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c0uchm0nster

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About c0uchm0nster

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  1. c0uchm0nster

    Website/Portfolio Review

    Alright well I'm working on a new design (changed the colors for now). Until I have that up, does anyone have any input on the portfolio and code samples? And any opinions on my initial questions would be greatly appreciated: Quote: 2. What problems do you see with my code samples? 3. Should I even bother posting code that doesn't compile by itself (part of a larger system)? 4. Should I bother posting the pre-alpha C# code samples for variety in languages, or will it only hurt me having samples which aren't finished or very impressive? Thanks! [edit] Oh, and I put my resume back up as well.
  2. c0uchm0nster

    Website/Portfolio Review

    Made some small updates based on comments (more project descriptions, a bit about my skills/knowledge). Changing the theme is definitely going to take more time. Looking forward to hearing more.
  3. c0uchm0nster

    Website/Portfolio Review

    Quote:Original post by zer0wolf I'll apologize ahead of time that I'm going to be a little harsh ... No problem... Harsh is what I'm looking for. Quote:Original post by zer0wolf Your Portfolio page has some videos and "technologies" used, but doesn't really say what you did. Which ones were solo projects and which ones were group projects? The ones that were group projects, what were your specific contributions? Good point. I guess I got a bit carried away with not wanting to duplicate resume content. Quote:Original post by zer0wolf Your Resume page says that your resume is available on request. WTF? Expecting people who could be potentially wanting to hire you to dig to get the information they need is NOT good for you chances of anyone hiring you. Yeah I haven't decided on this yet. Originally I had a PDF and RTF of my resume up, but took it down only yesterday on the recommendation of some very notable hiring managers in the industry. Their reasoning was that a) you can't post a customized resume for a specific job so it won't be the ideal one, and b) there are lots of shady recruiting agencies who will start passing your resume around without even contacting you first, which means if you ever want to deal with a company they've sent your resume to you have to do it through that recruiter. This seems like a valid worry, but on the other hand I don't know how many recruiters will waste their time with a junior programmer. Opinions? Quote:Original post by zer0wolf Your website doesn't give any indication of how you are presenting yourself as being a useful asset to a game team. What role(s) are you wanting to fill in a team, and how exactly are you an excellent fit for those role(s)? [/quote] I was planning on making customized landing pages for each job I applied to with arguments/examples specific to it (again on the recommendation of a number of people in the industry). I guess I'll put up a mock up of one of those. Quote:Original post by Haladria The black background around the menu text looks odd. And maybe there should be some padding around the content-text. Hm, I don't have any black backgrounds on the page - maybe just differences in our monitors. I'll definitely be looking at changing the color theme. Quote:Original post by Haladria The sliding red headers does not always align properly in IE8. I'll look into that, thanks. Quote:Original post by Haladria [edit] I recommend using wordpress for the homepage. So you can download a good template and tweak it easily. It's also much easier to keep a wordpress site alive compared to a "hard coded" one. I thought about wordpress but it seemed like it had too many features / was too busy for my tastes. I'll take another look. thanks for the input so far guys.
  4. c0uchm0nster

    Website/Portfolio Review

    Quote:Original post by swiftcoder I don't want to sound too harsh here, but I find your colour scheme indescribably awful. If you have any friends in graphic design, might be a good idea to have one of them look it over for you. Is it the color scheme or the background pattern? The colors were part of a "group" which was highly voted on one of the color patch websites. I'll talk to a few artist friends of mine though.
  5. c0uchm0nster

    Website/Portfolio Review

    Hi all. I'm hoping some of you could take a look at my website, portfolio, and code samples and be as brutally honest as you can. I'm about to graduate college and looking for my first job as a junior programmer. http://www.jesseolmer.com Besides general advice on improvements I only really have a few specific questions: 1. Do you see any odd rendering artifacts on the website? If so, which browser/os? 2. What problems do you see with my code samples? 3. Should I even bother posting code that doesn't compile by itself (part of a larger system)? 4. Should I bother posting the pre-alpha C# code samples for variety in languages, or will it only hurt me having samples which aren't finished or very impressive? Thanks very much everyone. [edit] That I did Haladria - it's been a long week =). Thanks for pointing that out. [Edited by - c0uchm0nster on February 7, 2010 6:03:00 PM]
  6. As others have mentioned, you don't need the ref keyword, because myObject is already a reference type. If you're coming from C/C++ (which it sounds like you might be), check out this site: http://msdn.microsoft.com/en-us/magazine/cc301520.aspx Specifically, this excerpt: C# distinguishes between value types and reference types. Simple types (int, long, double, and so on) and structs are value types, while all classes are reference types, as are Objects. Value types hold their value on the stack, like variables in C++, unless they are embedded within a reference type. Reference type variables sit on the stack, but they hold the address of an object on the heap, much like pointers in C++. Value types are passed to methods by value (a copy is made), while reference types are effectively passed by reference. In other words: A "myObject" variable already is a pointer. returning a reference to a myObject would give you a pointer to a pointer more or less. Obviously this is simplified as it has many difference from a pointer... but the main idea is you can just return a myObject and it will point at the same instance that the class's "object" variable points to.
  7. c0uchm0nster

    [XNA] Greying Out a Texture

    Well... if it's a sprite you can use the tint property of a spritebatch: http://msdn.microsoft.com/en-us/library/bb194914(XNAGameStudio.10).aspx otherwise, you could use a shader that takes a tint property in addition to texcoords. or you could draw a translucent box on top of the button that has low opacity, and is the color you want. A bit more detail in exactly what kind of object and situation you're trying to work with would help us help you better. edit: beaten to the punch... also, i'll have to learn how to make links in the forum one of these days.
  8. c0uchm0nster

    Oh look, another beginner thread.

    As you said, there are many options, and all we can do is list those options for you again. That said, the route I took, which has worked fairly well, goes something like: 2D non-scrolling game (pong, tic-tac-toe, tetris) with SDL library 2D scrolling game Lots of 3D math studying. some basic stuff in OpenGL & Direct3D Lots more math write your own software rasterizer (probably excessive) write your own 3d engine for OpenGL or Direct3D... build on this. start with rendering simple shapes, load a .x file, write a loader for a different file format, write some shaders, add animation, etc. Each little topic forces you to learn 1 step (sometimes small, sometimes big), which you then use for the other topics. Whether you eventually work at a company which rolls their own engine, licenses one, or uses some free tool, you'll be glad you have written and understand all of the internals. I've actually just recently started playing around with XNA, and they have a lot of good tutorials for 2D and 3D (make your own Camera class etc). The pitfall you have to watch out for with these, and any other guide, is starting to just copy and paste code without understanding every line of it.
  9. c0uchm0nster

    Visual C++ 2008 question

    However they will need the Microsoft Visual C++ 2008 Redistributable Package (x86) which you can get from http://www.microsoft.com/DOWNLOADS/details.aspx?FamilyID=9b2da534-3e03-4391-8a4d-074b9f2bc1bf&displaylang=en
  10. If you want half-tile moves then simply make your internal grid representation twice the size. 2 objects trying to move to the same position at the same time may seem complicated on paper, but when it comes down to actually programming it there's no such thing as "the same time" (lets assume youre not threading). One block is going to decide to move to a position before another block is, even if they both are going to try on the same frame. The block that gets evaluated first is the block that gets to move there. That block marks the grid location as occupied. The next block runs it's logic to move, decides it wants that same grid location, checks, and sees that it's occupied and does whatever a block does in your game when it can't go somewhere it wants. [edit] Depending on what kinds of behavior you want, you can also add a bit more information and decision making to this process. For example, perhaps block 1 gets evaluated and says "I want to move to grid 1,1. I am currently X units away, travelling Y speed, and have Z powerup or ability". So now grid 1,1 has an "intent to occupy" state with some information, but block 1 hasn't moved yet. Block 2 gets evaluated, also decides it wants grid 1,1. Block 2 checks the stats of the block that has an "intent to occupy" (block 1), and if block 2's X Y and Z are better than block 1's, block 2 puts it's data in the intent to occupy position and notifies the previous block (block 1) that it can no longer move there. At this point you can either tell block 1 to not move, or you can even re-evaluate what it wants to do now that grid 1,1 is unavailable. [/edit]
  11. c0uchm0nster

    The Myth About STL

    I'll admit I haven't read the majority of this thread and I'm sure this has been mentioned already in a more eloquent way than I'm about to put it, however for me it comes down to this: Writing code itself with the STL isn't slow. Writing your own implementation of these structures isn't any slower 5 months into a project than it is on day 1. So, if you're using the STL, and you find out it is the primary cause of slow down (which I've never experienced myself), THEN you can write your own implementation. Until then, what's wrong with using something that's already there, and gets you to your goal? Don't fix what ain't broke. Don't spend time speeding something up that isn't adversely affecting your product's experience.
  12. c0uchm0nster

    general shader question

    Left 4 Dead has over 300 if you count shader version target duplicates (about 50% written to 2.0 model, the other half to 2.0b).
  13. c0uchm0nster

    Text Based Game Code has 45 Errors in VC++

    1. wrap your code in [ source ] and [ /source ] tags (take out the spaces). 2. when posting about errors it's good to post at least the first 2-3 errors. 3. i hope very much that you're using a book to help you learn c/c++? 4. off the top of my head the things i notice are you're making some arrays of undefined size - c++ can't do this with statically allocated data. you probably want a std::vector<std::string> or std::vector<std::int> int ItemID[]; int MonsterID[]; or if you know their sizes int ItemID[size]; your std::cin line cin << Options; should be cin >> Options; not sure if i see anything else, but i really very strongly suggest you get a book to teach you c++ (like C++ Primer or C++ Primer Plus (my favorite)). good luck
  14. Going along with ddn3's (good) suggestion, I'd also remind you that you can easily bind certain overloads of a function with luabind, so you don't necessarily have to change your engine at all. Simply provide another version of the function that takes a struct of info (or multiple structs... your r g b values would be a good starting place), bind that version (and it's structs) to luabind, and have that version call your original 11 parameter version. I've had to do this in a couple of situations with luabind, and I actually find myself using the "luabind version" in C++ faily often.
  15. Quote:Original post by phresnel Err, but you see that you basically copied my post with some added salt? Yeah, that's why I said that that's what I was doing at the bottom of the message. He didn't understand previous explanations so I thought I'd elaborate, and lo and behold he then understood. As for a class vs globals I guess we'll just have to agree to disagree on this implementation. Nevertheless hardcoding these values and only allowing one value for each isn't "best" either IMHO, but I didn't want to muddy a simple compile problem topic with design pattern arguments. =p No reason to bite my head off about it, just trying to help.
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