intrest86

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About intrest86

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  1. gamedev.net is not down. OK?

    >fire shotgun at ground
  2. Why no XNA for C++?

    Quote:Original post by Scet The reason they made XNA in the first place was so people could code for both Windows and the XBOX. The reason they used C# was that Microsoft doesn't want just anyone to be able to run unmanaged code on the XBOX. Therefore there is no real incentive to create a C++ version of XNA since it would be limited to Windows. This. C++ is a pain to sandbox, as in I don't know if anyone has seriosuly done it well. One of the first instances I have even heard of an attempt is with Google Chrome, which only came out this year. Thats why C++ is supported for professional developers (who can be held legally liable and go through a much more stringent (and expensive) review process). If you don't believe me, try it. Even if you don't know C#, you will be able to make a program that starts sandboxed applications significantly faster and easier than you could do it in C++.
  3. College, Where to?

    Why don't you just go to an in-state public four year school? A degree in computer science has a lot of pros over a one trick degree like Game Development, and your in-state tuition will probably be a lot cheaper than either of the other schools.
  4. Is school really worth it?

    Quote:Original post by ricardo_ruiz_lopez Here in Spain is almost free, about 200 Euros per year. And every European country more or less the same. The only problem I see is that sometimes you can see people that do not really like to study. And this is the problem with publicly funded schools being cheap: you actually think it is free? You'll pay for it every day of your life, even if you never went to school in the first place. And you are paying for it for every person who went and slacked off, since they feel they have little personal stake in it. This is why I prefer knowing exactly what it cost me. Coming back on topic, University of Rhode Island looks like it is only ~$40k for four years. I don't know anything about schools, but if cost is a major factor then maybe you should look around some more.
  5. Is school really worth it?

    Quote:Original post by nsmadsen Quote:Original post by Promit I pay around 20K/semester for tuition and related expenses -- that's excluding living. Ouch! I paid 12K a year for my first degree. But I agree with you and many others- school is totally worth it. Poor Promit is just a little bitter.
  6. Windows 7 "upgrade"?

    Quote:Original post by benryves Quote:Original post by Sirisian Have you seen this? I think it's still in development. Allows you to view a website in IE 6, 7, and 8. There's another one: Allows you to view in IE 5.5 if you're into that kind of thing.I hadn't seen those, no. Interesting. [smile] Thanks! I was excited when it came out to. Right up until I found out it doesn't work with websites that have authentication. And I develop business apps. Ooops. They're working on it, and right around when it works I'll be ready for it.
  7. Quote:Original post by InnocuousFox As was suggested earlier, you seem to be doing a lot of work reinventing the proverbial wheel. Hierarchical A* encompasses pretty much everything that you have covered. It is well used and well documented in plenty of places around the web. As you mentioned later here, the key is to identify the areas as a whole but to know the costs from each entry point to each exit points in each area. That is your edge cost to traverse that "island". Then, you can simply glue the large sections together as part of your overall search. You only need pathfind across the individual areas when you get to them - thereby cutting down your search space significantly. I haven't really done my reading on Hierarchical A*, although I've done quite a few variations on A* myself. I'm wondering about the last part you said: assuming that the "areas" defined by waypoints are not trivially connected, would it make sense to do the fine-detail pathfinding from your current location to all of the exit nodes between the second and third waypoint? It doubles your search area, but in return it would tend to find a better path through your current node by always looking ahead one area.
  8. I'm not actually sure if this is the answer, but you might check the images metadata to see if that is where the name is being stored: How to Read Metadata
  9. Quote:Original post by Zelek Aside from these things, what sort of interaction did you have in mind? I agree that it's an important aspect of any MMO. I'm always open to suggestions. I didn't have anything specific in mind, but I can offer some random ideas. Battle would definately be an interaction, but I think you might want to explore some more cooperative interactions also. What if different ports actually offer "contracts" that detail a trade they want to make. These contracts can be accessed in port towns, and players can sign up to complete it. You can then make some of the contracts so multiple players working together would be beneficial. You could also make it so the first set of players that completes the contract wins it. This would maybe lead to "trading companies", otherwise known as clans. Once combat is in place, you could add pirates as an NPC that might make some trade routes too dangerous to take alone, unless you have an upgraded ship that can take them on. Players could build up maps of the world by exploring, and then trade/sell/give those maps to other players. Players could trade with players at a port. I'm really just brainstorming here. Obviously, some of these would be more work than others. Its always dangerous to have too many ideas going on, so do what you will. :-)
  10. Just a question, since I think this is interesting but you haven't quite sold me. Since it is an MMO game, what are the interactions between players? Is it just that I can see their ships, and we indirectly effect each other because of the port economies/alliances? Or is there something else?
  11. Is it just hanging, waiting for more data to be recieved? Or is it actually returning null? If it is returning null, is it because ReadLine returns null or an exception is thrown? I'm sure you've already checked all these things, but what did you find? :-P
  12. Are you using Windows Forms to capture the input? If so, look at the KeyEventArgs passed to the KeyDown event. KeyEventArgs.Modifiers is a bit flag that records whatkeys are pressed at the same time, and there are values for LShiftKey, RShiftKey, LControlKey, and RControlKey.
  13. I'm sort of surprised no one has said this yet... but you almost never... evvver... want to expose a databse directly to the internet. If you want clients to interact with a central remote database, there needs to be something on the server that handles the interaction between the two. This program should ensure that the clients only do things that they are allowed to do (and is what you would normally call a game server). It sounds like you have a fairly low load application, so you might consider using WCF to setup your server. Google should help find some good quickstart tutorials for that.
  14. [.net] Attributes

    In general, attributes do not add behaviour. Instead, they really just mark up code to add metadata. If an attribute is going to cause behaviour, then some other piece of code needs to check for the attribute and then react to it. For example, in your situation (if you do not want to modify the automatic property) you could create a proxy class: class FooProxy { Foo _InnerFoo; public FooProxy(Foo innerFoo) { _InnerFoo = innerFoo; } public Int32 Bar { get { return _InnerFoo.Bar; } set { _InnerFoo.Bar = value; //Check for attribute and call method here } } } As you can tell, this involves a lot of repetition to get this done. What you really want is to either not use the automatic property, or to upgrade to using Aspect Orient Programming (AOP). If you want to do the second, I would suggest looking at Spring.Net AOP. Using it, you will be able to automatically build these proxies at runtime just by writing a template for how to handle your attribute. Honestly though, its a lot of work compared to just not using an automatic property.
  15. For the future, C# 4.0 will be adding support for dynamic types. Dynamic types allow for the type of an object to be checked at runtime, and then the appropriate overload to be called. I haven't actually used it yet, but I believe the result would look something like: static void DoFunc(dynamic val) { Func(val); } This will provide you a runtime error if there is no overload of Func which can accept the dynamic argument. Personally, I'm still unsure about the greater applicability of this feature, since it defeats some of the static typing that I quite like.