Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

142 Neutral

About codeToad

  • Rank
  1. codeToad

    Amsterdam programmer salaries?

      I would like to supplement my resume with some github projects and a coding blog before applying for a new job.  Also, I have heard there is a Dutch language test you have to pass before you can get a work visa.   I have been to Amsterdam twice, both on 24-hour or less tourist visas during layovers on flights between USA and South Africa.  But I would need to visit again before moving there.  Honestly, my reason for wanting to move is mainly their drug and prostitution laws.  Other than Bangladesh, it is the only country where it is legal to show up to a whorehouse stoned.  I am not hurting anyone else by doing it, so I can't see why it should be illegal.  (I feel the same way about seatbelt laws, or any other victimless crime).
  2. I hope this is not an inappropriate use of the forums after my post about moving to Australia.  Now I'm looking into moving to Amsterdam, and I'm wondering if anyone can help me get an idea of what kind of salary I can expect if I'm able to get a job offer over there.   My research so far has been a total crapshoot.  From googling, I've found figures ranging from USD $51,269 - $92,000 (EUR 38,451 - 69,000) as the average salary for a programmer in Amsterdam.  With a range this big, I just don't know what to expect.   I am a .NET business apps developer - C#, ASP.Net, Winforms, MS SQL, with 6 years experience.  I currently earn USD $83,990 (EUR 69,992), which I think is pretty high.  Would that be a reasonable salary to expect in Amsterdam?
  3.   That sounds awesome!  I have been meaning to make some time to learn F#.  Do you have any examples of how you've applied calculus to a business app?  Did it have practical benefits?  (e.g., implemented code faster, more maintainable code, etc.)
  4. Most people would say that computer programming is an engineering job - they lump it in the same category as people who design engines and bridges.  We even have job titles like "software engineer."  If you want to study computer science, you have to take classes like calculus and physics.   But I have always thought of programming as being very different from other types of engineering.  If you want to be a structural engineer, you need to be able to do things like calculating how thick a concrete pillar has to be in order to hold 1,000 lbs of weight.  You use that calculus and physics knowledge directly.  In programming, you may never use that stuff at all.  Sure, I've used some dot/cross product, plane equation, etc. in my game development, but in my professional experience (business apps) I've never used more than basic arithmetic.   And recently I suddenly realized that programming is not engineering at all - it's writing.  It's a very specialized form of technical writing.  A computer program is nothing more than an instruction manual.  The only difference is that when you write instructions for a human, you don't have to be as explicit because humans can think for themselves - you don't have to handle the corner cases.   When you're writing a difficult piece of code, and you can't get it correct right away, it's the exact same thing as writing an email or a paper and being unable to put your thoughts into words.  When you're thinking "How do I phrase this?" it's the same thought process as "How do I write this code?"   So, perhaps there are tons of great programmers out there who have never tried programming.  We recruit programmers from students who are good at math and science.  Perhaps we should be looking for good writers instead.   Thoughts?
  5. codeToad

    standard of living for Aussie devs?

    Thanks for the detailed replies!  Rent is also giving me sticker shock, especially since here we generally have a fridge and shared laundry included, plus water and heat paid.
  6. I am currently a developer in Minnesota, USA.  I have always had an interest in living in Australia, and my company has locations there, so transferring locations within the company could be an easy way to get there.  In what little research I've done, it seems like Australia has a much higher cost of living than where I live now.     So, I'm wondering if some Aussie devs could tell me about how much they make (if you don't mind), and what it buys them  (and in what city).  For example, do you have room mates?  Do you live in the suburbs, or the city?  What sort of amenities does your apartment have (central A/C?  dishwasher?  off-street parking?  indoor parking?)  Do you own a car, or use public transit?  How often can you afford to go out to bars/sit-down restaurants/brothels?  How much can you afford to travel internationally?  Do you use the universal health care system, or do you have private supplemental insurance?   Also, knowing your job title / years of experience would help in my comparison.   Me:   Developer II / 5 years experience (excluding college summer/part time jobs) USD$83,990 / year Live alone, in the city, apartment has dishwasher, lots of kitchen counters, window/wall A/C, outdoor off-street parking own a new car (4-cylinder compact) Could go out to a sit down restaurant and/or bar once a week Have private medical insurance through my job   Currently I am trying to meet my first savings goal of 3 months' expenses.  But once I've done that (in about 3 months), I could probably have an apartment with central A/C and indoor parking, plus travel internationally once a year, and still have some money left over to put more into retirement or save for a down payment on a house/condo.   Your help would be much-appreciated!  Thanks!
  7. Let's say you had a 32-bit machine with 4 gigs of ram. Wouldn't virtual memory slow you down? (By "virtual memory", I mean swapping data in and out of the hard drive). As I understand it, when you load a program, the OS will only load the first page of the EXE. If the program references code or data that is outside that page, it will trigger a page fault, and the OS will load that page from the hdd. But if you have 4 gigs of RAM, why even bother with paging? Has anyone heard of any OSes where paging can be disabled? I would imagine someone would have made a linux mod like this as soon as it became affordable to have 4 gigs of RAM. Wouldn't a system like this with no paging be lightning fast?
  8. Good point, mhagain. Are you changing window styles at runtime, or do you have a hardcoded value that you are changing? If you're changing window styles at runtime, you may have confused your window's client area with the overall window size. When you call CreateWindow, the dimensions you specify include any area taken up by whatever titlebars and borders get created according to the window style you specify. There is a Win32 method called GetClientRect that tells you the area of your window excluding any titlebars and borders. So maybe your backbuffer is created with the dimensions that GetClientRect gives you, and then when you change to popup mode, your backbuffer is not getting resized. Of course that's all assuming you're changing the window style at runtime.
  9. codeToad

    Pong Game Development

    You must have some piece of data that is keeping track of the ball's current direction. For example, you could have a float called currentDirection that is a value ranging from 0 - 360. Once you have determined the new direction for the ball, assign that value to currentDirection. (i.e., currentDirection = CalculateNewDirection();) Then on every frame, you need to update the ball's position, so you would do something like: ball.x = ballSpeed * cos(currentDirection); ball.y = ballSpeed * sin(currentDirection); Your code may differ depending on which direction is 0 degrees, and whether degrees increase clockwise or counter-clockwise. Also, it is possible to keep track of the current direction using a vector instead of a float.
  10. codeToad

    Pong Game Development

    It's been a while since I've played any Pong clones, but I had always thought that the angle at which the ball bounced was related to the angle at which the ball impacted the bat (as opposed to where it impacted the bat). I've always assumed that pong obeyed the law of "angle of incidence = angle of reflection" (http://www.physicsclassroom.com/class/refln/u13l1c.cfm). But let's say you do want the sphere's direction to be based on which part of the bat it hit. When you detect the collision, you need to determine which part of the bat the ball hit. (i.e., a value from 0 - 100, where 0 is the bottom of the bat, and 100 is the top of the bat). Then take that value and multiply it by 180 degrees. This will give you the value of the ball's new direction (where 0 degrees is pointing toward the bottom of the screen, and 180 degrees is pointing toward the top of the screen).
  11. Are you enumerating the display modes from the adapters and outputs, or are you using a hardcoded value? MS says that any kind of windowed mode will be slower than fullscreen, because rendering must be done by a blt instead of a flip. (However, Washu says that he's seen games where the difference is negligible). Are you using DX11? I recently found out that DXGI can tinker with your window settings behind the scene. You can use the following method to prevent it from doing so. dxgiFactory->MakeWindowAssociation(g_hWnd, DXGI_MWA_NO_WINDOW_CHANGES | DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_PRINT_SCREEN); Note that you must call this method on the DXGIFactory object that created your swap chain. So you will have to create your swap chain with dxgiFactory->CreateSwapChain. Another option is to get a reference to the DXGIFactory object that created your swap chain by calling adapter->GetParent (or maybe d3dDevice->GetParent).
  12. codeToad

    setting fullscreen exclusive mode

    Alright!!! I got fullscreen exclusive mode working without that warning in the debug output. I did three things: when creating my device and swapchain, I changed my DXGI_SWAP_CHAIN_DESC's BufferCount from 1 to 2. (I assumed the "inefficiency" DX was complaining about had to do with performing a blit instead of a flip. Well, how can it perform a flip when I only had 1 buffer???) I changed my DXGI_SWAP_CHAIN_DESC's SwapEffect to DXGI_SWAP_EFFECT_SEQUENTIAL. When creating my DXGI_SWAP_CHAIN_DESC variable, I was setting BufferDesc.RefreshRate to an enumerated refresh rate value from the primary monitor. Some how it dawned on my that DX may be trying to reuse this refresh rate when I moved my app to my 2nd monitor. So now I just call ZeroMemory on the refresh rate here.
  13. On Friday night I went to Dave & Buster's (an arcade/bar/restaurant). I had a good time, but I was a bit disappointed by the selection of games. The games mostly fell into one of three categories: FPS games (House of the Dead, Rambo, Terminator, etc.) Racing games ticket-winning games - skee ball, those mini basketball things, etc. (These are the ones where you can turn in the tickets for prizes). I found myself thinking "Where are all the regular arcade games?" You know, games with a joystick and a few buttons. The only games like this were Virtua Tennis 3 (which was a ton of fun), and old school games like Donkey Kong and Frogger. My main complaint is that FPS games and Racing games are pretty much all the same, but with different themes. There are no huge differences in gameplay between racing game A and racing game B, or between FPS game A and FPS game B. As for ticket-winning games, most of them aren't even video games. Do you guys also find that this is what most arcades are like now, or does my local Dave & Buster's suck? If it's the former, that is sad! When I was a kid, and most games were controlled by a joystick and buttons, I remember there being much more variety in gameplay.
  14. codeToad

    Well, where to start?

    Are you interested in programming? If not, you will be limited to apps like RPG maker, or other game makers. If you want to do your own programming, you will have to spend some time learning a programming language before you can start making a game. And then you will probably want to start with something like Pong, not an RPG. Believe me - when I was 16 I thought I could make an FPS, and it was way, way harder than I thought. I didn't come anywhere close to finishing the project.
  15. codeToad

    collision question

    Are you asking how to detect the collision, or how to make a block invisible? To detect a collision, just check whether the bullet's coordinates are within the blocks coordinates. (i.e. (block.top >= bullet.y && block.bottom <= bullet.y && block.left <= bullet.x && block.right >= bullet.x)). Just do that for each bullet. (The ">=" and "<=" operators might need to be switched depending on what coordinate system you're using). As for how to make a block invisible, I second McGrane. But you will have to have something a bit more complex since you want the blocks to flash before they disappear. So you will probably need an enum called BlockState that has 3 values - visible, flashing, and invisible. I don't know how you're currently keeping track of your blocks and making them flash, but I would imagine you need some sort of data structure like this: class Block { Vertex vertices[4]; Index indices[2]; Texture* texture; BlockState state; int flashTimeLimit; int elaspsedFlashingTime; } So when you detect a collision, you set that block's state to Flashing. Then on each frame, you update elapsedFlashingTime and check if it is greater than flashTimeLimit. If so, set the block's state to invisible. And of course, when rendering you would check the block's state and make the block flash or disappear accordingly.
  • Advertisement

Important Information

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

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!