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rip-off

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About rip-off

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  1. Lost Art Studios

    Your ego is the biggest obstacle standing in your way.
  2. initialize std::thread

    It might work at the moment, but as soon as your thread does something interesting, it will likely need to communicate with other parts of your program. Depending on how that is implemented, you could re-introduce the crashes.
  3. Game Server for Security

    Consider first learning how other people's games got hacked, in particular games similar to your own. Learning how an attacker thinks and what can be exploited is invaluable if you're going to develop the kind of defensive / paranoid mindset needed to compensate for such attacks.
  4. Should I encapsulate even in very small games?

    I'm not sure there is a general answer to that question, as it depends on the kind of physics your game needs. Another idea is to show us what you have so far, and perhaps we can see what is encapsulated well and what is poorly encapsulated?
  5. Please do not reply to old topics, thanks.
  6. As mentioned, this thread is very old, please do not reply to old topics - thanks.
  7. C++ C++ saving this ptr offset

    Even if you did need to do something like that, why jump through hoops to calculate offsets and adjust the "this" pointer? It looks like you could just store the value of the dynamic_cast<>ed pointer as a member instead of the offset.
  8. Using a cloaking device that hides you from the majority of other ships is still wise, not every opponent will have a genius on-board able to cook up a way to by-pass it. In any case, this has historical precedent. Camouflage has always been a technological game of cat and mouse, with new techniques working for some time until an opponent comes up with a way to compensate. The fact that they do not re-use the same way to track them may indicate that cloaking technology has kept moving on in response to such discoveries in the past.
  9. Moved to Lounge (note that Artificial Intelligence is nested under Programming).
  10. C++: Custom memory allocation

    Please do not reply to old topics. Create a new post, linking to this one for context instead - thanks!
  11. Can you describe at a much higher level what you're trying to achieve? Is the AI trying to predict where objects will be at some point in the future?
  12. Does violence stem from video games

    I agree with others who question the survey, I tried to answer it and found the questions ambiguous and/or leading. In my case, I abandoned the survey part way through due to these issues. Even if this were fixed, if the majority of the survey respondents are people who have an active interest in game development, that will likely skew the results (unless your aim is to measure beliefs in the game development community specifically). In my personal opinion it seems unlikely that playing violent computer games at an inappropriately young age is a common cause of real world violence. Sadly there will always be a few outliers, and the sheer novelty of it will attract undue media attention and make it seem to the causal observer that there is a much bigger "problem". While I'm thankfully sheltered from day to day experiences of violence, the little that I have seen anecdotally I would correlated with poverty, lack of education and opportunity and I would speculate that there are cyclical aspects where the individuals were raised in difficult circumstances (e.g. abusive parents). I find it curious that there is such a focus by some on computer games in connection with real world violence. One possibility is that it serves as a distraction that diverts attention away from the more fundamental issues that would need to be addressed to reduce violence, measures that might be unpalatable to people in power (wealth inequality, etc). Another is that the people who drive these conversations are earnest but have (IMO) "simpler" view of the world, driven by emotionally vibrant anecdotes rather than statistics and seeing direct cause and effect where other people might see co-incidence or mild correlation. Yet another might be that these people object to the existence of the violent computer games and don't mind exploiting tragic circumstances to demonise them in order to regulate and/or censor the games.
  13. Goodbye!

    Thanks for all the fish!
  14. I'd recommend watching the video "Playing to Lose", which might get you think about the problem in a slightly different way:
  15. Deciding on what your gameplay and design is.

    Experience. The games you love were not the first things that their authors did. In addition, commercial games are team efforts, you might be surprised at how big those teams are - check the credits! Uou need to decide which skills you want to invest in. Art, game design, music, programming, etc, these are all areas that one can dedicate a lifetime to mastering. Few people will be able to do all the above for even a modest game (exception that proves the rule: Cave Story?). Start small. Make clones of other games, or mods. Hone your chosen skills. Try to find others who have the skills you don't - for example an artist friend can sketch concept art that could guide your visuals. Keep your best ideas simmering, evolving, motivating you to improve. You'll be disappointed if you try too soon - imagine someone expecting their first painting to be the Mona Lisa! When you have more experience, you'll have a better idea of what you want (based on your skills), what others will bring to the table, and the uncertainty of discovering the answer to the questions that are best deferred to leave the design space open for exploration.
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