Jump to content
  • Advertisement

TorbenC

Member
  • Content Count

    5
  • Joined

  • Last visited

Community Reputation

307 Neutral

About TorbenC

  • Rank
    Newbie

Personal Information

  1. You don't use adblock do you?   Anyway, I agree with posting it on pastebin.
  2. TorbenC

    c++ class vs struct+functions

    I'm quite interested in this 2k function class too...
  3. Hello, I have recently begun re-reading the Managing Decoupling series on Gamedev and after finishing part 1, I found myself stuck with a couple of questions.   1) The author mentioned that things such as RTTI/reflection systems, serialization systems and more importantly reference counting systems, are bad because they force upon the code a "global system" that all systems must abide by. This makes perfect sense, however later in the article the author mentions his use of IDs to refer to external objects.   This is great, however does this not apply the same "global system" that reference counting would? I imagine that all systems that contain resources would need to allow access, the only difference I see is that reference counting isn't done and it gives systems the ability to completely control all resources they govern. This is great, but how can the author support the argument that this does not offer a "global system" of sorts?   All systems that contain resources support some way to access them (in the use cases he is citing imo) and considering the programmer doesn't use the same type for each one, how would reference counting apply any more of a "global system" to these systems than this ID without ref counting method?   I just don't see the difference between the two other than one gives the system complete control over the resources it governs (big benefit).   2) I understand the benefit that this ID system allows the systems to govern their resources without hassle of reference counting and having to worry about references accessing the wrong resources upon moving... however.   Reference counting has a massive benefit in that it allows constant access speed and minimal memory consumption as far as I'm aware. But with this, you would pass an ID which would allow the constant access speed, but then you have to use the unique identifier to make sure the system didn't screw with the index you entered and change the resource. At which point if it has, you must find the new index or reload the resource, otherwise you get the resource.   But with reference counting, sure there is less control over the system itself, (considering the indexes aren't an array of pointers) but you don't have to worry about taking extra time to worry about the unique ID comparison and possibly having to search all for the new index, etc.   Can someone explain the advantages of this ID system over the ID + reference counting system?     -----------------   I hope I explained this all properly, if I didn't please let me know so I can re-tool this post. Thank you in advance.
  4. TorbenC

    1 language to rule them all?

    I believe a language is not a tool itself, but a tool kit. Paradigms, algorithms, patterns, these are the tools within the tool kit that is the language.   Because of this, the statement above about the red screw driver,  is not really valid in my opinion. Someone who uses only one language can definitely be more than adequate for the majority of teams. What matters are the tools available in his tool kit with that language.
  5. TorbenC

    Completion vs. Perfection

    Nice piece of marketing you got there.
  6. TorbenC

    C++ Games?

      This I have to disagree with on many levels.   First the decision can come from above...  in the form of "We got a licensing deal/promo offer/something else to use this piece of middleware...  get to work!"  In this day and age, the underlying engine dictates the language choice more than anything else.   Next, for companies not using an engine, its generally because they are working with legacy code.  This generally forces the language on the dev team, and is probably a good part of the reason C++ remains as entrenched as it is.   Finally, its generally one or two people in the company that make the language decision...  after that lowly peons put up or get out.  It's the way of the world.     Thank you, I was actually wondering when someone would say this after he posted that.
  • 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!