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About Lactose

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  1. Crashing Unreal Engine with minimal effort

    Not that I know of. What does your code look like after your recent changes? EDIT: Or rebuild in VS, like Kylotan mentions
  2. Crashing Unreal Engine with minimal effort

    Kylotain covered the most likely culprit, so I'll focus on just this bit: Open the file in a normal text editor and either fix the code or comment the offending code out. This should allow you to open the project in Unreal again.
  3. Favourite cocktails?

    Happy birthday!
  4. Hobby: How do you finish your projects?

    Decide, commit, don't make excuses. Sometimes you'll have to take time off... maybe you're just exhausted because of something special happening, or going on vacation with family, or sick. Stuff happens, and that's ok. To me, there are a lot of similarities with making games and doing exercise. Lots of people say that want to exercise or make games. Very few actually commit and stick with it. Starting is easy, finishing is a skill.
  5. MMO development (Help)

    I would like to pitch you a MMOG (Moderately Multiplayer Online Game).
  6. The top bar has a section called "Search". It links here: Edit: You might also find what you're looking for in the following sub-forum:
  7. YeahitstotallysillyandIagreewholeheartedly. [Slightly tongue in cheek, posted in good spirits]
  8. I think regardless of the amount of sanitizing should be done, there is another point I would make in this situation... Based on this, deleting all vertical white-space seems like using a rocket-launcher on a insect. I would suggest looking at the code that prompted the critisism, and see how it could be improved. If possible, even asking for more detailed feedback might be an option ("what makes the spacing seem random?" "any suggestions for how spacing could be improved in this piece of code?", etc.).
  9. Why? Vertical space isn't something to be scared of -- it allows you to group or structure things within the current scope easily. This sounds like just a change without any solid reasoning behind it. Pick something and go with it. Personally I like a line or two between each function, btu as long as it's consistent it doesn't really matter. Find something you find appealing and easy to read -- that's the most important bit. Why make sweeping formatting changes to the current project if all you need to do is finish it up? If you were unhappy with something, take that as something to change for the next project.
  10. All the public bools ("IsCircle", "IsLine", etc.) seem ugly to me. Can something be both a circle and a line? If they can't multiple independent bools seem the wrong solution. To me, it looks more like you would want a enum with just "type" or similar. As for the Line spawning logic -- I guess this is subjective, but consider the following example: Line spawning (start & end provided), only wanting to spawn 1 entity. Personally, if this is allowed*, I would expect the single entity to spawn in the midpoint of the line, which wouldn't happen with your code, as far as I've seen. *Spawning a "line" of 1 might be considered impossible, so another approach might be to have this not be a valid spawn attempt, and ignore the scenario altogether.
  11. MMO development (Help)

    Still far too complex for a first project. Start with something incredibly simple. Blackjack, poker, or other card games. Simple 2D platformers where you can only run and jump on some enemies. Even those simple projects will be very difficult for someone who has never made a game before. You'll learn a lot, and be ready for increasingly difficult projects.
  12. MMO development (Help)

    Stop the MMO plan and don't spend any money on it. An MMO is far too big/complex/expensive for you to be able to do. Start very small & simple -- even making a polished Blackjack/Poker game will most likely take you several months -- start there, and work your way up to more and more complex games.
  13. Vararg and how to use it?

    "std::vector<char*> * content" -- this means that "content" is a pointer to a vector somewhere else (because of the bolded asterisk), and that you have to manage this stuff somehow. (e.g. new and delete, and using with pointer dereferencing) I doubt this is what you want. You probably want something like this (with less magic numbers than your example): std::vector<char *> content; content.push_back("Test 1"); content.push_back("Test 2"); content.push_back("Test 3"); const int x = 100; const int y = 100; manyWrite (x, y, test); void manyWrite(int startX, int startY, std::vector<char *> & lines) { const int verticalSpacing = 20; for (int i = 0; i < lines.size(); i++) { myWrite(startX, startY + (i * verticalSpacing), lines[i]); } } Alternatively, make it just a vector of std::string instead of char*, and use the "c_str" function of std::string when needed. Depends on how you're going to use the "manyWrite" function, though.
  14. Vararg and how to use it?

    This looks like it explains it.
  15. Personally, I don't like your setup with functions having parameters they either don't use or need ("max" + "current" in the Random function), or which go against what the function is called and contains unnecessary gotcha's (In "Circle", "radius" is a Vector2 which can contain different values for x & y, which would produce something other than a circle). Additionally, your "Line" function seems to be incorrect. If you have max = 2 (which would give current = 0 and current = 1), you will never return the end-point (which your comment states that it should). A similar issue can be found in "Circle".