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Bluefirehawk

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About Bluefirehawk

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  1. Bluefirehawk

    I am a student myself, I agree that a mental boot in the ass is what many students need (again, those are not the people who have trouble with learning). But this article won't cut it, any article can not really give the boot somebody would need. A speech written by a Drill Sergeant won't have the effect when you have to read it. I am starting to repeat myself; what is the point reading this article?   On the other hand, many Educators think that it is MAINLY the boot people need, if the boot fails, you just haven't given enough boot! Which is completely and utterly wrong.  For example, I am currently in in the top 10% of my year, but I had particularly problem with a weirdly easy course. I got a bad exam back. So I learned harder, which went well because I was worse than before. So I learned harder with the reward of an even worse grade, while everybody else did less and was far more successful than me. Now THAT is demotivating and it was only one course. No matter how big your boot is, it won't help.   If you are training for something and you get rewarded with success is the easiest thing to deal with. But to be REALLY successful in life you have to cope with setbacks, how to deal with it when EVERYBODY flies past you with minimum effort, while you are struggling and making no progress whatsoever. No matter how hard you try.   THAT would be an article worth reading, hell it would be an article worth writing. But not this text.   This is the reason why I decided it was appropriate to write "And fuck you too". Because in the whole article he said "I had problems, I trained, I succeeded. See how easy it is?" . Nice that you were so lucky in your life, now take your metal and get out. This is not the reason why people are afraid of learning something, this is not the reason why people have low self-esteem. This is not what it takes to get out of this spiral. Again, it serves noone except his ego and maybe makes those feel superior who don't have a problem. It is the most disgusting, self-profiling piece of text I have read that didn't come out of the dark corners of the internet. And that is the nicest words I have found, if you message me, I will call it differently.
  2. Bluefirehawk

    It is a bit like saying: "Are you afraid of heights? Stop being afraid then. See how easy that is?"   "If you want to know something, you should learn it" should have been the message of the article, which is kinda as useless as the fear statement. Anybody who reacts to your appeal is not somebody who has trouble with learning something in the first place. So what is the point?   But here is where I really think you misstepped, the actual message of your article is more like: "If you are bad at something, you should learn to be better at it, or you are an irresponsible loser type of a human being!", the first sentence that comes to my mind is: "And fuck you too".   This article serves nothing to the people you are actually talking about. You are nauseatingly harsh against a group of people you are not fond of ("...such irresponsible loser types...") while you are over glorifying yourself ("… many intelligent, self-directed people are actually hearing this...").   In short: This article in this form teaches nobody, serves nobody except your ego. Please drop and rewrite.
  3. I like the content of the article, I think it is a practical decription of the every day rutine of a designer. I have two suggestions for the article:   Put in headings, it would structure the text more explicitly and would help the reader to keep track of your subtopics.   In the second paragraph, you start explaining Mechanics Dynamics Aestetics a bit ("When you think of aesthetics you might be thinking of how the game looks"), maybe you can leave that part out and link to the MDA article. 
  4. Bluefirehawk

    Modern Garbage Collectors under the Hood

    "Reference counting does not need free list, neither creates memory fragmentation.   Reference counting, specially as it is in C++ just helps decide when an object can be freed and frees it, but how the system manages memory is a diferent problem in my opinion."   I am afraid you are wrong. Just look at the custom memory allocation article. You say it is the job of the system, what system? The OS? Wouldn't you agree that you are using a reference counting strategy even without the C++11 pointers? If you disagree with me, please message me.   "Another item: I am not sure, but for Java, before the generation GC, I beleive they do not had the fragmentation issue, because every time an object was freed, the heap was "compacted", filling all the holes and references to objects where updated ."   Honestly, I don't know, the 'first' experimental GC's didn't compact and I don't know the exact history from there on. As I wrote, I HOPE the basic Mark & Sweep GC wasn't used in any productive system. I only mentioned the the basic Mark & Sweep GC for two reasons: 1. The idea is basically the same, but a bit more sophisticated. 2. Getting the idea what problems the Generational GC actually tries to solve. The Mark & Compact is for this article just an other piece of the puzzle. In this scope, it wasn't interesting enough to explicitly mention it.
  5. I remember reading a whole youtube page full of comments arguing if the Linux Kernel IS the OS or simply a part of it.    I agree with TheChubu, those two words are so related, they are almost interchangable. They add nothing to any conversation, calling a Programmer a Software Engineer makes no difference whatsoever. Better yet, the usage of the words tend to change with time and culture. In my Region for example, you tend to call Programmers with a Bachelor/Master in Computer Science a Software Engineer.   IMO there are better ways to waste your time than with irrelevant word definitions.
  6. Bluefirehawk

    Documentation for Indie Studios: Why do you need it?

    It is a nice article, and I think an important one for aspiring indie teams.   I have two suggestions: With the text "– leave them be for now. It’s better to plan this out before someone actually starts to work on it. After the Game Design documentation is done, the Technical Documentation goes into play.", an inexperienced developer might think you are propagating a Waterfall Strategy. I am very sure this wasn't your intention, or a version doc would not make sense. Waterfall seems to be the bane of programming, especially younger developers are still trying to work this way. Could you make it clear somewhere?   The second suggestion is about the paragraph after "... the Technical Documentation goes into play", you are basically talking about software design and what a software designer should specify. I think this is impossible to cover in one paragraph. I agree, the most important things to document are the interfaces, or else the code of team members Alice and Bob won't work together. But the interface of what, where do you draw the line? Sometimes, if the developers have split up working in different "modules", it is enough to specify the interfaces they offer and the responsibilities they have. Leaving the actual classes with the implementation to the developer.  I also think that, in general, a software designer should not need to specify the algorithms to use, that is an implementation detail of the class/module. If the interface needs to know about the algo, you should probably rethink the design.   In short, I think the paragraph hides the powerful choices you have in the early software drafts. If you tell a young developer to plan out the classes and interfaces, he or she tends to make huge decicions without even realizing that he/she had a choice. There are good reasons for a designer to accurately specify some classes, but there are also good reasons to leave whole project parts undefined.
  7. If you write feedback welcome, it is a bit hard to give you feedback. Like somebody gives you a story excerpt and asks: "What do you think?". It isn't easy to give specific answers to general questions.   About your System: I think you made a solution for a problem you still have to find. I don't get why it should be for multiple genres. On the surface, different genres seem to have similar leveling systems, but they can serve a vastly different purpose, solve a completely different problem. You made an elaborate system and I haven't read what you want to do with it, how it should interact with other systems to form a specific experience. So I think as a learning task, this was very good. It sure as hell wasn't easy coming up with this system. Also, it can serve as an inspirational well for future leveling systems. But I don't think you should implement it as it is in any game, because there you have a specific problem to solve.   On a general note, your system seems very complex, I guess for giving the player enough choices and replay value. But a system doesn't need to be complex to allow a lot of depth: Extra Creditz depth vs complexity
  8. Bluefirehawk

    What makes an RTS game stand out?

    What makes any game stand out? Game Design is only part science, the other part is art. There is no checklist on how to make an RTS exceptional, or any game for that matter. Games tend to stand out, that either have exceptional good storytelling or a novel idea. That is the most general statement I could come up with.   You aren't a senior game developer I presume, if you are planning to produce a sellable game, I'd suggest to rethink your position. You would either have to compete with multi million dollar projects or search for your own niche. Both choices aren't easy.   I d suggest you think about your game, what is special and why people would like to play it and discuss it in the forums.
  9. Bluefirehawk

    Modern Garbage Collectors under the Hood

    Ah damn, I hate those words and names that are ALMOST the same in german and english, like "Author" and "Autor". Thanks for the correction.   @Thurok Maybe I didn't write it as clear as I thought: C++ is of course devoid of a Garbage Collector, but you have to clean up your memory somehow. As you said, shared_ptr is just a wrapper class and that is all what Reference Counting is. It isn't supported by the language, that is exactly the point. On the language level, you could help enforcing correct counter increase/decrease (I think Objective C does this, but not sure). But here, there is nothing stopping the programmer from creating memory leaks. I would also argue that even if you aren't explicitly using shared_ptr/unique_ptr, you are still using reference counting, then you are responsible for counting when the resouce is not used anymore.   I am having a look at the passage again, I won't explicitly write that you shouldn't simply set a pointer to null in C++, this isn't a beginners article. I am probably going to write this more clearly in the introduction.   E: Yes, you are right "...still used in mid level programming languages..." is misleading, it is used in mid level programs but not in the language itself.
  10. Bluefirehawk

    AI Bots- Why are they hardly used anymore?

    At first glance, you might think that games like COD would already have a decent AI implementation for their Single Player Campaign, at least that was my first thought.   But these implementations are probably less sophisticated than you think: the only thing they have to do is run to cover and shoot at you. And maybe a very trivial "spotted" method for stealth missions. Everything else, any tactics behind it, is probably done via level design, backspawns for flanking etc. So multiplayer AI takes up a lot more resources than you might think.   The last game I played that had multiplayer AI was Counter Strike, here you really don't have a Single Player Campagin. Multiplayer matches are sort of the only thing. On the other hand you have games like MOW/COD that have a full blown SP Campaign, the single players are likely already satisfied with this.
  11. Bluefirehawk

    D.F battlefield project feedback

    It is a bit like you just put up a picture of a meal and ask us how we like it.   If you want feedback, write a bit what you wanted to achieve, what the player should like about your game. What makes your game special from any other top down shooter. Maybe you could ask specific questions you are unsure or want feedback about.   There is almost no helpful feedback I can give you if I don't even know the target of your project. Money, know-how acquirement, experimentation?
  12. Bluefirehawk

    Improve on Java or preapre for C++?

    When I read about why C++ is faster than higher language X, I always hear Garbage Collectors. I don't know why it is such a common misconception. While I do agree with you in general, I want to look a bit closer at the details:   Garbage Collectors do not make the program slower, quite the contrary. If you use a GC or not, you still have the same amount of memory to clean up. The biggest difference here is that C++ cleans it bit by bit, every time an object isn't referenced anymore, while a GC does it in one fellow swoop. Garbage Collection has it's downsides, like you said when it kicks in, it tends to stop the whole program for a bit until it's finished, which isn't very nice. It also needs more memory. The Java GC can throw an OutOfMemoryException while a third of it's heap is technically free. Where a GC is better however is throughput, a program tends to spend less time cleaning it's memory with a GC than with reference counting. It finds cyclic dependancies on it's own, throughput tends to scale with the amount of memory you give plus object allocation is faster than in C++. A modern garbage collector shines when you have a program that has many objects that become garbage quickly and a hand full of objects that stay alive during the whole runtime of the program.   So no, a Garbage Collector does not in general negatively impact performance. It all comes down to what task there is to do. And that's where I agree again  . I wouldn't write a high performance math library in Java, nor would I implement a high performance streaming service in C++.   E: also with today's runtime optimization of JVM/CLR, you don't necessarily get a performance advantage when you just switch to C++. You can be quite a bit faster, but you have to know what can be optimized and how.
  13. No. @Avaro or Vortez: also Block Cipher Chaining is also something very similar. If you are really that interested, I can ask my Cryptology professor (I hope that's the word in english and not some strange religion) how breakable your algorithm is, but I would guess that it is pretty bad even compared to RSA. (Today, nobody would be using RSA encryption, there are just too many problems with it. But it is widely used, so until somebody comes up with the death strike for RSA. That happens as soon as the quantum computers can factorize bigger numbers). Let's examine quickly where your cryptographic power lies: You generate a hash from your password. No power is hidden here, it is the same as if you would use a random 32 bit value. Then you create a pseudo random number with the Mersenne Twister. After that you make an XOR operation with the pseudo random number. So your whole power lies in the strenght of Mersenne Twister. I don't now much about it, but it isn't used in cryptography because the next pseudo number can easily be guessed when you have some. Plus as the link suggests, when you reuse a password, you are pretty much done, which isn't a very useful cipher in the modern age. There is a reason why you tend to have a bachelor in mathematics before you specialize in Cryptography. While it can happen that you find the next super cipher, the chances that you do are very slim. There are a LOT of ciphers out there that can fit your need, RSA, modern DES algos, even modified Vignere Ciphers may be more secure. For a Programmer, there is absolutely NO reason to not use a standard cipher. They have been very well researched and are VERY secure ("the hidden world" may know how to break it, but that is always a chance for people like us).
  14. Bluefirehawk

    Taking Slender apart, an Introduction to Horror Games

    Yeah you are right, the joke goes in the wrong direction. I took it out and modified the sentence a bit.
  15. Bluefirehawk

    The Infinite Game

    I had a bit trouble reading through the article, Every paragraph contains about two sentenes which for me bloats up the text.   Maybe it is worth splitting this up in serveral articles, I think you can get more to the meat of things and explain concepts in detail.
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