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About BittermanAndy

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  1. Great New Console Idea!!

    Quote:The person that comes up with the idea for cold fusion is either going to be a billionair, or a sucker that gets their idea stolen. The "idea" for cold fusion already exists. Yet cold fusion doesn't. If/when it gets developed, it will be after years of work by tens or hundreds of extremely clever people backed by millions of dollars of funding. Ideas are worthless. If I really put my mind to it, I can come up with twenty, thirty ideas a minute. Sometimes some of them will seem like good ideas, and sometimes some of them will seem like good ideas an hour, a day, a week or even longer, later. But no multi-million-dollar-revenue company capable of putting any of these ideas into practice is going to pay the blindest bit of notice to any of them, and quite right too.
  2. PS3 and Xbox 360 dev's

    ...whereas Microsoft are shunning DirectX in favour of some proprietary variation on Smalltalk that was specifically created because no-one knew how to use it, and forcing 50% of all functions to be written in assembler or you get compiler errors?
  3. Software Engineering for Independent Development

    You really thought so? :-S Couldn't stand it myself.
  4. float vs double

    Quote: Very true, a most useful function for any program dealing with floating values: bool compareFloat ( float Value1 , float Value2 , float Tolerance ) { if ( fabs ( Value1 - Value2 ) < Tolerance ) return true ; else return false ; } The tolerance can be hard coded if desired. Actually, that's an improvement over == but still not great... explains why, and suggests better methods. (Anyone know how to make that a link? I tried [url] but that doesn't work).
  5. float vs double

    Quote: Quote: Quote:Original post by BittermanAndy Floats are not always faster than doubles. For example on the platform I'm working on now, doubles are actually faster, as all floating point operations are native to doubles so floats get converted to doubles and back anyway. The extra memory is also unlikely to be an issue. the playstation 2 doesn't have double precision support And? I'm not working on PS2. The point is, the question "are floats or doubles faster?" has only one answer: "depends on your platform".
  6. float vs double

    Floats are not always faster than doubles. For example on the platform I'm working on now, doubles are actually faster, as all floating point operations are native to doubles so floats get converted to doubles and back anyway. The extra memory is also unlikely to be an issue. Know your target platform and code to it. (Where speed is critical, of course. In probably 90%+ situations, it just doesn't matter which you use, unless you particularly need greater precision, which in most games is unlikely).
  7. Episodic Gaming...?

    Quote:More of a continuation of story, but like a book/novel, having clearly defined chapters would be the perfect breaks for episodes. Charge £20 for the original game, then £15 for episodes. Then after a year of so £25 for 2 or £30 for 3 additional episodes. People won't buy a game they're not sure if you'll ever finish it. What if you go bust after having released only some of the chapters? They'll have spent all that money and not even had a finished product. If each episode is self contained, that's not an issue - they'll already have had full games. Quote:However, quick COMPLETE games are something that isn't very comcercially feasible for most genres. In most cases people want more content, longer games, and better graphics or so the polls say Who answers those polls? People with time to answer them. The same people who have time to spend 40+ hours on a single game, and still go out and buy another one next week. The majority of people don't have that much time, and I would contend that as a result they DON'T want more content and longer games. Fact: in the UK, more people watch Kim and Aggie clean people's houses for half an hour once a week, than play Halo 2. The computer game market is the ultimate example of a niche, and selling the same games (but longer) to the same people will mean it will remain a minority pasttime. Costs are spiralling. A minority can't sustain this market for much longer. Why not expand the market, and sell your games to more people, by making games not only for the hardcore but for someone who's lucky to get 4 hours a week to play a game, never mind 40? Episodic content, done properly, is an ideal way to reach BOTH groups. The "hardcore" get their 40 hours, spread over several episodes. The "casuals" get their short sharp hit of fun, and don't spend a lot of money on it or feel like they've missed out as they didn't complete the game.
  8. Episodic Gaming...?

    Episodic content is an excellent idea, as long as each episode is self contained. If I buy Episode 1 of a game, and play it, enjoy it, and finish it, I'll be very happy having spent my money and looking forward to Episode 2. (If I don't like it, at least I won't have had to spend much money). But if I buy Episode 1, and get to the end and find it's not the end at all, I have to wait until Episode 2 is finished, and in fact it might never get finished because the creators moved onto something else or ran out of money or didn't think Episode 1 was successful enough to continue with... that's going to really hack me off... even if Episode 2 does eventually appear. I would have loved to see the GTA games in episodic form. I work 40+ hours a week, right now it's more like 80+ (damn crunch). I simply don't have time to play a game like GTA that promises 40 hours of gameplay, and I certainly can't justify 45 pounds on it when I won't see more than a third of the game. I'd rather spend 15 pounds on a game 10 hours long, and finish it. Meanwhile those who do have that amount of spare time would still not lose out - they could buy all four 10-hour episodes at 15 pounds each, generating more money for the creators, who'd also be getting more money from me (15 pounds is less than 45 pounds, but on the other hand it's more than 0, which is what I actually spent on GTA - I didn't buy it as I knew I'd never get my money's worth). The key though, is every definitely that each episode has to be self contained. For GTA, I'm thinking an island (or a town for San Andreas) would be an episode. The problem is, everyone knows that if you release a 10-hour game for 15 pounds you get sneered at as a "budget title". Journalists and reviewers look down on and deride anything that lasts less than 40 hours. Apparently Doom 3 was too short! I've STILL not finished it... I think this has to change. We don't all play games for a living. Those of us who write games for a living get surprisingly little time to play them...
  9. this- ----Is it needed?

    this-> brings up an Intellisense box, so I like it for that reason. Not using this is entirely acceptable... but I'd recommend naming your class variables with a common convention, such as starting with m_ or even just _.
  10. Source Code Management

    I'd have to recommend staying away from CVS. It's incapable of dealing with Unicode files (yes, some versions eg. WinCVS claim to support them, but it completely screws up the whole repository) and it's also terrible at dealing with large binary files eg. audio wavebanks or FMVs.
  11. XML

    Learning C# is my next job, looks simple enough. I've searched MSDN for XML and though there seems to be loads of documentation about MSXML, it all seems to be about writing your own code for it, I'm quite happy to use someone else's.
  12. XML

    Sorry - should have said - C(++) in Visual Studio .NET 2003 on Win32. By linking code and XML, I want to be able to define structures or classes in code and generate an XML schema that equates to it, and vice versa. Edit: btw, TinyXML looks like it will do most of what I need. Thanks! [Edited by - BittermanAndy on July 31, 2005 1:09:37 PM]
  13. XML

    Does anybody know of any good libraries for dealing with XML? I'm looking to be able to read in and write out XML files and schemas, automatically generate code structures equivalent to an XML schema, ideally edit XML files in a GUI... yeah, I could write it all myself, but I'm certain someone out there will have already done it so I'd rather save myself the time. Thanks!