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About SpaceRook

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  1. According to the Java style guide (www.sun.com/software/sundev/whitepapers/java-style.pdf): A method to get or set some property of the class should be called getProperty() or setProperty() respectively, where Property is the name of the property. Examples: getHeight(), setHeight() A method to test some boolean property of the class should be called isProperty(), where Property is the name of the property. Examples: isResizable(), isVisible()
  2. SpaceRook

    C++ games running in a browser.

    Quote:Original post by Aiursrage2k You could write your own browser, and then make it run your c++ game. In that case, you're basically writing a client/server app, so it's not even worth bothering with HTML and all that.
  3. SpaceRook

    C++ games running in a browser.

    Quote:Original post by Glak the main hardships for a C++ programmer moving to java would be the loss of pointers and destructors, as that actually affects how you program. For example in C++ you can create a mutex on the stack that grabs the lock in its constructor and frees it in its destructor when it goes out of scope. To be clear, going from C++ to Java *does* require changing your thinking a little bit. But I'm not aware of any really fancy things you can do with C++ that you can't do with Java in some fasion.
  4. SpaceRook

    Using C++ to perform web functions?

    JSP (Java Server Pages) is good too, since it's based on Java. The Java syntax is very similar to C, so this may make learning it easier. Try to do web programming with C++ is really putting a square peg into a round hole. There are other tools for the job. Why not learn something new?
  5. SpaceRook

    C++ games running in a browser.

    Quote:Original post by The Rug You can save yourself 7 keystrokes by doing: import static java.lang.System.out; // Usage: out.println("Wiggy woo"); Yes, this is a static import, which was introduced in Java 5.0.
  6. SpaceRook

    C++ games running in a browser.

    Quote:Original post by Talroth and as for the significant language differences, most of those seem to be 'extras'. I really need to work with more C++, but the basics between C++ and Jave are still the same, only Java's basics do use more OO. :( Saddly, there is no "cin <<" "cout >>". What is it about cout and cin that you don't get in Java? Java has System.out (which is a PrintStream with tons of methods for printing) and System.in (which is an InputStream).
  7. Spend your free time writing kick-ass demos. I'm not in the gaming industry, but a really cool image processing program I wrote in college helped me get my current job.
  8. SpaceRook

    3D GAMES

    I found this cool raycasting tutorial that some of you may be interested in: http://www.permadi.com/tutorial/raycast/index.html
  9. SpaceRook

    C++ games running in a browser.

    Quote:Original post by Talroth Yeah, java has almost the same syntax as C++, and is 'somewhat' simpler than C++. If you can't move from C++ to Java in a few minutes (for the most basic things), a few hours (for learning a few things) or a few weeks (for being as good as you are in C++) then you're likely a failure as a programmer and are missing something :P Really, the only hard thing I find about Java usually is forgetting the ; at end of lines. No clue why I always forget that, but that shouldn't be an issue. Java does have some significant language differences between C/C++. There are no structs, no multiple inheritance, no enumerated data types (well, this last point has changed with Java 5.0), and worst of all, no GOTO statement!!! :) However, Java's class system is so eleganty designed that those features are irrelevant. If you find yourself yearning for multiple inheritance in a Java program, you've probably done something wrong. One of the biggest challenges of Java is just becoming familiar with the foundation classes. There are literally thousands. While you don't need all of them (obviously), there are about 20 or 30 that I use pretty regularly (File, Math, System, List, etc...)
  10. SpaceRook

    Real Real Newbie here....

    If you're going to be a real programmer, you're probably going to learn a bunch of languages anyway. So you don't *have* to start with the 900lb gorilla that is C++. For the simple games you'll start out making (Tetris, Space Invaders, Pong.....sorry, you're not going to be making a World of Warcraft killer anytime soon), Java is perfectly fine.
  11. SpaceRook

    Can I make a game with no programming?

    Thing is, if you want to get a job at a gaming company because you have "great ideas", you're going to need some demos. And if you have some whiz-bang-awesome demo that features your idea but you didn't program it, chances are the interviewer is going to ask you, "Hey, this is awesome...can you send us the resume of the guy that coded this?" And good luck finding a game programmer whose going to want to implement your idea and not his/her own idea. It's like saying you have really good ideas for a movie, but you don't want to write a screenplay. Or you have an awesome idea for a car, but you don't want to learn about engineering or aerodynamics or business. The guy who can plant his ass in a chair, improve his skills, and create great work is the one that is rewarded with the opportunity to be creative. Now, if you have artistic and musical skills, then you could probably get into gaming with no programming experience. But I really doubt you'll be able to design a game with no software engineering experience. Building a game is constructing a piece of software, and about 99% of the process has ZERO to do with games.
  12. SpaceRook

    Code organisation?

    Quote:Original post by deathwearer Alright, I'm planning to make an RPG game with some friends. But i don't know HOW to organize my code. I want it to be easy to understant for me and the other people that are going to work with me on this. The game will be made in C++. Don't get me wrong I'm not a newb in programmation so i can do a lot of stuff, but that will be the biggest project I'v made so far. So what I'm searching for is maybe some game with the source to take a look at the code organisation, or some tutorials for RPG game that talk about code organisation ( if such tutorials do exist ). Thank in advance. Your questions goes to the heart of software engineering & software architecture design. Congratulations :) But seriously, at your level, I would just recommend taking out some paper and a pencil, and drawing lots of boxes with names. Conceptually, what are all the objects in your game? (Player, Alien, Bullet, Screen, etc...). Then, think about all the functions those objects should be able to perform (Player:move, Player:shoot, Screen:redraw, Game:processAI, Alien:move). If you do a good job, you'll start to notice interesting patterns. For example, in a shooter, you'll notice that the player character (eg: a spaceship) does a lot of the same things as the aliens (shoot, move, get drawn to the screen, etc...). That's when the word "inheritance" should enter your mind. You can put common functionality into a parent class, and then have objects implement/override functions for their specific needs: GameObject->Player GameObject->Alien Eventually, you'll want to make use of design patterns. "Design patterns" are tried-and-true ways of structuring code and classes to solve particular problems. A lot of games use the "Model View Controller (MVC) Pattern". I won't get into it here, but if you Google it, you'll find lots of info. Note that the MVC pattern (and patterns in general) doesn't apply to just games or desktop software. MVC is also quite popular in web applications. (The Java Struts framework is designed to make it easier to implement a MVC design for a web site).
  13. SpaceRook

    'Best' C++ compiler?

    jfclavette, How functional is the free Microsoft Visual Studio download? I have one of the older Visual C++ releases (6.0 I think?). What was Microsoft's motivation for releasing that IDE for free? I love free IDE's like Eclipse (Java), but didn't expect Microsoft to offer something.
  14. SpaceRook

    Clueless on debugging

    In the long run, you should learn to use the debugger. For the short run, a common debugging technique is to print info to the console: variables, "I am here" statements, etc... Also, I (and many others) recommend running your program early and often in the development cycle. Don't wait until you have 2000 lines of code to run it.
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