detection basics. Easiest way to make the objects repel is to multiply their velocity by -1 so it reverses the direction.    I think some code example will help determine more of what is going on.
  13. GO home viking raiders "your drunk"

    Tip for your code. Within the switch call methods/functions instead of having the code display there. It will clean it up nice!  If you notice you are repeating yourself... create a method becuase the further you get the more the code blurs together. If you need to change a value... you are going to have to change it 9 times ... I know you don't want to do that. :)   Also for the switch statments, use a variable name that has some meaning so when you go back to look at it  say something meaningful like private static final int DOWN = 0; private static final int UP = 1; switch(DIRECTION){ case DOWN: moveDown(); break; case UP: moveUp(); break; default: System.out.println("Doing something in default, Always good pratice to have a default"); break; } private void moveDown(){ // move that code from the switch statement here } private void moveUp(){ //move that code from the switch statement here } However, My first game code was pretty rubish. While yours is nice a neat I do belever everything I wrote was declared public and condensed to one file haha. Felt like a lot of code at the time but I believe it was only 50 -100 lines and I have work projects that spread thousands of line that are easier to read then it was. haha