Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

5347 Excellent

About ChaosEngine

  • Rank

Personal Information

  • Role
  • Interests

Recent Profile Visitors

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

  1. ChaosEngine

    A crazy idea to improve fair use....

    That’s my point. There are already plenty of ways to make great games and easier than ever before. Why would anyone use this one over one of the other ways?
  2. ChaosEngine

    A crazy idea to improve fair use....

    What incentive is there for anyone to use this engine? The big guys already have Unreal, Unity, etc. and if you’re an indie who cares about fair use, then just don’t issue take downs?
  3. Are you planning to make any money from the software you're developing? If no, then you can get the academic edition for only $50 If yes, then $100 for the personal edition is a worthwhile investment in something that will make you money.
  4. The point is that is a code smell. You end up with basically a massive switch statement. Because you want to get better? It depends on what you mean by "work". If the solution works and it's ugly, well, sometimes ugly code is a necessary evil. But if the code is (problematically) slow, error-prone, or hard to maintain, then yes, you should care if it's "bad code". There's a difference between people who are trying to help you by sharing their experience and those who are just trying to show how much better they are than you. Unfortunately, telling them apart is something that often only comes from experience.
  5. ChaosEngine

    Keyboards for Programmers

    If you are serious about programming, don't be afraid to spend money on a good keyboard. It is your primary interaction with the machine. That said, keyboards are a very personal thing. If your definition of "good" is a $500 dollar, backlit, mechanical key monster with all the bells and whistles, you should buy that. Even a tiny increase in productivity and comfort will be worth it over the life of the keyboard. But if your definition of good is "whatever came with the computer", don't let anyone tell you otherwise. Personally, while I like mechanical switches, I can live without them. I have a Logitech G710+ (what I'd call mid-range mechanical) at home, but a pretty standard MS keyboard at work. As long as the layout is the same, I'm fine. If you are working professionally as a programmer, it's a good sign if the company offers to let you pick your own keyboard and mouse (within reason).
  6. ChaosEngine

    Could I make a Indie Comp?

    What do you mean you "want to make a indie comp"? Do you want to run a competition? Do you want to enter one?
  7. ChaosEngine

    Semi-complete Newbie

    There are plenty of AAA titles written in C# and even a few in Python (EVE online uses Stackless Python). So you can definitely keep programming in C# or python for the moment. That said... C++ is definitely a large part of game programming especially AAA titles. There are a lot of existing tools, libraries, etc that use C++. If your ultimate goal is to get a job in the industry programming AAA games, knowing C++ is pretty much a requirement. Also, once you learn C++, you will really appreciate the luxuries of other languages 😛 @Rutin has already given the best advice here. Get a good book, download a compiler (Visual Studio has a free version and is widely used in the industry) and start writing programs. Start small and work your way up. I would advise sticking to text-based stuff until you are comfortable with the language, then you can start to look at graphics APIs.
  8. ChaosEngine


    It's hard to answer that without knowing what your goals are.
  9. @Shaarigan fair enough, but I fail to see how that's less work than just storing the project file in source control.
  10. Why wouldn't you add the solution or project files? The project file is essentially the "build script" for the assembly. That information is just as critical as the source code itself. Unless you're never using the project file to build (in which case, why have it at all?).
  11. ChaosEngine

    Typedefing in a central *.h file

    Sure, let's take the example you posted. You have some kind of vector type called vec2, typedef'd as c_vec2. Because you use this type pretty much everywhere it goes in your typdefs.h file that is included everywhere. So far so good. A while later you want to add something to the game and you see a neat bit of code/library that will do exactly what you want, and being a good programmer, you decide to go with the already written, tested and used library. Except it has it's own vec2 type and it also has a "c_vec2" typedef, and they're also in the global namespace (ugh, bad library developer... go stand in the corner and think about what you've done!). Now, you have a namespace clash. "ahhhh what are the chances of this happening?!" Low, but non-zero. The point is that the kind of widely used, general purpose typedefs you're talking about here are especially likely to use common names that could potentially clash. One more point: Don't do this. Saving typing is never a good reason to do anything (especially with IDEs, autocompletion, etc). You create typedefs to reduce errors, and increase readability. Saving typing is (sometimes) a side effect of that.
  12. ChaosEngine

    Typedefing in a central *.h file

    In addition to what others have said, if you're going to do this, put your typedefs in a namespace. Actually, in general, put everything in a header file in a namespace.
  13. Ok, let's break this down. If you write std::string test2 = "some text"; this is roughly* equivalent to writing const char* t = "some text"; std::string test2(t); if test1 is an std::string, then std::string test2 = "some text" + test1; will call the non-member operator+ function, which returns a std::string so we get std::string test1("more text"); std::string test2(std::operator+("some text", test1)); note that std::operator+ will create a temporary std::string and test2 will use the std::string move constructor (I think?) If test1 is not an std::string, then everything goes out the window as it will depend on the type of test1, whether there is an operator+(const char*, typeoftest1 ) function defined (with appropriate namespace lookup etc) * as ever with C++ there are some weird edge cases, but basically this is correct
  14. ChaosEngine

    How much longer can Trump/Trumpism last?

    I was trying to engage with you sincerely. I'm sorry you think that facts are hyperbole, but he genuinely has failed at pretty much everything he's attempted as president. That's not even a value judgement. He's failed to do things that I think are stupid (the mexican border wall) or immoral (the muslim ban), and I'm glad he's failed at that. Meanwhile, he has one of the worst approval ratings in history. edit: Just for the record, I didn't downvote you. I disagree with you, but I thought your first comment was a reasonable (albeit unsupported) position.
  15. ChaosEngine

    How much longer can Trump/Trumpism last?

    By what metric do you think he’s a good president? Im genuinely curious, since he’s basically failed at everything, and the only thing he’s succeeded at are a set of tax cuts that are demonstrably economically unsustainable. Meanwhile, even his own staff are saying he’s utterly incompetent. So again, by what metric is he a good president?
  • Advertisement

Important Information

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

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!