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About helix

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  1. helix

    Criticize my portfolio!

    I disagree about having a lot of comments. I briefly looked at the code samples but thought it looked good. A lack of comments or poorly commented code is what screams n00b coder to me. I think a good programmer should take the time to comment code -- especially for a code sample! At the same time, your code should be readable and self documenting (and not over-documented). You're not the only one who will ever touch the code and code maintenance or ramp up is a huge productivity waste if it's hard to pick up and understand. I'm constantly frustrated with wasting hours and days trying to get up to speed with someone's half assed undocumented style-less and consistency-less code. You might not have time to beautifully and completely document code when on a deadline but you should still do your best. I definately would red flag bad or sparse comments in a code sample. This is a huge pet peeve of mine!
  2. THQ uses several engines accross all their studios. There are a couple using Unreal 3 and as far as I know, the rest use their own engines (or are sharing technology with a sister studio).
  3. helix

    Design Question

    I would argue that it's better to build your game ontop of your engine rather than take the engine out of the archetecture completely (if that's what you were suggesting). Just don't couple your engine components. Make sure they are modular.
  4. helix

    Assembly lingo?

    I never would have gotten into programming if it was all assembly, punch cards, circuits, or any of that other low level stuff when I went to school. I just don't have the patience to dick around with that kind of punishment.
  5. Sorry, I should be more specific. It's a hovering vehicle like a UFO. So there is no contact (or repulsion) to the ground. I want it to gracefully move up over terrain obstacles instead of crashing directly into them -- ideally keeping the same general altitude as it goes. After more tuning, my technique is feeling a lot better, but my concerns are still the same...
  6. I am working on a system to follow terrain with a hovering vehicle. The issue I'm trying to solve is that our terrain is varied in height with trees, hills, etc that I want to gracefully glide over. I have tried a few things with varied success but I'm wondering if there is a better technique I could use. I am currently enforcing a minimum height by doing a shapecast straight down and applying a huge force upwards scaled by how far below the min height you are. Additionally, I do a shapecast in the direction of the velocity pitched up off the vertical between say, 5 and 45 degrees based on how fast you are moving. I do essentially the same thing as the min height for this. If the movement shapecast is piercing geometry, I push you up. Applying large forces, even if it's very brief, concerns me because it won't take much to blow up our physics simulation and I want it to feel natural. Two problems my technique does not address right now is to return to the same, or near to, the altitude the vehicle was prior to being pushed over an obstacle. Also, it will still crash into tall or steep hills (though I might just need to pump up the force being applied). How have you guys solved this in the past and what suggestions do you have for me? Thanks!
  7. Quote:Original post by jpetrie There is no optimization opportunity. this->Foo() and Foo() are the same thing and are actually Foo(this). Using this explicitly causes no overhead or bloat, it's just a style thing. Ah yes, I remember learning this now. :)
  8. Code should absolutely be self documenting whenever possible, but it's still no replacement for documentation and comments. But it is a replacement for redundant comments. Like this: FireBullet(); // Fires a bullet
  9. Just a sanity check: this->Foo() has the same overhead as Foo() Or do you actually incur the dereference cost by using *this?
  10. When I was 14, I felt the same way. It seemed hopeless that I'd never be able to do it. Now I'm twice as old and making games is my career. Just don't expect to get good at it any time soon, stay positive, keep learning and trying and practicing and if you stay motivated enough, you'll eventually succeed.
  11. I'm a firm believer that the best engines are data driven. I like the engine to be as flexible as possible. However, keep in mind your time constraints. It's better to succeed in your demo with some hardcoded values than to make half of a kick ass demo. It is way too easy to over-engineer a simple problem. That said, I get a migraine every time I see people hardcode, use magic numbers, and just be all around lazy in their coding. The slight extra time it takes to code correctly will save you magnitudes more time down the road.
  12. helix

    Free Roam vs. Linear Gameplay

    I'll admit that I didn't read your entire post and that this post is just my opinion rather than any in depth analysis (I don't want to end up with a post as long as yours ;) ). But I will definately throw my support into your camp. Free roaming open world sandbox games are by far my favorite type. I hate the Grand Canyons of linearity so many games on rails provide. That's not to say that they don't have their place and aren't good games, but it's absolutely not my kind of gameplay. I lose interest very fast. There's plenty of available story no matter what kind of game you play, but I just don't see the need to have my hand held the entire time. Game play that needs to die: load level, play level, load level, play next level, load level, play level, die, reload level, play level, repeat until game is finished.
  13. Unreal is a beast, yet pretty easy to use once you jump in. Good luck.
  14. helix

    64x FSAA! Only $20,000!

    Lol! I was buying that quote until the part about the tech getting laid. :D
  15. helix

    Dancing Ass Tutorial (nsfw, animated nudity)

    I love it. I love your tutorials heh. ;)
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