Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

980 Good

About demonkoryu

  • Rank

Personal Information

  • Role
  • Interests

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. demonkoryu

    Ugh! Your shorthand is too short!

    Indexes, indices, who cares? Both plural forms are valid.
  2. demonkoryu

    How About UNICODE and UTF-8

    It is UCS-2, not USC-2.
  3. demonkoryu

    Do Denmark discriminate foreigners?

      I'm trying to understand why you're so upset here. First, as an immigrant to a state you are bound to that state laws, if you don't agree with these laws, then why did you move there in the first place? Second, as people have explained several times, this regulation that offends you so much is primarily aimed at socially endangered immigrants, i.e. those that immigrate purely for welfare with no intention of integration or becoming part of the workforce whatsoever. Getting the children of those people into kindergarten is an essential method of saving their future. I won't go into detail on that, as you're clearly not involved apart from that formality.   This is a dilemma that had to be solved by the state authorities which they have handled with politeness and sensibility. Please don't be offended needlessly.
  4. The question is, when does a game stop being enjoyable to the typical player? When it is too hard, or the flow gets lost.   For example. journals, or highlighting of items. It is almost necessary because games tend to be built from repeating elements ("prefabs"), which are arranged in certain different ways. This allows memorizing map layouts and stuff up to a certain point; after which the gamer gets lost and has to consult help or search everything over again. Contrast this with the Real WorldTM, which has only unique items and locations that give many clues to the brain that helps to distinguish and remember stuff: Here a distinct dent in that box, here a scratch, this box is a little yellow at the bottom from the carrot juice, and so on.   What I want to say is, games rely mostly on location memory; whereas our real world gives much more clues and context; making mental clutches much less necessary. 
  5. Although the attached picture does probably not use more than 256 shades of red, so with a proper palette, it would be equal to the 24 bit image. ;)
  6. demonkoryu

    Design Patterns: Singleton Basics

    Were we speaking about global functions or global objects? It is kinda obvious that I'm talking about replacing a global variable, as in Foo foo; // construction time = ??? vs. a Singleton or your approach.
  7. demonkoryu

    Design Patterns: Singleton Basics

    Let's keep this balanced. The article, as I see it in its current revision, *does* list a bunch of misgivings with singletons.   There might be a misunderstanding here. Design patterns are a means of communication. Sure, Singleton should be avoided, but when you come across one, it is good if you can give it a name and know its shortcomings and perceived benefits, right? So don't bash this article just for being about singletons.   Also, Singletons are still better than globals (because you have encapsulated the access by getInstance(), which allows at least for a defined construction timing, and might be synchronizable in the presence of multiple threads). 
  8. In 2006, Intel released the "Core" microarchitecture. For branding purposes, it was called "Core 2" (because everyone knows two is better than one).   That's not right. The The "Core Solo" and "Core Duo" followed the Pentium M and were succeeded by the "Core 2 Duo".
  9. UML is good as a visualization tool as long as you don't try to apply the full "Rational Unified Process" which basically involves drawing the entire project beforehand using fancy UML diagrams, and then, when coding, realizing that all the pretty pictures were just a castle in the sky.
  10. demonkoryu

    Inapropriate ad

    I wonder what the problem is? I for one like looking at (half)-naked women.
  11. demonkoryu

    this is the beginning of the end.

    The pedantic attitude taken with beginners mistakes here is actually a gift, a personal gift from the heart of the coder who criticizes. He wants the beginner to have his foundation right, so as to spare him suffering and misfortune later.   So, whenever you next see someone go "D*** noob, your f****** program only works because debug mode initializes your variables", just think this:
  12. demonkoryu


    I think games that don't have godmode readily available (i.e. require some kind of trainer or cheat code) are the best compromise for the largest part of the gaming population, fun-wise, because with god-mode available, there is no challenge. There's constantly a rational voice in your head that tells you to just skip that hard part of the game so you can get on, instantly eliminating sense of accomplishment and motivation if you decide to use it. It's just a distraction, really, not much better than a WIN button.   The people who want god-mode can find a cheat or trainer easily enough if they want. The rest of us probably doesn't even want to be aware of the possibility to chicken out so readily.
  13. You can embed a JRE in your program distribution, that way, end-users won't need to have Java installed.
  14. demonkoryu

    Am I a bad programmer?

    In my opinion, there's no clear-cut way to decide when one is qualified to write a tutorial, but. whoever does should be expert enough to know and tell about simplifying shortcuts like system("pause"). On the other side, it's sometimes pretty hard to write a concise tutorial for beginners without  using shortcuts, swamping the newbie with endless details about why not to use "using namespace std" and to use "std::cin.get()" instead of "system("pause")". The key here is to know what you're writing about, who you're talking to and to keep it to the point.
  15. demonkoryu


    Forget about your GPU(s). To restate what has been already said above, you need enough RAM and a fast hard disk (preferably SSD) so that you can compile/build and switch between IDE and game without having to wait for swap, and 4+ CPU cores to have your game, your IDE and your build tools smoothly running in parallel. For GPU, a mid-spec GPU is enough, since it already covers most high-end features (except that it is a little slower) and keeps you attentive to your target audience's hardware. If you're going to work on media such as 3D graphics, movies and so on, you'd profit from beefy GPU; although since you'll be programming, that's a moot point.
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!