Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

308 Neutral

About umbrae

  • Rank
    Advanced Member
  1. umbrae

    Is there a call of duty 4 SP mod?

    I don't know if there is a mod that does this but there should be! It would be cool.
  2. umbrae

    IRC Clients - What is it that sucks about them?

    Apart from several stability issues I find Colloquy fantastic. I recommend anyone looking to write an irc client to check it out.
  3. umbrae

    Fantastic contraption, anyone?

    I'm quite proud of my Handling solution.
  4. umbrae

    Mass spring systems fluid behaviour

    Ron Fedkiw seems like a guy with a few tricks.
  5. umbrae

    Hidden Object games

    Game engines often don't require games built with them to have a particular style of gameplay. Just because most people use an engine for a certain style of gameplay doesn't mean it can't be used for another style of gameplay. If you need to use 3D at any point I would suggest using a 3D engine.
  6. umbrae

    apache recurrent tasks

    Look at cron, or a php simulated cron which is what you are describing. Php scripts can be run from the command line and also directly from cron.
  7. umbrae

    File encoder

    You can use archives such as quake pak files to store a bunch of files as one file. zziplib.
  8. umbrae

    O.I.L. - Scripting Language Foundation

    Quote:Original post by Ahnfelt I'm afraid I don't understand you then. Maybe you have a code example or a link to somebody who describe something similar? I think I now understand where you are coming from. When a language runtime loads code, for example Java, it has to link the code to it's running system. When this happens it's quite possible that a method or even a whole class doesn't exist. This is a runtime linking error. A language can have runtime linking errors and still be statically typed. Statically typed refers to the type checking of code at compile time. The code is statically correct as long as it's linked to the implementation of the declaration it expects. It's sort of like a contract. I hope this makes sense, I did write a post explaining how this monkeypatching system would work, if useful I can post it.
  9. umbrae

    O.I.L. - Scripting Language Foundation

    Quote:Original post by Ahnfelt In C#, you have to import the "monkeypatching" classes before you can call the methods it adds. And I think any statically language needs to declare what methods is available before they can be called. So you can't dynamically add methods (or at least, you would never be able to call these). In turn you can't load things during runtime to get new methods, it has to be declared statically. The new methods are declared statically, from another assembly. Code using these methods import both assemblies. The only trickery is merging these methods together at run time into an already instantiated object. What I'm describing is partial classes that span assemblies. At the moment partial classes have to be compiled into the same assembly.
  10. umbrae

    How to Start the Game

    Quote:Original post by thk123 Love it, that's genius, you solved my question and a question I didn't even ask! (How to do a tutorial in an interactive way) I'm glad to be of assistance. Quote:Original post by thk123 Having now had a big think about your solution, there are a couple of problems, namely that the units would be scatter around the map, and so it expanding would be quite a difficult and lengthy process. But I love that as a way of a tutorial. So what I am think I am going to do is, the player has the option of turning on or off the tutorial. If they have it on, then the buildings are placed automatically, if not, then the player can choose to place them himself, or, if he wants to start playing, they can have them placed automatically. My vision is that everything except the area of the tutorial is paused. The tutorial is very scripted similar to the tutorials of the Age of Empires games. As the tutorial scope widens actions become enabled and units activated. At the end of the tutorial everything is activated and presumably the player has the knowledge to play the game. The tutorial could swap to different areas of the map to showcase the various aspects of your game. I think the key part is using fog of war to make things simple at the start.
  11. umbrae

    Functional Screen Savers

    A screensaver that displays rss feeds is quite useful.
  12. umbrae

    How to Start the Game

    I think a good solution would be controlling a small part of the skirmish, this takes you through a tutorial and eventually the viewable area expands as part of the tutorial and you start controlling more and more. At any time the player can exit out of the tutorial and gain access to the whole skirmish. Additionally once they have completed a full skirmish the tutorial doesn't show, but is still available in a menu.
  13. Analyse explosions on youtube. Take the ones you like the most and work out visually what happens and try and simulate that with particles. My favourite explosions are when larger chunks of debris are ejected and generate smoke trails. I also like the sound of falling bits after explosions in war movies, the rain like sound. It's these subtle parts of explosions that I enjoy.
  14. umbrae

    O.I.L. - Scripting Language Foundation

    Quote:Original post by Ahnfelt Umbrae, that would be useless! You could never call Knock, since it can't be guaranteed statically that the method is available.) I don't do all the horribly complicated maths to prove concepts in language design. Having said that I have a suspicion that monkey patching while still keeping static typing is sound mathematically. Code in Assembly 2 or requiring Assembly 2 can use the Knock method. The difference is that if dynamic loading and unloading of assemblies is possible the linking stage must be at the time of assembly load, and that linked offsets must be updated as more methods get monkey patched in or out. But besides that, statically I think it's fine. Think of it as subclassing, which you can do in other assemblies, but all current instances of that class are 'upgraded' to the new class. The method Knock only has to be available when code that calls it is loaded. When compiling C++, header files are used as a 'promise' that these methods exist in the class. It's only at the linking stage that the correct offsets are calculated. In a similar way code in an Assembly has a promise that certain methods and objects exist. I think your 'useless' comment was directed at the notion that the Knock method couldn't be used, not that monkey patching has no uses. If not there are a few discussions about monkey patching, especially in the language Ruby, that can be found on the 'net. A recent discussion is Monkeypatching for Humans from the blog Coding Horror.
  15. umbrae

    Maths + Gaming

    More importantly, are you going to be coding in 2D or 3D? Because if you code in 2D you don't really need to know a lot of complex maths that's used in 3D programming.
  • 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!