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Plotnus

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About Plotnus

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  1. Note: Rust does not use garbage collection. It uses scope and lifetimes at compile time, and reference counts at runtime.
  2. ripgrep is a good and fast program to to come from the rust community. C api's can be bound in rust. Rust is more restrictive than other languages, hence it's "guarantees". Some will like this, some won't. Can rust change the future of game making? I'll say yes, and it already has. Not in the sense that all games will be made in Rust, but that it will popularize ideas and then these ideas may be incorporated into c++. i will say it is nice to have another systems level language. so far I've enjoyed it.
  3. Hi All. Thanks for the feedback. Events ten to come in a flurry of activity and I believe they can get quite large in a small amount of time. I have not yet measured how large the event queue can get for processing. The idea of bucketing events so sorts will stay on a small element size is very appealing. The only problem here is there can be large variation between event times so I could end up wasting alot of space. A problem is the events don't necessarily come at regular intervals which makes it hard to decide a deltaTime that each bucket would cover. Linked list seems nice, but then the computer won't really be able to prefetch because the memory will not be contiguous. A great point you bring up is that I need a better understanding of the event distribution in order to select the best data structure. Right now anything can create an event at anytime and the often come in a big flurry. Which is then followed by periods of relatively less activity.
  4. So, I have several asynchronous entities that produce timestamped events. Another entity receives these and can create their own events. And insert them into its own event queue. A problem I’m running into is what’s the best way to process events in sorted order? I’m currently using a big ol heap but really don’t like the access patterns... idk if the data access patterns matter a whole lot as each event can be expensive to process. how do you keep your events sorted? What’s the best way to insert new ones and Process them in order
  5. Note: this questions is along the lines of “if we had our own fresh game engine” Are scripting languages for a game engine still relevant with hot-reload? What about embedding wasm? Why still have a scripting language for your engine?
  6. Hello All, I luckily found myself in the position of having two offers. I've thought about it and I'm having difficulty of trouble selecting company A or company B. The interview experience at company A was far superior. I ate lunch with three people. I had a drink with seven after the interview on the balcony. So, right after the interviews it was a 90/10 split for company A. After the interviews and the extensive amount of speaking I've done with company B it's a 40/60 split for company B. The reason for the switch to company B has been: + Their recruiter and company have been *far* more responsive. I interpret this as professionalism. + My lead would have more industry experience at about twenty years and be an engineer + Work seems more systems programming + Less concern about lack of togetherness (they eat their lunch at their desks.... ) + Less concern about being fired. I saw the interview feedback so think it could be a good fit. Granted the reputation for company B is that they're more prone to fire people based on performance. At company A my lead would not be technical, but other people in our pod would be. I guess my question is, how important do you think the interview experience is? Company A was the clear winner post interviews, but has really dropped the ball while company B has done a great job connecting me with people, addressed concerns, and shown professionalism. Thank you for your input. I really appreciate it.
  7. Plotnus

    About a state machine

    Hi @zoink I've been game programming for a few years and here is my opinion. @here is another resource from "Game Programming Patterns" by Robert Nystrom http://gameprogrammingpatterns.com/state.html Regarding the question "Does anyone have any suggestions on how to develop an SFML or SDL2 project around that concept." SFML and SDL2 are mainly about platform independence which is a lower level concern than the StateMachine. Get things rendering and a screen etc. then use your state machine to manage scenes. UI flow is a good place to start because the state pattern is fairly common and for temp UI you can just use really basic colored rectangles which are simple to create. I hope this helps.
  8. Hello, The current questionable design: I have lava that kills the player when it hits it. The logic to play the death explosion is in the object the player hits. When I did this I was influenced by what I read about Sims object design. By placing the logic in the object it's easy to add more objects with different logic. The downside is that responses are distributed in all the objects. The upside is that I don't have to write code for handling damage events and responses, and mapping damage types to death animations etc. I do feel this would be inappropriate for things like projectiles, and enemy attacks. However because the object it hits is Static I figured it'd be ok. The Ask: So, what are your thoughts and what would you consider a good design?
  9. Hello all, I'm looking to learn some tools for making programmer art. (for prototypes and whatnot) Are there any resources you've used that have been very helpful and stood out to you when learning art skills as programmers?
  10. Thanks for the help. Looks like I'll have to "buff out my stats" and get better at making do with what I find at the asset store. In general what I'd use it for is exploring some game ideas ranging from 3D shumps like alienation to platformsers and messing with some of the ideas in dead cells. I guess a part of the issue is that I get interested in playing with a few different styles of game but when I sit to start I hit this asset issue. I feel the asset that really gets me is animation and I have a feeling that this is a hard one to learn. At least good to know it's a part of the struggle / dilemma. I'm of the camp that unless you've worked together before the artist typically comes after a prototype.
  11. Hi All, I'm a solo programmer. I want to mess around and make a game/prototype. However, I have no art or modeling skills. I poked around the Unity3D asset store(non-exhaustive search), but didn't really find anything that would match what I was going for. Furthermore gameplay (for me) is tightly tied to animations and effects to get the right feel. What do you do about this? How do you go about prototyping and playing/creating a game and getting assets that "will do" without wrecking your ability to get a feel right? I'm fine with programming but as far as finding the right animations and assets I'm stuck. Any suggestions for getting around this? One idea is to stitch something together using primitives. I'm really not sure how to go about this one. I'm looking for something practical so I can just start coding and putting something together. Regards, Plot
  12. @Lactose Thanks for the gamepad tester site. It's been partially solved. I'm using unity and I turned down the Sensitivity to 1. It was at three. It still "sticks" at (0,1). I'll look further into the unity settings. Also, normalizing the input wouldn't work for this case, and neither would ant trig calcs. This is because the actual input values used to calculate the angle still contain the error, so the calculation just propagate the error forward. I must have been unclear that the actual input was bad, it looks like it's mostly due to the InputManager settings.
  13. Hello all, I'm working on some code to position an arrow in the direction of the left thumb stick. I believe I cannot get the behavior I want do to imprecise hardware. What do you think? Is there a way to solve this? Here is what I want to happen: - As the player does a full 360 degree rotation with a full push on the left thumb stick I want the aim arrow to do a smooth 360 degree rotation. Here is what happens: - As the player does the full 360 degree rotation the arrow sticks in the angles of 45, 135, -42, -135 degrees (four cournrs). Why this happens: - The raw input I get for the analog stick hits a value of 1 well before full extension. This means that there is a large region where x and y's absolute value will be greater than one. This in turn leads to that stickiness. My thoughts: - because this happens at the hardware level and the value's max is one there is nothing I can do about it. What do you think? Is there a way to get the behavior I want, that is a nearly exact mapping of a extended joystick angle to angle I get from the input.
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