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KymikoLoco

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About KymikoLoco

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  1. KymikoLoco

    College Programming Computer

    His budget is $1500, the new macbook is $700 more than he needs. I agree that he can dual-boot, but for the price range, it is (to me) a terrible choice. You can even dual-boot a Mac OS on a custom built PC, http://tipsotto.blogspot.com/p/dual-boot-mac-os-x-windows-7.html. The only redeeming quality I can think of would be the ability to program for iOS. I like the OS, and I can understand the higher price on a 'prettier' product, but if you want it to program for many disciplines, a Windows (or Linux) laptop is a good choice.
  2. KymikoLoco

    Game Crap

    Not really discussing it, but if you want to see a good example of an RPG SquareEnix should be making, play Xenoblade. Game is fantastic. Unless of course you already have, and that is what your opinion is based upon, then good on you.
  3. KymikoLoco

    How many vertices in a teapot?

    Not quite correct, since VertexCol::Decl is a static variable. Refer to this: I would go with hupsilardee's advice of copy-pasting the VertexColElements definition directly above the call to CloneMesh().
  4. KymikoLoco

    The Importance of Commenting Your Code

    I agree that commenting is an obviously good practice, but like Michael said, the main purpose of comments is to explain higher level functioning than things like 'don't use int main(void)' because that isn't [b]your [/b]code you are commenting. (well, it [i]is, [/i]but it's not complicated like bullet physics that are affected by the phases of the moon) For learning, it seems like a good way to cement the concepts in your head, which is not a bad thing. But commenting with sweeping generalizations for longer than you need to learn it, just for the sake of commenting a lot, gets tired quickly. I do think too much commenting can be a bad thing. Not commenting is an order of magnitude worse, though. BUT, the one reason I was hired as an intern and eventually hired permanently at my first company (a month after graduating from Full Sail) was because of the coding practices I had imposed upon myself. They had received many applications from Full Sail, but they told me later a lot of the tests they receive use little to no established 'good coding practices.' The one thing I disliked about Full Sail's teachers (the labbies especially are guilty of this) was that they didn't teach how to code 'pretty'.I.E. not naming variable 'temp', good white space formatting, and commenting. The general consensus is that it isn't their job, because there is only so much that can be conveyed in 4 hours. They don't get paid nearly enough, and it can be a stressful job without the added burden of telling someone their code is hard to read/understand. They would just grin and bear it, and let the minor bad practices slowly become permanent in the students' heads.
  5. KymikoLoco

    About vectors

    First of all, you already had a post where I posted this exact article. Continuing the discussion instead of hopping to another is preferable, because people can have more context. frob has it right, more fundamental math classes in your future can only help you at this point. EDIT: Talked about context, just to ignore it myself. Woo.
  6. KymikoLoco

    Some basic question about ranges

    The books and links are referencing algebra and calculus formulas. Which are quite central to games in general. I do not enjoy just the theorems particularly either, but calling them 'pointless' is a little harsh. But, if you are unwilling to learn the actual math behind it (the dot product is simple and powerful enough to not really matter) here is an article explaining it in fairly easy terms. [color=#000000] A [font="Trebuchet MS"]· B = A[sub]1[/sub]B[sub]1[/sub] + ... + A[sub]n[/sub]B[sub]n[/sub][/font][color=#000000] [font="Trebuchet MS"]The dot product is thus the sum of the products of each component of the two vectors. For example if A and B were 3D vectors:[/font][color=#000000] A [font="Trebuchet MS"]· B = A.x * B.x + A.y * B.y + A.z * B.z[/font] [/quote]
  7. I would like to, but if I have to work on that Saturday it doesn't seem like I can. I suppose sign me up, then
  8. KymikoLoco

    Cleaning up a vector of pointers?

    I would set breakpoints on every line of code that has _mazeMap on it, and make sure it has what you think it does on every line. And is this code EXACTLY what you have in your Map destructor? (My guess is no, if that is the case, post the actual dtor.) Map::~Map() { std::vector::iterator iter = _mazeMap.begin(); for (iter = _mazeMap.begin(); iter != _mazeMap.end(); ++iter) { delete *iter; } }
  9. KymikoLoco

    Cleaning up a vector of pointers?

    1. Your last post isn't complete. ( I realized a little late you said your dtors were empty, lol ) 2. http://www.touch-code-magazine.com/how-to-debug-exc_bad_access/ This might help a little. It seems as though something is accessing some allocated memory after it was released, so your delete/clean up steps are most likely correct, but somewhere down the line something ELSE is trying to access memory you've already freed. Since commenting out the delete *iter stopped the error from happening, the culprit is most likely _mazeMap. 3. Since I am not familiar with xcode or GDB debugger, what is _mazeMap's and iter's REAL definitions? You have vector _mazeMap; std::vector::iterator iter = _mazeMap.begin(); which don't seem like correct syntax. vector< Wall * > _mazeMap; std::vector< Wall* >::iterator iter = _mazeMap.begin(); It's better to post *exactly* what you have, instead of cleaning it up for a post. I would also try the _mazeMap.clear(). If you don't, you basically have _mazeMap full of garbage pointers. 4. Get familiar with breakpoints. They will be your best friend in situations like this.
  10. KymikoLoco

    Cleaning up a vector of pointers?

    Seeing as OP has commented multiple times they are not very strong with programming, this may be pointing them to a completely different direction, especially when I am under the impression that if they figure out this problem, they will learn more about memory management than they will from the moving to the new C++ standard. Can you also post the Wall and VisibleGameObject constructors and destructors?
  11. KymikoLoco

    OpenGL GUI interface library: Warcraft 3 style

    For the boost issue, I would definitely use the version the UI library uses. The differences between 1.33 and 1.48 for the boost\serialization folder is astounding. (The documentation says 1.34 though) GiGi doesn't seem to support it, and the SourceForge page has 0/3 recommendations for installing it. Good luck, I tried my hand at scons compiling NSIS the other day, and I quit trying after about 20 minutes. I would also try to get the same version of scons. I would guess it is also outdated, if Boost is any indication. First, though, make sure Python is in your PATH. That has shot me in the foot more times than I'd like to admit.
  12. KymikoLoco

    Isometric question

    This article seems like a good starting point for isometric mathematics and your particular problem, and it is not language specific.
  13. KymikoLoco

    How to work with programmers

    'Dealing with programmers' seems a tad.. combative. I am sure that is not your intention, but it comes with the connotation that programmers are an inherent problem, and you have to tiptoe around them, for fear of their wrath. I've seen my share of disagreements between designer and programmer, and they never (usually) come to blows, but coming into it with the mindset of having to 'deal' with someone is already a bad first step.
  14. KymikoLoco

    Call of Duty: Black Ops 2

    Likewise, people may not play it as 'intended,' but telling someone they are playing a game wrong is a floggable offense This game I may ACTUALLY play through the campaign more than once, especially if they have a coop campaign. And their 'Strike Force' mode seems to at least break up the monotony, especially if you want a change from the normal game mode.
  15. KymikoLoco

    Call of Duty: Black Ops 2

    I personally couldn't care less about the graphics. Since all graphics seem to be a moot point when up against PC games, why go down that path? How about the gameplay comments from that article? Rifle that can see and shoot through walls? Campers beware. The difference between any other COD and Black Ops 2 seems to be the moldable story. As in, the end is actually affected by how well you do in the game. And it seems to no longer be a 'cinematic' game, where the linearity is the story. I'm excited for it, if only because Black Ops is my FPS of choice right now. Treyarch seems to want to raise the bar on their games, instead of rehashing the same tired formula. We will see if it is the same game, right now it is too early. But, I'm already going to go ahead and assume you only watched the trailer, and didn't read any previews about it. If you're talking about just FPS mechanics, then of *course* it's going to be an FPS. It's just a different experience, better balance, new toys, etc.
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