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About Seoushi

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  1. Quote:Original post by Imperio59Would they hire you based on what they were looking for directly? (i.e: games programmer, engine programmer, server programmer, etc...) or would you move around? Would they specifically say it if it was an engine programmer position, in which case I shouldn't worry about learning D3D? (I HATE D3D :D) The answer is, it depends. Some companies that know what they are looking for will tell you what you are doing and what role you expected to fill. Some companies will just say they need a programmer and possibly tell you what you will be working on. I wouldn't worry about DirectX/D3D much, unless you are doing engine work you most likely will never touch it. I would however learn the basics of 3d math and how it applies to programming, learning a 3d api such as D3D and OpenGL does help reinforce that knowledge quite a bit.
  2. Quote:Original post by theOcelot whoops, forgot about SDL_gfx. But would it take advanatage of the fact that they only need to be rotated in 90 degree increments? To tell you the truth I don't know. You would have to look at the source code however I would think that it would special case things like rotating by 90 degree and flipping surfaces and not use a standard arbitrary rotation for those operations.
  3. From the looks of it you want python but convert it over to static typing and use type inference. I would recommend you look at and or learn other languages before you make your own. Some of the languages I've learned a lot from are scheme, haskell, ocaml, factor and scala while you might not like any of them it's worth looking at them and their features to give you a better idea of what is out there. How do you plan to get the language running? As far as I see there are three main options Target a VM (JVM, .Net, parrot VM, LLVM) Convert it into straight assembly Convert it to another language and use their compiler ( C and C-- seem to be common for this ) I would also highly consider that you make the base language as small as possible and make everything else a library for the language to use. This makes it nice for users so their code looks more like the base language instead of tacked on (See DSLs). Making things as libraries also allows you focus on what you want rather than the language as a whole. The last big advantage to this approach is if you ever want help it will be easier for people to get up to speed and contribute small parts. I've done a bit of language design and have looked at quite a few languages and there is a lot more out there than just another C++ clone with different syntax. Not trying to bash your language, all I'm saying is explore whats out there first.
  4. I have a hard time recommending a good C++ book as most everything I've seen is C with classes and it's been such a long time since I needed to look for a C++ book. This book seems like your best bet, however I have not read it. It's written by the original author of C++ and is used to teach his university course.
  5. Seoushi


    You might try ika, it's basically an engine that uses python as a scripting language and there are a few rpg's that people have written for it, I'm sure you could write an rts with it as well.
  6. The error is that your not declaring the method "split_into_words" as a static function. In order to use methods that pertain to a class you must first make the object. Game someGame; someGame.split_into_words; If all you want to accomplish is having the functions in a namespace then use a namespace and not a class. namespace Game { .... stuff from your class here ... } However I would just keep the class and use it properly, I recommend you read a good book about C++ and Object Oriented Programming.
  7. I'm not sure what you are looking for exactly but if you just want to rotate SDL surfaces SDL_gfx would most likely be a better fit (see Rotozoomer).
  8. Seoushi

    iPhone Poly Count Question

    It really depends on how many character you will have on the screen and how close/detailed you want them. As far as I know there is no hard limit on the number of polygons but of course the more you have the slower your game will run. I've found that I can render 8-9k textured tris without much issue but much more than that you will see your framerate drop to an unreasonable level. For most of our games we have kept the character tris around the 500 range depending on how much we want to display on the screen.
  9. Sounds like you haven't employed a good programmer yet. If I was in your shoes I would look at some of the professional game development companies and look at their requirements on the job postings. Use their requirements as a guide for what you need and if you can find/get a programming consultant to judge talent. You will most likely want to hire a lead programmer first and then they can be the new consultant and task out programmers as they come in. You will need a team of programmers, not just one.
  10. This older but still relevant blog post might be of interest. I've also heard that sleep doesn't play well with some timer implementations on windows, however I'm not sure of the truth behind that statement. You might consider using "timeGetTime()" instead, it is accurate to within a millisecond.
  11. Not to sound mean but it sounds like you are missing the programmers. I'm sure C# could handle everything you need however as far as I know there are no commercial game engines for it. Most commercial games are coded in C/C++ for a variety of reasons. The biggest reason being their target platforms (consoles) only support C/C++ and/or their libraries are written in it. If you don't know C++ and you plan to make a commercial game right off the bat then your begging for headaches. Your best plan of action as I see it is to hire a programmer that has done commercial game development. If you don't want to hire anyone then your looking at least a few years to learn C++ well enough to get started with game programming. Also I believe you forgot about sound, what will you be using to make sound effects and music?
  12. First I have to point out that dev-cpp is pretty much dead as far as I can tell, the last time they updated their sourceforge page was in 2005. The version of gcc (the compiler) is equally as old and many things have been fixed/improved in the last 4 years. I would go and download either visual studio 2008 express or code::blocks . Secondly if you don't know programming I would start with something easier than C++ (python, ruby and C# are some suggestions). As for your error, it's pretty clear. Quote:g++.exe: main.cpp: No such file or directory It can't find the file named "main.cpp".
  13. Java, flash and possibly silverlight will all do what you want. I would pick what you know best. However, of the three I have listed java is the most cross platform. Flash still has linux issues. Silverlight has mac and windows versions and moonlight is the open source version (like .net vs mono) which runs on linux but I'm unsure how well it's suited for games (never used it).
  14. When I was at my last company we had load balancing and any communication over the internet could go over any one of our connections. This made sessions really hard to keep, for example I would have to login three times to my webmail for it to work. From the games I played there in my free time I notice world of warcraft didn't care about this but age of conan did. In reality this setup isn't normal especially for a home user, I wouldn't even deal with it.
  15. The gateway servers would run on a predefined port, perhaps a limited range of ports if need be. The rest of the servers don't really matter in my opinion as the player will never directly connect to them. Also these don't really need to fixed, it's just somewhat convenient. The patch server can always update the list of gateways. If anyone is interested I'm updating this page as I design more stuff. As of right now the only thing I haven't linked to is the "Version 0.1 roadmap" which basically plans for functionality and outlines the protocols for the first version. I'll also post on my developers blog from time to time here .
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