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About OklyDokly

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  1. Of course, silly me :) Thanks for your help though, annoying how the fix is always a little more complicated :S...
  2. Hey I thought I knew C++ pretty well, but this code seems to be crashing on the 3rd line of the main function and I can't see why. Anyone got any ideas? // Me class class Me { protected: int m_I; public: Me( int i ) { m_I = i; } virtual ~Me() {} virtual void Print() = 0; }; // Inherited you class class You : public Me { int j; public: You() : Me( 0 ) { j = m_I; } virtual ~You() {} virtual void Print() { printf( "%i\n", j ); } }; int _tmain(int argc, _TCHAR* argv[]) { Me* you = new You[ 3 ]; you[0].Print(); you[1].Print(); you[2].Print(); return 0; } Thanks
  3. Does anyone know if there are any commercial middleware engines out there to allow a games developer to quickly set up a neural network for its games' requirments? If not, do you think such an engine would take off in the market today?
  4. OklyDokly

    GCC linker and templates

    Thanks for your replies. I've just scrolled to the bottom of my linked list template header and found a #include "LinkedList.cpp" at the bottom of the file. Looks like I've encountered this problem before and forgotten about it :s
  5. OklyDokly

    GCC linker and templates

    Thanks, I never knew that. Learn a new thing every day :) It's a little odd though, I had a linked list template up and running with the same code structure, the compiler didn't seem to complain about that one. Guess I better modify that too :s
  6. Hi I'm getting linker problems when I'm trying to implement my second template class in my project using the linux GCC linker and eclipse with CDT. I'm just wondering whether anyone's ever had similar problems. Here's the code: DataSet.h #ifndef _DATASET_H #define _DATASET_H template <class T> class CDataSet { public: CDataSet(); }; #endif //_DATASET_H_ DataSet.cpp #include "DataSet.h" template <class T> CDataSet<T>::CDataSet() { } Main.cpp #include "DataSet.h" class CTest { }; int main( int argc, char* argv ) { CDataSet<CTest> dataSet; } The error I get is: undefined reference to `CDataSet<CTest>::CDataSet[in-charge]()' Any ideas what it could be? Thanks
  7. Sorry fardin, had a bit of a memory lapse the other day. It's not an asteroids game, but a shoot-em-up. It tells you how to do it here: If you're new to assembly, I recommend purchasing a book on the ARM architecture as well, to help you out. I would recommend the technique mentioned in this article, over internal ASM code, since it is much easier to write readable assembly code this way, and involves less typing. If you're wondering what to call your ASM routines, use: abld armi listing at the command lines, and refer to the listing files to view the ASM subroutine name, for the corresponding C function (make sure it isn't ignored by the compiler with a #ifdef __WINS__). It can also help, if you want to optimize some of your C methods. Hope this helps and feel free to PM me if you get stuck on anything.
  8. I'm wondering, are there any circumastances within game AI where you would want to use a Boltzmann Machine (A kind of noisy version of the Hopfield Net, with a hidden layer) over Back-Propagation networks? Back-Propagation nets seem to be much faster, both in training and execution. I'm just wondering whether anyone sees any advantage in using the Boltzmann Machine instead? ...
  9. OklyDokly

    Advice needed for Rare Test + Interview

    Yeup been through the Rare test. One thing to remember about that test is you might not know everything. It would be helpful if you brush up on ARM assembler, as I recall there being some assembler questions (e.g. how to copy from one area of memory to another). Also brush up on matrix algebra, and how it applies to Direct 3D as there is likely to be some questions on that. Finally be prepared to answer questions about the games industry, what makes a good and bad game, what games Rare have done and what you think of them etc.
  10. I got a significant speed improvement when I converted my bitmap routine to assembler, I really would recommend it. There is a tutorial somewhere on the Symbian site which takes you through how to do this, it's about making an asteroids game for the Communicator I think.
  11. OklyDokly

    Viewing Memory Allocation in VS.NET

    Which operating system are you using? Because it appears that you can view the memory allocated to each process in the task manager, in XP. If you want to know memory that you have allocated threw malloc or new statements, then one way you can approach this is by making a base class (if using C++) and have all your classes derive from that class. In that class if you overide the new operator to keep a static count of the amount of memory allocated, then you can simply watch this variable in the debugger, or if you like print it out to the screen. If you don't want to do this, because your codes too complicated, you may be able to use the _heapwalk function or something equivalent to walk through each block on it's heap and test it's size.
  12. OklyDokly

    How's the PPC market?

    The link above doesn't quite paint the whole picture. It is a report about handset manufacturers and not necessarily about the distributor of the operating system themselves. Microsoft do not necessarily manufacturer pocket PCs (iPaq for example is manufacturered by HP), they do license the operating system however. A good bit of market research can be found at From this it can be seen that Microsoft enabled devices occupied around 20% of the market share in 2003. That share has shrunk by around 8% since 2002, which doesn't look too promising for Microsoft. It has to be remembered that many of these devices won't be Pocket Pc's but smartphones such as the Orange SPV.
  13. If you thought that location based gaming opened a whole window of innovation, take a look at this... A gadget like this could produce some truly innovative games, for example you could combine it with a location based engine to provide virtual marathons. What are your thoughts on this new technology?
  14. OklyDokly

    Should I work in the games industry?

    Quote:Face it, the games industry will pay you less and you'll have to work longer hours than a regular IT job. I'm not sure I agree with you entirely there, it depends on what you call a 'regular IT job.' I had to work fewer hours when I was in the games industry than some of my friends at Accenture. The pay is usually much lower however, although there are some companies who do pay good starting salaries in the UK (considering the average graduate salary anyway).
  15. OklyDokly

    Should I work in the games industry?

    I've actually been to interviews for companies, where the director claims that they think that people are most product 9am-5pm 5 days a week, and should have the weekend to rest. This is in the UK, and most places I've been to really aren't that bad in terms of hours worked.
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