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theark

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  1. Because you do it like this...   HashMap<int, List<string> >   Note the space after list, least I think that's right, I remember hitting something similar like this before.   On topic however, its not as well simple as how do you build console games and PC with the same code. IF you can even get the development environment for those consoles for a start, you'd likely have to create a layer of abstraction over the common functionality needed to create the systems you need on those specific environments. Not a one man job, alas. Not unless you got a lot of time on your hands.
  2. I have discussed this methodology with my professors at University. Essentially the reply was, MVC doesn't fit exactly into a game system. Mike McShaffery, writer of Game Coding Complete uses something similar to it, and it could be worth reading his book (I'd reccomended either the third or fourth edition) in order to get an idea. Essentially, the way I see it, you have your game screens, intro, main menu, level 1, level 2, etc. But you define your logic completely seperately and use controllers to CONTROL the gamer as it were. Sometimes you just need to have the rendering and the logic closely tied together, games are awesome like that.... yeah. One method Mike uses is an event based system. The view (being the screen lets say) accepts input, handles rendering and playing sound. Events will trigger, for example, player is shot which will be sent to the logic which will update and if required return player is dead, and the screen will update accordingly.   Thats a pretty rough explanation, but should set you on the right track. Essentially what flodihn is saying.
  3. As Serapth said, he's got the nack for teaching, but lacks the specialist knowledge, his interest is too broad. But, how can I complain, i'm not exactly out there making tutorials for folk, so go for it, while your watching his videos, read a couple articles/books. But ABOVE all, code, code, code and bloody well code. Practice is only way you'll get good at something.
  4. I'd say your probably right, and likely using some sort of physics API to generate a smoother after effect, especially when the skeleton is destroyed. I have to say thats a pretty cool looking game, but its probably done the same way most of the physic based 3D games are, just with a difference camera angle is all.
  5. That makes sense, thank you, to you both. I'll note this down, so I don't forget it. Cheers.
  6. The title, likely doesn't do much justice to what my question is, and i'll try to be as a descriptive as I possibly can be. My issue, is not more on misunderstanding Smart Pointers, but rather, a small glitch in trying to get my head around them. I know smart pointers are used for dynamically creating objects, and that they manage the destruction of these objects, and keep a reference to them using reference counting. But, what I struggle to understand is when I should use these, should I, for example use the [b]std::tr1::shared_ponter<>[/b], for everything.. or just large game sub-systems that need to be referenced by other systems in my game? Such as my graphics rendering system that will need to be used by other parts of my game.. or scene management, etc.. (These are just examples). Also, where do weak pointers fit into this, when should a weak pointer be used instead of a shared pointer? I hope my question makes sense, i'll try to clarify anything that doesn't. Regards and thanks.
  7. In university we actually get off starting on Turn Based Strategy/Platformers/Tower Defense games.. but thats besides the point. My advice is to go for it. Personally, if anything you'll aquire experience, and understand the scope of the project, and then likely realise its currently beyond your reach. The idea is not to get disheartened but instead analyse what you have done, understand where you weaknesses are, and work on something smaller that helps to improve those weak spots. Thats what I did at least.. and 3 years down the line I still haven't made my uber 3D RPG with Squirrels armed with AKs in war with the evil Badgers. Same times Have fun with it ;)
  8. When the chips are down, buy a new motherboard.
  9. Most development studios i've come into contact with in my local area don't build engines. In fact i'm with that regime, dont build an engine, build the game! The issue is, games are so diverse and your engine won't fit all problems. A better idea, as you've clearly pointed at is to take the reusable components of your game, and reuse them in other projects, eventually, you'll have compiled a lib of all your reusable systems. Personally I try to keep reusable components as independent as possible, but sometimes you just have to link them, but do that while building the game. For example, any scene nodes may need to know about the rendering system, etc etc. If you try to build an engine, (not saying you can't, but its a hell of a job) and you haven't built a whole lot of games, then how do you know for sure what you need ? Sure the book will take you along the path, but its generalised concept, you'll find that sometimes an engine is too much work for little gain.There fancy and nice, but in my personal opinion not very productive for a wide range of concepts. So take what you can reuse, and pick and mix your components for any future games you may make, it creates a more flexible way of development in my opinion.
  10. Well all depends as stated on what you want to achieve, Python I hear is pretty popular with beginniners with pygame. http://www.python.org/ http://www.pygame.org/news.html No idea on the concept you plan, but it could be a good start. There is also Java, if you feel a little bit more brave at tackling programming. Using the LWJGL framework you can create games with it. http://lwjgl.org/ and XNA and C# as stated above. Honestly this question, and I've only been here if what a couple of weeks and i've seen this question asked all the time. There is no real right answer to this. So the best we can do is shoot links, end of the day is down to preference. I'm partial to C++ because I enjoy making my life harder than it needs to be, but thats my preference. Find a language, stick to it, and good things can come.
  11. Hey there, hows it going ? So, let me establish some grounds first, you say you have some experience with programming, did you enjoy it ? Did you find it a pain in the ass or a thrill to work with ? Thing is, if you didn't enjoy the experience of programming, it's likely you won't make much of a career out of it, however, if the case is the opposite, then welcome. I can point you in a few directions, yes. Now these arn't exclusive, so feel free to follow any path you desire. I reccomend reading the following materials maybe.. I'll give you the programming talk, since it's my area, I never could design all that well.. well once I designed a happy face on a pizza.. but I hate pizza so that was a waste of my time.. http://www.amazon.co.uk/Beginning-C-Through-Game-Programming/dp/1435457420/ref=sr_1_3?ie=UTF8&qid=1346804265&sr=8-3 I found this book to be extremely useful to me, and really helps get the foundation of it. http://www.amazon.co.uk/Effective-Specific-Programs-Professional-Computing/dp/0321334876/ref=sr_1_12?s=books&ie=UTF8&qid=1346804294&sr=1-12 This is gold on it's own! (they may be updated version) http://www.amazon.co.uk/Design-patterns-elements-reusable-object-oriented/dp/0201633612/ref=sr_1_1?s=books&ie=UTF8&qid=1346804356&sr=1-1 This is useful to reference and can help with good design decisions. http://www.amazon.co.uk/Game-Coding-Complete-Mike-McShaffry/dp/1133776574/ref=sr_1_1?s=books&ie=UTF8&qid=1346804391&sr=1-1 Some good pointers here in this book, and a nice read. IF money is an issue and books are impractical to purchase (because they are expensive and one has to eat... sometimes) then a few sites that may help. http://www.swiftless.com - Teaches OpenGL/GLSL for game programmimg. http://nehe.gamedev.net/ - I little outdated and windows bias, but still very useful. http://www.cprogramming.com/ - What I wouldn't do without it. http://en.cppreference.com/w/ - Everyone needs a little aid from time to time ;) Of course, i've referenced a few OpenGL sites there, but it all depends (You might prefer DirectX, in which the DirectX Documentation is all i've ever needed, and also, DirectX9 a shader approach by Frank P Luna, may be worth a read). So far i've been rather C++ bias, for which I apologise, C++ is my language of choice, so to give you a fair idea, i'll point you at some other sources. XNA is a C# game framework built atop DirectX 9 (or 10?) and is a pretty solid start to get your head around. http://www.microsoft.com/en-us/download/details.aspx?id=23714 http://msdn.microsoft.com/en-us/centrum-xna.aspx (You may want to download the Visual C# Express Edition IDE, its free) I hear good things about Python and PyGame. But i've never touched Python so i'll just link you the resource. http://www.python.org/ http://www.pygame.org/news.html And there is also Java. I find that the LWJGL library works well for it, and is a wrapper around OpenGL (and Minecraft used it) http://lwjgl.org/ There is probably hundreds more resources out there, i'm just shooting the ones I can get off the top of my head. You could invest in two books that are a compilation of what is written here on game dev, these could give you a good idea on what to look at, where to start and even get your head in the programming mindset. I know they helped me. http://www.amazon.co.uk/Beginning-Game-Programming-GameDev-net-Collection/dp/159863805X/ref=sr_1_1?ie=UTF8&qid=1346804946&sr=8-1 http://www.amazon.co.uk/Advanced-Game-Programming-GameDev-net-Collection/dp/1598638068/ref=sr_1_fkmr1_1?ie=UTF8&qid=1346804946&sr=8-1-fkmr1 And of course, don't forget to brush up on your mathematics. - Linear Algebra - Discrete Mathematics - Some Foundation Maths doesn't go amiss. Hope this sources help, and good luck.
  12. [quote name='Servant of the Lord' timestamp='1346624496' post='4975856'] [quote name='theark' timestamp='1346623333' post='4975846'] As its already been pointed out, if I was to use your class, I would [color=#ff0000][b]not[/b][/color] expect when it went out of scope/or I deleted it, that it would save a game file. [/quote] [size=2](Corrected, to avoid potential confusion from the missing word)[/size] [/quote] Thanks, must have missed that when reading it back.
  13. What you did wasn't incorrect, its just bad practice effectively. As its already been pointed out, if I was to use your class, I would not expect when it went out of scope/or I deleted it, that it would save a game file. My port of call is to create classes as if they are intended to be used by someone else, unless of course, those classes will never be used by someone else. If that makes any lick of sense .... hmm.
  14. Use whatever you feel comfortable with, once you can add meshes and compile shaders in your game, its a not a problem just running it with various shaders. Render Monkey isn't even being update anymore I think, someone could clarify, and I dont know much about Nvidia, but you can write shaders in anything, even in notepad, the beauty of those two, is you can generally see the results without having to load meshses/shaders into your game.
  15. I also found that Beginning OpenGL through Game Programming by Luke Benstead to be a pretty good introduction to it as well, its not as clear and detailed as the Seventh Edition Programming Guide you have, but it could help introduce concepts a little easier. And yes, what Japro said, VBOs, GLSL even, using 2.1 doesn't mean you won't understand the modern features (heck i'm using it now, to support the OLD hardware out on the market) and the difference isn't really that big.