jamespetts

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About jamespetts

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  1. Developer looking for projects

    Splendid! I shall look forward to welcoming you there.
  2. Developer looking for projects

    Hello - sorry for the delay in the reply: I had expected to receive an e-mail notification when somebody replied, but this seems not to have happened, and I did not check this until now. If you are interested in working on Simutrans-Extended, may I suggest that you first of all join the International Simutrans Forum where discussion and documentation relating to the game takes place and is stored. The forum is both for the original Simutrans and the fork on which I work, Simutrans-Extended: there are specific sections for Simutrans-Extended. If you are new to C++, you will probably want to work on one of the more straightforward projects. A list of projects can be found here and a list of high level design goals can be found here. The best thing to do would be (1) to register on the forum; (2) to download the game and get a feel for playing it; (3) get and compile the sources so that you can see what the innards look like; and (4) pick and start working on your preferred project (or alternatively an idea of your own, although I recommend discussing that on the forum first) and start work. I and some other developers will be able to help you if you have any queries. Thank you for your interest in Simutrans-Extended - there is much fun to be had developing this.
  3. Developer looking for projects

    Do you know, or have you any interest in learning, C++? If so, and if you are interested in working on a hobby project to get experience, you would be very welcome to help with a hobby project on which I work, Simutrans-Extended (a fork of the long-standing open source transport simulator, Simutrans). Let me know if you may be interested, and I can give you more details of the project and the things that you could do (outstanding projects range from the straightforward to the quite involved and help would be welcome on any of them).
  4. Just published my first game. Any advice?

    Goodness me, this game is hard! Slowing down would be sensible - also, it could be made clearer when the points increase (perhaps by flashing the score when points are gained).
  5. Various Screenshots from my WIP

    Looking good!
  6. Programmer C++/3d seeks game project

    You would be than welcome to work on Simutrans-Extended, which is an open source C++ game, being a fork from the original Simutrans. It is a transport simulation game with a focus on economic realism. See here for a list of current projects, here for a list of high level design goals and here for the Github page. Here are some screenshots: Do let me know if you are interested, and I can help you to get started. Alternatively, if you have any questions about Simutrans-Extended, I will endeavour to answer them.
  7. When To Use Pointers?

    My experience of pointer use is perhaps slightly different to some others on this thread, as I work on a fork of Simutrans, which has a very old codebase (1990s), and which uses pointers in a more traditional way: basic pointers are usually used whenever reference semantics are needed (and references used fairly occasionally). "Quickstone" type smart pointers (a variant on the "tombstone" system, the code for the smart pointers being custom written for this specific game) are used in certain special cases where one part of the code cannot easily know whether a pointer to an object in another part of the code has been deleted. Typically, this is used for in-game objects (such as vehicles) which the player may delete at any time. Null pointers (using a preprocessor definition of NULL as 0x000000, as the codebase was written before nullptr was standard) are used frequently for logic operations (e.g., if a player queries a tile of ground that does not have a way such as a road on it, the function that returns a pointer to a way will return NULL, which then has to be checked in the logic for deciding what information to display before attempting to retrieve any data from that object). This more traditional use of pointers is, I suspect, a little faster but considerably more error-prone than the more modern approach suggested here of using smart pointers in all cases. I do not necessarily recommend that approach in a new project, but it may be useful to know that this is how things were done in the past to put your understanding of the use of pointers into some perspective, and it may well also be useful if you were ever to work on an older codebase where these older techniques are still used.
  8. A slightly belated announcement: Simutrans-Extended, an open source hobby project on which I have been working (with the help of others) for some years (and which was until recently called "Simutrans-Experimental") is now playable online. It is still in an early access phase of development, as the financial aspects are not fully balanced yet, but getting this to work online after having added multi-threading support last year is a considerable achievement. Simutrans-Extended is a fork of the mature open source transport simulator Simutrans, with an emphasis on operational and economic realism. See here for more information on how to download Simutrans-Extended for Windows or Linux. Once downloaded and installed, connecting to the online server ("Bridgewater-Brunel") that I have set up for testing should be easy: just select "play online" from the menu that appears when the game first starts, select the server from the list (there may be just the one server in the list), and click "play online". Currently, I am running just a brief test for stability and performance with a very large map created by a user, but the aim is in due course to have long-term semi-persistent games with multiple players. A game can last up to about 270 in-game years (i.e. from 1750 to the present day), and, as each in-game year lasts about a day in real time, the game can last about 9 months before needing to be re-set. I should be very grateful for any feedback on the stability and performance aspects of the testing server for the present. If anybody would like to work on the game to help to add planned features, please get in touch - although I am slowly getting through the work necessary to get the game to a point where the financial aspects can be balanced, any help would be welcome.
  9. Programmer looking for a project!

    Hello, and welcome to Gamedev.net! I am not sure to what extent that this fits your preferences for game type, but it at least matches parts of your stated skillset (C++, custom engines, taking control of delivering individual projects, writing optimised code): you would be than welcome to work on Simutrans-Extended, which is an open source C++ game, being a fork from the original Simutrans. It is a transport simulation game with a focus on economic realism. It is also capable (already) of online multiplayer gaming in a semi-persistent game environment (i.e., one that needs to be reset after circa 300 in-game years, each in-game year taking approximately 1 day of real time, taking into account that the server will pause when clients are not connected). Being a fork of an already mature game, it is already in a fully playable state, but needs (1) some further specific coding projects to be completed before the financial aspects can be balanced; (2) the actual balancing of the financial aspects (I was anticipating doing that myself); and then (3) a number of additional (less essential) features for enhanced game play in the longer term, such as a simulation of distant, foreign destinations for ships and aircraft, a more detailed algorithm for town growth taking into account local transport and including an approximate simulation of local land value, simulation of car parking and some others. See here for a list of current projects, and here for a list of high level design goals. Work has recently been completed to optimise the performance of the game by, amongst other methods, multi-threading some of the main simulation code, which was a challenging task in view of the facts that (1) the original Simutrans code base was written between 1997 and 1999; and (2) the game uses lockstep networking for multi-player mode, requiring the server and each client to run exactly deterministically. However, the game engine can now support very large maps in an online multiplayer environment with many thousands of vehicles. I am currently working on one of the balance critical features with help from an inexperienced programmer who is mainly working with the UI, but it would be very helpful to have somebody to work on one of the other projects (see the list to which I link above for details). What I am after if possible is one or more people to work semi-autonomously on one of the projects in the list linked above. You would be free to choose which project(s) that you wanted to work on and, within some limits, how to implement it. There are no fixed deadlines, but, all other things being equal, sooner is better than later. For reference, I live in London, so I am in the same time zone as you. Here are some screenshots: Do let me know if you are interested, and I can help you to get started. Alternatively, if you have any questions about Simutrans-Extended, I will endeavour to answer them.
  10. You would be than welcome to work on Simutrans-Extended, which is an open source C++ game, being a fork from the original Simutrans. It is a transport simulation game with a focus on economic realism. See here for a list of current projects, here for a list of high level design goals and here for the Github page. Here are some screenshots: Do let me know if you are interested, and I can help you to get started. Alternatively, if you have any questions about Simutrans-Extended, I will endeavour to answer them.
  11. sleep c++

    If you want to use Sleep(), you need to include WinBase.h.
  12. Might you be interested in transport simulation, by any chance? If so, you would be more than welcome to work on Simutrans-Extended (a free, open source game released under the Artistic Licence 1.0, a fork of the original Simutrans that aims for greater realism, but remains close to its progenitor). See here for a list of projects, and here for a list of high level design goals. [url=http://forum.simutrans.com/index.php?topic=16979]Here[/url] is a recent in-depth discussion about a particular feature currently under consideration, to give you an idea of how design and development is currently progressing. Here are some screenshots:       Do let me know if you are interested, and I can help you to get started.
  13. Level of detail vs. Level of Distraction

    It is not the details that are interesting, nor the bigger picture, but rather the relationship between the two.
  14. May I suggest, if you have not already done this, that you spend some time researching in detail how this sort of thing happened in reality?
  15. Distribution in a tycoon game

    Exactly. Preferably I would left out distribution completelly. But I need some sort of distribution because players would want several markets (cities/regions/continenst/whatever) and factories in several places :( So, I need to handle somehow the distribution part of the game (preferably in a minimalistic way).     The point that I intended to make is that you should be able to automate all of the tedious stuff (such as the logistics of distribution) without adversely affecting the player's ability to do interesting things because anything that can be automated should not be done by the player in any event. So, the answer that I propose is that you simply automate the distribution (or, at least, allow the player to choose to automate it).