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About rnlf_in_space

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  1. Too Many Roads With No Map

    When you're just starting to learn programming and want to do so while making games, why not give LÖVE a try. It's a very powerful but relatively basic and easy to learn 2D game engine. It just takes a few minutes to understand the basics and get an image on screen and a few more to make the image move. It used Lua as its user programming language, which is a very small language that will allow you to focus on the basic principles of programming. But don't think it's a beginner language, it is tremendously powerful when used skillfully.
  2. Leaving a company at a critical moment

    During the interview for the job I have now, I told the interviewer that I felt it was my obligation to help my previous (then current) company finish an important project and asked them to let me start 2 months later. I expected that to be a problem for them, but quite the contrary: After the interview, they told me they had talked about that and found it meant I was a loyal person and that they felt assured that if I ever left the new company, I'd give them enough time to find a replacement, too. Have you tried talking to the new company about the issue? Maybe they are more open to it than you think.
  3. C++ Convert functions to linux (gcc)

    I think you may want to use CLOCK_MONOTONIC_RAW instead of CLOCK_MONOTONIC. It doesn't make a huge difference, and mostlikely never causes any notiveable problems, but CLOCK_MONOTONIC may run slower or faster than "real" time, when the clock gets adjusted. Basically, a correctly implemented tool to set system time on a UNIX system will not just set the new time, but rather slow down or speed up the system clock to gradually go to the new time. This is so that there are no jumps in the system time, which will throw off a bunch of things on a UNIX system. CLOCK_MONOTONIC is subject to these adjustments, so you might experience a time where your game does not actually measure one second of realtime as one second, but rather as 1.1s or something like that. CLOCK_MONOTONIC_RAW is never sped up or slowed down.
  4. C++ Convert functions to linux (gcc)

    There's clock_gettime in Linux. It gives you the time with nano-second resolution (but lower precision, usually), but clock_getres can be used to find the actual precision. You may want to use the clock named CLOCK_MONOTONIC_RAW to get the actual real time that has passed.
  5. C++ Bit manipulation returning wrong data

    I'm not sure why you even want to go through all the trouble of packing your data like this. Just return a struct { int mouse_x; int mouse_y; } and you're done.
  6. Video codecs: compressing delta values

    I don't know much about the topic, but you don't actually need one extra bit for the difference if you wrap the difference around at the 1-byte border: The difference from 255 to 0 is -255, but can be expressed as +1: (255 + 1) % 256 = 0. The difference from 0 to 255 is +255 and can be expressed as that: (0+255) % 256 = 255. PNG does that for some row filter methods if i'm not mistaken.
  7. std::string_view

    Yeah, this can all lead to an explosion of overloads very quickly. I think passing an std::string by value and then moving from that string to initialize your members has the best performance/effort ratio. This talk by Nicolai Josuttis illustrates the problem very nicely, even if for slightly more complex cases: In your case I'd probably just go with Str(std::string str) : m_str(std::move(str)) {}, that way you create one copy of your string at the call site and then just use the (comparatively) cheap move constructor to initialize your member. std::string only has an explicit constructor that takes a string_view though, so if you'll either have to create the string object at the call site, too, or overload with something like Std(std::string_view v) : Str(std::string(v)) {}. I'd prefer the first option (making the copy explicit at the call site) because it doesn't hide the extra allocations and memcpy.
  8. std::string_view

    string_views never own. The ambiguity comes form the fact that you are creating a temporary object out of your string-literal. The compiler cannot figure out which of the two possibilities you want, either a string_view which will then be used to construct a new std::string in your constructor, or create a temporary string object and then move-construct your member from that. I don't see a good reason to use string_view here, you'll have to make a copy sooner or later anyway, why not create it at the call site and forgot about all the difficulties you are facing now?
  9. What is the best OS and IDE for game dev?

    Unreal engine works fine on Linux. Epic even provides the build scripts and everything (IIRC, might have gotten them from a third party? But I don't think so).
  10. As jpetrie said, you cannot call the default constructor, because there is none auto-generated. Once you define a default constructor, you can.
  11. Blank Programmer.

    It certainly doesn't hurt to diversify your skills. If you really want to, take a step away from full featured engines to simpler frameworks, like LÖVE, prototype a bit with it and learn a new language in the process. You can still use Unity in the end for all your "real" work, but I think learning more languages, frameworks and programming paradigms will help you improve your work in Unity, too as it gives you a bigger toolbox of ways to think about tackling certain problems. It will also help your knowledge not to become obsolete should Unity ever fall out of favor of the dev community. In my opinion, if you're a "real" programmer isn't determined by the tools you use but by the mindset you have. Always be curious, try new technologies and use the knowledge you gain from that in your daily work. I guess only ever applying knowledge you already have to new projects could become very boring after a while, too. Always push the limits of your knowledge, even if it's just to avoid being bored by your work.
  12. Atari purchase question.

    Which Atari? For a 2600 this game seems a lot too complex, graphics wise. The 2600 has very limited drawing capabilities and is really difficult to program for (you need to program 6502 assembly and get the timing exactly right, to the precision of a single clock cycle of the CPU to get a the result you want). If you have to ask here instead of being able to find this information in Google, I'm afraid you may not be ready for this. Maybe start with an easier target? Like C64 or DOS?
  13. With C++17 you'll also be able to use std::variant, which is basically a type-safe union type. Not sure if C++17 is an option for you, but I thought I'd mention it. That doesn't allow type punning though.
  14. Looking for an good pixel art editor

    FYI, you can get Aseprite for free, if you're okay with compiling it yourself. Only the precompiled version costs money at all.
  15. Copyright if the Singer sit in jail (long time)

    Someone does own the rights. You have to pay them if you want to use their property. What's so difficult about that to understand?
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