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Found 94 results

  1. Galaxy Wars is a top down multiplayer shoot ‘em up on PC, Xbox & PS4. Up to 4 players local and 16 players online.We are a small indie team of 4 covering; game design, programming, art, and music.Our intention is to all take a profit share upon any commercial success. The project is coming along great. Some major milestones we have already achieved include: Cross platform input system (PC, Xbox, PS4) Networked for online play (up to 16 players) Split-screen view port for couch multiplayer Multiplayer support Player ownership over in-game objects and weapons We are now looking for others to join the project and take it to the next level. We are looking for help with: 2D screens (splash screens, player select, weapon inventory, map select, game modes, etc) 3D character modelling (loosely based on concept art) 3D environments (map design) Object modelling (weapons, game environment) Unity - (animations, general) If this is something you feel you would like to be part of then please drop me a line. For more details on Galaxy Wars including game concept, inspiration, concept art, and team members please take a look at our game spec here (Google Doc)Thanks.
  2. ScarfaceShinji

    Lego Fast And Furious Idea

    Right, so I know you must not run before you can walk, but I've got an idea for a new LEGO Game, one called LEGO Fast and Furious, of course, there are a few problems with this. Mainly to do with Censorship, but basically, it would be a "Next-Gen Driving and Open World Platformer Game based on an existing franchise, but with a LEGO Twist". And basically, I think the Fast and the Furious would be perfect with LEGO. I'm currently at college at the moment, and I want to develop this game after College. I'm on a Transition course this year and I think after the Transition I may do a Game Design Course. Just because this game is a dream game of mine that I want to be reality. Now, like I said, I have ran before I walked, unfortunately, I've already submitted the Pitch to Slideshare, which can be seen on this link. https://www.slideshare.net/BobbyBinnie/lego-fast-and-furious I've also tried to contact TT Games about it, but like I said, I'm still at College, but Lego haven't really made a good racing game since Lego Racers 2. What do you think?
  3. This is a rescore of several Sin scenes from Final Fantasy X, put into an epic cinematic with accompanying, original soundtrack!
  4. hey all! We are looking for members for our Unity horror game! Here’s the story: After a deadly virus plunges the world into chaos killing 85% of the human population there are now what they call “zones” these zones are watched very closely by the surviving government, people are checked every day for the virus, even if you touch the spit or any human waste or fluids of the victim who is infected, you will die. But one day, people in the west zone start to go missing, 1 woman goes outside the walls to uncover the mystery, is there more to the virus than meets the eye?, That is where your story starts. This game is not a long development game, I have loads other game ideas, I will also allow you to have a bit of creative freedom if you wish to add or share a idea! And no, it’s not a zombie game lol I feel like zombie games are too generic, in this game you will encounter terrifying beasts! There is some concept art one of our concept artists have made If interested email liondude12@gmail.com
  5. I am basically brand new to the gaming industry business wise although I have been a gamer for years. I officially started my game publishing company, and being as though I am only 20, I have no connects to the gaming industry. Of course, I'm still going to do more internet research, but I thought why not ask folks who may have business hands in the gaming community? If anyone is questioning, my game prototype is basically done (I designed it myself) and its very detailed and I am going to start searching for a team to help me build it. Thank you.
  6. I’m looking to start and finish eventually a large and complicated project. I would very much like to take one of my favorite childhood games and remake it with better graphics and edit some things. I have spoken to many people about how I can get started and some say it’s impossible and some say it is. I’m looking to take burnout revenge (unity 3#### I think is made ) and rerended everything. If I could get some help in where to start that’d be great. Thanks
  7. Hi everyone I'm a new game designer I'm currently getting my online bachelors degree from full sail University. I'm looking for a development team to make a JRPG. I'm doing this as a side project. I'm doing the game development in unreal engine 4. I have the basic storyline outline done now. I'm looking for a writer,developer,audio/music and someone that can help do the cutscenes. Any questions feel free to ask
  8. Hello! Previous year in my job we implemented a HDR output (as in HDR10 / BT.2020 / ST.2084 PQ back-buffers) on one of our games on the consoles, which do support HDR10 over HDMI. The HDR compatible hardware (monitors, televisions) has already been around for a year, with varying quality. I wonder if there's already HDR-HW output exposed in the PC drivers? Windows 10? Vulkan? DX 11? DX 12? Which vendors? For those unfamiliar, I'm talking about outputting HDR signal to HDR hardware (using r10g10b10a2_unorm + PQ backbuffers, or better). Thanks, .P
  9. Hi, I am trying to implement a custom texture atlas creator tool in C++, need suggestion regarding any opensource fast API or library for image import and export? Also this tool will compress the final output atlas image into multiple formats like DXT5, PVRTC and ETC based on user input, what should be the best way to implement this? Thanks
  10. I'm having a spot of bother trying to create bitmaps with an appropriate palette for programs written with SGDK( Sega Genesis Development Kit ). At first I tried MSPaint as it has a 16 colour bitmap save feature, but it doesn't seem to generate a 16 colour palette for the bitmap. I tried Gimp, but aside from "create an index", I'm not having much luck there either, but I'm wondering if thats just my lack of experience with that graphics package. Come to think of it, its not every day one tries to make images for a 30 year old games console with a palettized colour system, so tutorials are very slim indeed. There is a tiles tutorial for SGDK which provides a moon image, and that loads in fine, but if I try to make an image from scratch I notice the palette entries are missing, and the bitmap data seems to have the first row or two of pixels chopped off...so I am assuming the bitmap file is missing the palette data. Just wondering how that moon image was made and in what package... If push comes to shove I suppose I could write my own image program to create such palettized bitmaps, but it seems a bit extreme with all these 2D image editing programs to choose from. I would have asked on Sprites Mind, but have been unsuccessful in registering. Which is a shame because it seems a very friendly and helpful place. Cheers.
  11. I am looking for unity developer talents to form a team of making a real time strategy (RTS) game The attachment is some game concept for the game. All the concept will be turn into 3d or card form. The game will be real time strategy (RTS) game where the players can form their own team and control the units in the battle field real time to fight against each others. If you are interested to know more details please pm me or send an email to damnwing0405@gmail.com
  12. A lot of time has been spent remaking the components needed to make the game run smoother and look nicer. Way more time than I originally intended, but I feel too deep into the mess to turn back now. The results are showing, but it seriously delayed the game's progress and the makeover still isn't complete. I'm hoping that with these menus out of the way and all the fancy scripting stuff simplified into usable tools, the post-alpha development will come easy. Much like a house, the game's gotta have good bones. A foundation to build an entire series of games on top of, actually. Each one more polished than the last.Read more on the blog.
  13. Hi, With the recent announcement that the Nintendo Switch will support GameMaker Studio 2 later this year, I am looking for a small team to help create a game. There is no game concept or plan at the moment, I am hoping on building this together. I am a University Student building a portfolio, which you can check out here. I am looking for the following roles: Designer 2D Artist Sound Designer/Composer Just leave a comment or send me a message if you are interested!
  14. I like to build my A - Team now. I need loyal people who can trust and believe in a dream. If you got time and no need for direct pay please contact me now. We cant pay now, you will recieve a lifetime percentage if the released game will give earnings. If I get the best people together for a team, everything should be possible. What i need: - Programmer c++ - Unity / Unreal - we must check whats possible, please share your experience with me. - Sculpter, 3D Artist - Animator - Marketing / Promotion What i do: - Studio Owner - Director - Recruit exactly you - Sounddesign - Main theme composing - Vocals - Game design - Gun, swords, shields and weapon design - Character, plants and animal design Please dont ask about the Name of the Game, about Designs or Screenshots. The game will be defintitly affected about our and your skills if you join the team. Planned for the big Game: - 1st person shooter - online multiplayer - character manipulation - complete big open world with like lifetime actions and reactions - gunstore with many items to buy - many upgrades for players - specials like mini games So if you are interested in joining a team with a nearly complete game idea, contact me now and tell me what you can do. discord: joerg federmann composing#2898
  15. Hi GameDev! I own a small company called Magical Game Studio and I'm excited to present an opportunity to the community that we're passionate about. The game we're working on is a throw-back to one of our favorites, Legend of Zelda: A Link to the Past, and we're looking to create a similar 2D, top-down adventure game with more of a painterly art style and faster-paced gameplay. We are developing for Nintendo Switch and PC platforms (we're Nintendo dev partners with Switch access). We've just finished pitching our game to eight publishers during GDC and all eight have requested follow-up meetings when we reach First Playable (around June), which is rare in my experience (usually we're lucky to get 2-3 callbacks). We have signed contracts with three publishers across four previous games, ranging in funding from $400K to $5M. As a team, we have shipped eight game titles in the past, and we've shipped both AAA and indie projects alike. Several of us are currently employed full time in director or senior-level roles at other game companies. Our studio is comprised of ten members, and we're looking for a senior-level engineer and a senior-level technical artist who has experience with 2D animation in Unity. This is our passion project that we're looking to launch so that we can break into our own studio. Both positions are remote, and the positions are royalty-based until we secure publisher funding, in which we will pay salary/benefits + royalty. Here's a WIP screenshot of the game: If you're interested in one of the two positions listed above, contact me and I will send you our pitch deck and game demo after further discussion. When you contact me, please also provide the position you're interested in and some sort of portfolio to showcase your previous experience (github, portfolio, collection of links to games, etc.). Please also indicate what you accomplished if your examples are team projects and what types of game code you're most experienced with (UI, gameplay, AI, combat, dialogue, netcode, tools, etc.). Lastly, we're looking for people who can contribute ~20 hours per week. Any less than that for engineers and we find that we don't have enough time to iterate effectively (and our gameplay suffers). Thanks for reading, and I hope to hear from you soon! Zooch
  16. Biotale Studio

    DevBlog_2: A Brief Introduction

    Hi! Recently I've Started A Development Blog For King Of Pirates,my first game. It will be available on desktops and (Maybe) consoles, it’s made with Unity. I'll try to post as often as possible and i'd love to hear from you, feedback and questions are welcome. King Of Pirates is an action/adventure third-person RPG influenced by the age of piracy and pirate affairs and it's also highly influenced by Sea Of Thieves(One Of My Favorite Games). The gameplay is inspired by Dark Souls and assassin's creed, with focus on exploration, combat and resource management. You play as a Pirate and go on a journey with the goal to become the ruler of the Seas, Or As A Soldier In The Marines Who Aspires To Be Known As The Best Ship Captain In The World. The Game Will Not Have A Specific Story line (Take The Wheel, Set Your Destination And May The Wind Be In Your Favor) Be sure to follow me on Twitter If You Want.........
  17. Hello gamedev, I am currently evaluating the worthiness of jumping into RD work for an automatic impostor system in our engine. In the past I've witnessed tremendous performance increase from such a system into the engine of LumenRT (which has to cope with unoptimized user created content). We're a little bit in the same situation right now. Possibly large fields with way too much data (high poly etc..). So if the engine would support auto-impostor-ing of stuff that'd be cool. Though, to make it a bit more modern, I was thinking that we could extend the parallax validity of billboards by storing the depth too, and render them using parallax occlusion mapping. So the invalidation could come after the camera has moved to a more radical angle than for traditional impostors. These exist techniques with full volumetric billboards that I am aware of, but they need the gometry shader to generate slices, and cost heavy voxel storage. I need something very light on the bandwidth to cope with switch/PS4 limitations. Can you point me to modern research on well balanced imposter techniques sounding like this ? or any idea you have on the matter. thanks
  18. Greetings, all! I am in the beginnings of my journey to become a gameplay programmer. I'm looking at current job listings and conducting a gap analysis for myself so I can see what I need to work on and develop a plan to improve my skills where they are lacking. I am comfortable working with multiple languages including Java, JavaScript, Python, C#, and a few others involved in game development, and I am most experienced and familiar with C++. Comparing the lists of skills required in gameplay programmer listings to my current skills, what I lack most is experience developing for consoles. Many of the job postings required experience developing for consoles (Xbox One and PS4). I looked around the internet and the only way I could find to get experience was to register with Sony/Microsoft as a developer, but that could only happen if I was already employed (or at least self-employed). Perhaps I was just looking in the wrong places - using the wrong keywords in my searches. Is there a way I can get some experience programming for these and future consoles as a student? How should I go about furthering my skills developing for consoles once I have access? What should I learn specific to these consoles (that I am not already learning from programming for PC)? How different is programming for Xbox/Playstation from programming for PC? Thanks! -Vito
  19. Project Name:The Legends Gate:Battle Of Sorrugar Studio: Inbound Entertainment. Engine: Unreal Engine 4 Platforms: PC And Mac(Steam) & Xbox One/PS4 (Very Very Far Future) Team Size:3 Compensation: Royalty/Payback After Funding Roles Required:Environment Artist/3D Animator/Level Designer And Unreal Engine Programmer And Any Others! Project Length: Hoping For Release In 2020/2022 Requirements: [3D ANIMATOR/ENVIRONMENT ARTIST] - Realistic Assets/Textures - GUI Creation - Environment Asset Creation - Create Animations [PROGRAMMER REQUIREMENTS] - Fluent Programming - Work With Other Programmers And 3D Artists - Must Be Able To Create Combat Systems And NPC AI Systems About Me: I’m A Game Designer With A Bit Of Experience, I’ve Been Working On This Project Game Design Wise For Nearly 4 years. The Project Has Changed So Much, especially Story And GamePlay Wise. Project Description: Hello! Me And A Concept Artist Are Looking To Start Up This Team, You Can See What We Are Looking For Above, The Game Is A First Person RPG And Is Also Open World, This Is An Ambitious Project That I’ve Been Working On For 4 Years Game Design Wise And Story Wise. I Will Tell You More About The Story When You Apply Below. Also We Welcome Any Other Skills You Want To Offer As The Game Is Currently In Pre Production And Building A Team Is Very Important. Apply:DM Me On Discord riobio55#1958 or email me at liondude12@gmail.com
  20. Hello Friends, i am trying to create a Game developing company, with absolutely zero experience in that. I know it sounds silly, I have experience in running a small business as i have one, but games are something i always wanted to be involved with. So i have an idea of what game i want to create but i have no knowledge in programming, art, music etc. what needs for a game. I will assume the role of the producer and i just want to create some prototype which i will go around with after and try to find investors/publishers. So my question is where i can find, how much and how do people charge for art,3d modelling, is it per 1 character, per hour, what if i want whole race with cities, weapons etc., what about story writers - how much they charge and how? How much charge people who can use Unreal Engine (as i want to use that for my game - FPS) and so on. Meanwhile i am educating myself with game developing and the legal part (contractor agreements,non disclosure etc.) I will be grateful for any info you can give me.
  21. mikesayso

    Calling All Gamers!

    Hi Guys, Michael here, I work for a company called SaySo Rewards. I actually have a post about our company that you can find on this forum. It talks about how we are trying to work more closely with game developers to help with their funding while also rewarding the player. So super quick post. I have a home-made survey I would love it if anyone on here with 2-3 minutes free time could fill in. We will be attending GDC in San Francisco next week and it would be great to have some numbers on this to present at the conference. Please answer honestly, there are no personal questions being asked. Could you do me a HUGE favor and leave a comment here if you do fill in the survey, I would really appreciate. Thanks guys, keep on gaming. Link below: https://www.surveymonkey.co.uk/r/ZSQZMXP
  22. Hi, I'm wondering if anyone knows what the current versions of Clang are used in the latest versions of the developer tools for both the Playstation 4 and Nintendo Switch? I'm guessing Clang/LLVM 5.0 (as that is the current stable release)? Is it a safe assumption that C++14 is available for use? I'd like to target C++14 as a baseline, and am wondering if we'd run into issues later when porting to these platforms. Thanks!
  23. Hey everyone, We are working on a cross-platform RTS style game in which players from all platforms play together summoning creatures from cards to fight on a live battlefield. We are here to hopefully gather more people to work on this project. About the Game: The idea of the game is that players can create their own decks with cards they own and use it in a match against other players. Cards belong to an element (fire, air, water,...) which represents the fighting style of the unit. In order to summon a card in game the player must have enough energy and the right elements. The main inspiration for this game is BattleForge, a game that closed down in 2013 and has a similar style to what this game ultimately will have. A video about BattleForge can be found here: The game is being made in Unity and we plan to make it available on PC, console and tablet. All players will be able to play against each other, independent of which platform they are playing on. About the goal: This project is a hobby for us and we expect the same for anyone joining this team. We do it for fun and see if something worth sharing comes out of it. There is no amount of work that you have to do. Do it for fun and learn something while working with us. We all are young and still have our lives ahead of us. This can mean that any of us can drop out if we don't have enough time to continue working on this project. The same principle applies to anyone joining: you are free to leave at any time. About the team: At the moment we are 6 people, we have: - 2 programmers - 1 character concept artist - 1 environmental modeler - 1 unit modeler - 2 sound artists The two coders (and founders of the project) are managing it. About you: We are looking for people that can identify with the main concepts of the game: cross-platform RTS with a focus on producing a high quality game Open positions are: - programmer for a highly efficient path finding algorithm If you have skills that are not on the list or are already taken, feel free to contact us anyways. Please give some reference of work that you have done in the past and write a few lines about yourself. Anyways, that's it from us. If you have any questions feel free to ask them below. If you wish to receive more information about the project and the game ideas, send me a private message. Thanks for your time.
  24. If you have worked on somebody else’s project, you know how hard it is to makes sense of long blocks of complicated codes not written by you. There were many reasons Apple introduced Swift Programming Language in 2014 to replace Objective-C, Apple’s primary programming language since 1996. The main reason was getting a piece of work done without the programmer having to write long lines of codes and raise readability of the program written. For example, Swift, unlike Objective C, supports functional programming, doesn’t need instance variables and to state the type explicitly, and has the ability to map raw value to enum directly. Swift is, indeed, the iOS development language for lazy developers. Of course, Swift supports the traditional programming paradigms based on the rules of mathematics like any other languages. Sometimes, developers have no option but to use them. However, most of the time, Swift programmers can do away with fewer lines of code. I will validate my point with a few code examples: 1. Swift extensions are a life saver Long, boring codes make an already tough job of a programmer, tougher. For example, writing a program to square a number makes Swift look such an average programming language, it is not in the code example below. func square(x: Int) -> Int { return x * x } var squaredOFFive = square(x: 5) square(x:squaredOFFive) // 625 As I said, Swift makes way for smaller, concise code. In this example, the credit goes to Swift extensions. Squaring a number seems like a cakewalk. extension Int { var squared: Int { return self * self } } 5.squared // 25 5.squared.squared // 625 Did you know unlike Objective-C categories, Swift extensions do not have name? 2. Use Generics and avoid creating unnecessary functions Three functions and three variables are an overblow to write such a minuscule program. Swift doesn’t seem to add any value to the programmer in the following code example. var stringArray = ["Bob", "Bobby", "SangJoon"] var intArray = [1, 3, 4, 5, 6] var doubleArray = [1.0, 2.0, 3.0] func printStringArray(a: [String]) { for s in a { print(s) } } func printIntArray(a: [Int]) { for i in a { print(i) } } func printDoubleArray(a: [Double]) {for d in a { print(d) } } With generics, you can write the above example with a single function in Swift. func printElementFromArray<T>(a: [T]) { for element in a { print(element) } } 3. Use For loop when you want to use While loop While loops are unnecessarily long to write. A single loop to count numbers from 1 to 5 doesn’t have to be 4 lines long. var i = 0 while 5 > i { print("Count") i += 1 } For loops are a complete bliss in Swift. The example below will clear you doubts if you had any. for _ in 1...5 { print("Count") } 4. Use Guard let, not if let If let leads to hideous codes. A pyramid of doom is a big no-no in programming, at least with Swift as the language to develop iOS apps. Look at the code example to welcome new users. Those are nasty nested code. var myUsername: Double? var myPassword: Double? func userLogIn() { if let username = myUsername { if let password = myPassword { print("Welcome, \(username)"!) } } } Abolish the bad, bring the good with Guard let var myUsername: Double? var myPassword: Double? func userLogIn() { guard let username = myUsername, let password = myPassword else { return } print("Welcome, \(username)!") } 5. Exclusive functions vs dependent function You can create two mutually exclusive functions or you can connect between them if you’re looking to write smaller codes. The following code example finds the diameter of a circle using two exclusive functions. func getDiameter(radius: Double) -> Double { return radius * 2} func getRadius(diameter: Double) -> Double { return diameter / 2} getDiameter(radius: 10) // return 20 getRadius(diameter: 200) // return 100 getRadius(diameter: 600) // return 300 However, when the radius and diameter variables dependent on each other, you will make more connections, type less, make fewer typos, result in fewer bugs and thus rarer instances of programming blunders. var radius: Double = 10 var diameter: Double { get { return radius * 2} set { radius = newValue / 2} } radius // 10 diameter // 20 diameter = 1000 radius // 500 6. Enum to Type Safe “Adult”, “Child”, “Senior”. You are not supposed to do hard coding in Swift. The least, there mustn’t arise an event when you have type all these string values for each case, over and again. That’s a big no. Don’t do that, please. switch person { case "Adult": print("Pay $7") case "Child": print("Pay $3") case "Senior": print("Pay $4") default: print("You alive, bruh?") } When you write too much, you lose track and end up making mistakes. Did I mention, Swift has the ability to map raw value to enum directly. Let’s leverage on it. enum People { case adult, child, senior } var person = People.adult switch person { case .adult: print("Pay $7") case .child: print("Pay $3") case .senior: print("Pay $4") } You will never make a typographical error because “.adult”, “.child”, “.senior” will highlight themselves in the Apple’s IDE. 7. If let is hard to get by If let is something you’re going to encounter in every language. The advantage with Swift is you can skip it more often than other programming languages. For example, the code below helps users choose Twitter theme color. var userChosenColor: String? var defaultColor = "Red" var colorToUse = "" if let Color = userChosenColor { colorToUse = Color } else { colorToUse = defaultColor } I can cut the code. This is going to change your life as a programmer. var colorToUse = userChosenColor ?? defaultColor If userChosenColor returns nil, choose defaultColor (red). If not, choose userChosenColor. As simple as that. 8. Conditional Coalescing Hair spike increases your height by a couple of inches. So I tried to write a code to solve the problem, except against Swift convention I used three variable and if else in my code. Will god forgive me? var currentHeight = 185 var hasSpikyHair = true var finalHeight = 0 if hasSpikyHair { finalHeight = currentHeight + 5} else { finalHeight = currentHeight } I am a god-fearing programmer and have utmost respect for the Apple’s primary programming language. So I compacted the code above my measures. This is how it looks now. finalHeight = currentHeight + (hasSpikyHair ? 5: 0) The code above states, if hasSpikeHair is true, add 5 to the final height, if not add zero. May the force be with you. The power of Functional Programming Among many reasons Apple replaced Objective C with Swift as its primary programming languge, one was Objective C’s alienation with functional programming. I have written the program below in Swift as I would have in Objective C that lacks functional programming. The code looks lousy, doesn’t it? var newEvens = [Int]() for i in 1...10 { if i % 2 == 0 { newEvens.append(i) } } print(newEvens) // [2, 4, 6, 8, 10] A simple function will get me rid of the For loop and if let (I hate it) and will reduce the entire code to two lines. Just take a look back and see how much time you wasted writing for-loop. Let’s make the code explicit. Ingenious, isn’t it? var evens = Array(1...10).filter { $0 % 2 == 0 } print(evens) // [2, 4, 6, 8, 10] Functional Programming is prodigious. Functional Programming separates shrewd programmers from everyday programmers. Closure vs Func This is how a normal function looks like in in Swift. I mean this looks a fine piece of code. func sum(x: Int, y: Int) -> Int { return x + y } var result = sum(x: 5, y: 6) // 11 However, who wants to remember the name of the function and the variable when you can do away with remembering either a function or variable. I chose variable in this case: var sumUsingClosure: (Int, Int) -> (Int) = { $0 + $1 } sumUsingClosure(5, 6) // 11 Love your code and it is gonna love you back
  25. Hi. I'm kind of late to this party but I thought I would ask anyway as I haven't found a concrete answer. When creating a game engine, when should you choose one methodology over another (more specifically OOP and DOD)? Which areas benefit from DOD? Which areas benefit from OOP? Do people typically mix multiple methodologies throughout a project? I.e. certain sub-systems created in one, and others in the another? DOD - Data Oriented Design OOP - Object Oriented Design Pretty simple Thanks
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