glassJAw

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About glassJAw

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  1. Return a 2D char Array

    Quote:Original post by taby *** Source Snippet Removed *** He's trying to return a 2d array, not create one.
  2. C# is not good?

    Quote:Original post by zRED And need some advice... I am just fifteen :) Will I loose anything if stick with C# right now, and maybe after I get more mature for game dev stuff I can tackle C++? Or shall I not loose time and learn C++ right away so I won't have to re-learn etc. You will absolutely not lose anything if you stick with C#. The most important thing for you to do is learn language-agnostic design and implementation techniques. You should be able to solve a given problem in any language. Learning language syntax is easy (even the convoluted mess that is the C-style syntax), learning object-oriented design is quite a bit trickier. It's also the main skill employers are looking for. As a 15 year-old hobbyist, you're likely not going to be programming anything that can compete with Half-Life 2 technically, so speed isn't the biggest issue here. If you were trying to make a Half-Life-killer, I would definitely recommend C++, but if you're just out to improve your skills and design a few small games, C# is a good start. In any case, I recommend Googling for a few articles comparing what languages are avilable and taking everything you read (including this post and the others here) with a very large grain of salt. Regardless of what language you choose, you'll be doing yourself a favour if you pick up books such as the GoF's Design Patterns and Steve McConnell's Code Complete.
  3. C# is not good?

    Quote:Original post by DarkBrute Yes, but lets put it this way. If you are making a one-level, 3-gun, 5 character game with low-res graphics, you probably should stick to C# for that project. Because if it is to be EXTREMELY simple (like simple AI, no complex physics or such) then C# will help you finish your project faster. But I personally do not get C#, because I tried learning it, but the "Hello World!" programs I tried to put together just flashed on screen and disappeared. And the resources have been limited, so I could figure much out. But I heard there are some great engines for C# like RealmForge GDK (rivals most free C++ engines). So it boils down to this: C# may be faster and simpler for small projects, and you would get instant results with it. But when you are making something that you want a language that is self-evolving and actually gets stronger, funner, and sometimes easier as you progress, go with C++. It is not that hard. In fact, I have started on it about 5 months ago and I am already creating my own game engine (sure, it sucks, but I don't care!) so I'd reccomend using C++ if you want to be recognized. Because anything complex you have to do with C++ is bound to be 3 times harder and longer in C#. With a few minor exceptions, such as friend classes, all high-level design constructs available in C++ are available in C#. With the absence of header files, an easier interface for including external libraries, and arguably more powerful standard libraries, I believe C# is far superior for large projects (from a design point of view, speed is another story). Not to mention the fact that Reflection is an invaluable feature when it comes to debugging. If you can't even manage to run a Hello World program in the language (hint: try Ctrl-F5 rather than F5), please refrain from misleading new programmers about the language's capabilities.
  4. C# is not good?

    Quote:Original post by pTymN Also, operator overloading is something that I've missed when using C# Indeed you have missed it Quote:Original post by pTymN as well as the occasional pointer/array sequential processesing speed enhancements. Those can be done using unsafe code.
  5. C++ templated classes and LNK2019

    You should probably put everything in My_Class.cpp into My_Class.h You hear what I'm saying?
  6. If you're dead sure there are no typos, you might want to look for dodgy #define's replacing what would otherwise be valid code.
  7. dynamically deleting arrays

    Quote:Original post by GameDev135 This code gives me a core dump, something is wrong with the way I delete the memory. What am I doing wrong ? *** Source Snippet Removed *** edit: Put the code into a codebox p = "hello"; It loses the dynamically allocated memory.
  8. C++ Problem, Finally!!

    Quote:Original post by ALH What about remove 'using namespace std;' and replace '#include <iostream>' with '#include <iostream.h>'? Cheers, ALH No! Bad ALH! Go to your room.
  9. select fails

    Stab in the dark: Is the FD_SET empty?
  10. In a typical client-server setup, you have x connections for x players. This is flimsy enough as it is. In the scenario you're describing, there are 5x connections. Each player connects to the server, to the two players he is managing, and to the two players managing him. Each player is relying on two other machines not to fail (not counting the server), and on 5 connections not to fail. You'd be lucky if this setup lasted for more than 5 or 6 minutes at a time. And of course, there's the required bandwidth. You have to download from the server, and two users giving commands, and you have to upload to two users you give commands too, as well as two users' worth of data to the server. It would certainly curb cheating, but given the current state of network technology, it would also curb playing.