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jfclavette

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  1. Quote:Original post by vaneger how will it effect the compiled code? I don't know much about how compilers use various types of loops. The code outputted by the compiler will most likely be the same for this example.
  2. Quote:Original post by Talroth Quote:Original post by jfclavette Why hello Gamedev. It's been a while. Anyway, I see that as a good thing. Has iD been relevent since... Doom 3 ? I mean, their main asset is/was John Carmack, but these days, he seems much more interested in spaceships than video games. The design of their games has, IMHO, always been lackluster, which wasn't a problem back in the days where they pretty much invented the FPS genre and WERE the market. Now that competition has ramped up, it seems to me like they have lost their edge. iD's money maker hasn't been the games themselves since back in their shareware days. Their real money maker now is licensing out their engine to other companies. They would be a valuable company even if they stopped making games themselves. Yeah, except iD's tech 4 is ancient. No games have been released using tech 5 and the only games currently reported using it are Doom 4 and Rage. Then there's tech 6 somewhere in the very distant future. iD's engine licensing business doesn't seem THAT healthy to me when you compare it to Epic's or Crytek's. [Edited by - jfclavette on June 24, 2009 6:09:16 PM]
  3. Why hello Gamedev. It's been a while. Anyway, I see that as a good thing. Has iD been relevent since... Doom 3 ? I mean, their main asset is/was John Carmack, but these days, he seems much more interested in spaceships than video games. The design of their games has, IMHO, always been lackluster, which wasn't a problem back in the days where they pretty much invented the FPS genre and WERE the market. Now that competition has ramped up, it seems to me like they have lost their edge.
  4. Quote:Original post by cowsarenotevil Now, the funny thing about this sort of reasoning is that if you have two dice, roll them, and get two sixes, there's a "97% chance" that they're rigged. The odds of two sixes are exactly 1 in 36. Unfortunately, that works for every combination. That's not quite correct. Doubles are 1/36, but every other combination has a (2/6) * (1/6) = 1/18 probability, unless you care exactly which dice gets each number. Quote: Why is an obscure formula less likely than a simple (e.g. constant) one? It's not. Because they are coins and not very complex devices that when flipped have results depending on previous rolls ? [grin] Of course, a given human flipping them might have a particular flipping technique and aim at producing the given sequence...
  5. Quote:Original post by Kaze Quote:Original post by jfclavette Quote:Original post by Moe ... Yeah, I was grabbing from elections.ca but hadn't updated in a while. Done. [smile] It's actually a big surprise to me that the liberals lost so many seats to the conservatives while all the others are somewhat stable. I would have tought the same thing in reverse would have been about right. (Altough not necessarily all to the liberals.) Also why does it say paul martin is the leader of the liberals? Damnit, I think we may need to ask Freud on this one... (or blame a shoddy copy-paste)
  6. Quote:Original post by Moe ... Yeah, I was grabbing from elections.ca but hadn't updated in a while. Done. [smile] It's actually a big surprise to me that the liberals lost so many seats to the conservatives while all the others are somewhat stable. I would have tought the same thing in reverse would have been about right. (Altough not necessarily all to the liberals.)
  7. Well the results are starting to pour in. Here's 2006 vs 2008 results. Seats PARTY LEADER in 2008 2006 2008 Conservative Stephen Harper 124 146 Liberal Stéphane Dion 103 76 Bloc Québécois Gilles Duceppe 51 50 New Democrats Jack Layton 29 32 Green Elizabeth May 0 0 Independant None 1 2 22h46: Minority government for Harper [Edited by - jfclavette on October 14, 2008 10:32:28 PM]
  8. Well, Harper will once again be PM. Minority or majority government, we'll see later.
  9. Well here's one. What kind of outcome do you guys expect, what outcome would please you ? Personally, I have trouble aligning to any of the major parties, and I'm not knowledgeable enough to predict for other provinces, but in Québec, I expect Harper to lose a lot of ground, a bit to liberals but mostly to the Bloc Québécois and NDP. As a whole, I expect a government rather similar to the last one.
  10. IANAL, but if 1) You didn't sign a contract when employed, 2) the software is licensable by anyone and 3) your company didn't sign an NDA with them (Which shouldn't be a problem if 1 and 2 are true and they didn't tell you anything about it), there's very little reason there should be any legal problems except possible patent issues. Consult a lawyer but I wouldn't be too worried.
  11. Quote:Regarding consoles: you have to script your game anyway, no? If so, why not port Mono instead of rolling your own scripting engine? If you follow the Mono mailing-lists, new Mono ports far from unknown. The IL is well defined, there's sample code available and an active community to help you out - which is more than can be said about roll-your-own scripting languages. Some stuff that follows Mono is licensed exclusively under the GPL/LGPL. If your game uses it, you will be required to distribute the code of at least the mono port with the game. (Remember, you're modifying Mono, not linking against it.) However, since that Mono port will include stuff covered by the Microsoft/Sony/Nintendo NDA, you're pretty much screwed since those guys won't let you. This makes any Mono port for consoles effectively illegal. Porting Mono is also a much bigger undertaking than porting a scripting language, which typically uses its own bytecode and doesn't touch the hardware. It might only require a recompile to change architecture. Finally, console gaming is ALL about squeezing performance because the CPU do NOT scale up in 6 months, It does in 5 years. You're stuck with everything your competitor has. So a 20% hit is the equivalent of having a less powerful console at your disposal than the competitor. The PS2 has 32 MB of RAM. That is equivalent to my 14 years old computer. Think about it for a while. [smile]
  12. There are many, many reasons. 1) Existing codebases Very few games are created from scratch nowadays, and the ecosystem of libs and frameworks available in C++ makes it a good choice. Inertia is also a factor. Why take the risk of using a new language when you know C++ will work and that your staff is proefficient in it ? 2) Platforms without a Java/C# stack. You know, the PC's fine. But Java and C# [mostly, yeah XNA] won't run on X360, PS3 or the Wii. So, who cares about them ? 3) Speed, in a bad way. Yes, for well-written, well-verified code, C# and Java are fast enough. However, C++ allows TONS of dirty little hacks that would be painful or impossible to achieve in C# and keep the speed benefits. And sometimes, those hacks are much simpler than refactoring the code. (Oh, I know what's in there, I'll just take the address of that instance and reinterpret cast what's 4 bytes after it into that other class. Good enough. I'll be careful.) Missing stuff like unions (I know you can emulate it, at least in C#, but meh) and other features make C++ more desirable for a lot of low level work. I'd love to see higher-level languages take a foothold in the industry but I doubt it'll be anytime soon.
  13. Quote:Original post by Tiffany_Smith A Wii is a nice thing to have. That's what SHE said. *Waits for restraining order.* Honestly, the Wii is a fun little machine for the price. (Altough developping for it sucks) The hardware is sucky but there are fun party games. The problem is that you need a lot of controllers and those are EXPENSIVE. So if you can get them on the cheap, go ahead.
  14. - Translate the point so the camera is the origin, then rotate the point around the origin by the rotation of the camera. To do this, use transformation matrices. In this case, what you want is a translation matrix multiplied by a rotation matrix. Note that to represent translation as a matrix, you'll need to use affine transformations. If all you care about is the result, then this should do the trick. However, I encourage you to learn this stuff. It's quite useful and is much more flexible and powerful than meorizing special cases :) x' = (object.x - camera.x) * cos(θ) − (object.y - camera.y) * sin(θ) y' = (object.x - camera.x) * sin(θ) + (object.y - camera.y) * cos(θ) Quote:Original post by PCN Why would you have rotation with a 2D camera? Or am I missing what your trying to explain? 0_o I assumed he wanted to rotate the camera around what would be his 2D plane's normal in 3D.
  15. Quote:Original post by King of Men Eh, anyone who would dump you over losing at SSBB is not good enough for you anyway. I'm making a note here. Huge success.