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Found 172 results

  1. Hello, I have a 'join'-function that joins an array's elements to a string. This is what I want: vector<int> a = {1,2,3} array<int, 3> b = {1,2,3} cout << join(a) << endl; // "1, 2, 3" cout << join(b) << endl; // "1, 2, 3" So I'm trying to declare the function this way: template <typename T, typename C> string join(const C<const T> &arr, const string &delimiter = ", "){ ... } But without any success. I understand, that I could declare it this way: template <typename T> string join(T &arr){ ... } or this way: template <typename Iter> string join(Iter &begin, Iter &end){ ... } But I just wonder, is it possible to implement it like: template <typename T, typename Collection> string join(const Collection<const T> &data){ ... } Thank you!
  2. All games written with Orx have a profile screen that can be called up to monitor for any inefficiencies or bottlenecks. Iarwain will be demonstrating the Profile Mode for Orx over twitch tomorrow night at: Come along if you're interested to learn about it. There will be an opportunity to cover any topics after the demo. Here's some time zones as a guide to when it's on: Montréal, Canada Tue, 11 Dec 2018 at 1:00 am EST Rome, Italy Tue, 11 Dec 2018 at 7:00 am CET San Francisco, USA Mon, 10 Dec 2018 at 10:00 pm PST Sydney, Australia Tue, 11 Dec 2018 at 5:00 pm AEDT You can check other time zones here: https://www.timeanddate.com/worldclock/converter.html?iso=20181211T060000&amp;p1=165&amp;p2=215&amp;p3=224&amp;p4=240
  3. I am finishing up my Game Programming and Design BS and am excited to start working in the field. My biggest concern right now is that I live in a city with almost zero game studios and will be here for a while longer as me and my family have just bought our first house a couple years ago. We do plan on moving in the future just for the purpose of change and experiencing something new and my girlfriend wants to move somewhere I can at least have opportunities to work in, but for now we are staying here while she finishes up her masters program. What I am curious about is how to go about trying to get into the industry as a remote developer. I am interested in any kind of work in the field to start off as I have been working on many different areas of game development since I was a kid in the early 90's but have finally decided to go for it in a serious way. I guess I'm just looking for some advice and harsh reality checks about breaking into this highly competitive field as a remote developer. I am new to the forums as well, so I hope I didn't break any rules I missed with this post. Thanks
  4. Hello... This is my version of the Chapter 18 CLASS exercise about throwing and popping a bunch of balls. : NOTES : Random() For the most part as I worked through the exercise things became clear but I am still confused about "scope" or w/e it is called that determines when a variable is available to be read by other sections of the code. I wanted to use Random(); to build random numbers on the fly, but it seemed that I was either calling the random very quickly in succession, so all the results were identical, or I wasn't able to access the random object I created when I wanted to. I got around this problem by creating a custom random class called RAN. This initiated Random() during the creation of the class in the main program.. so that only happened once. Then it had functions to produce the random numbers I wanted, in the type I wanted. Also I found the code to be really ugly and hard to read if I just used Random(). I was using Bytes for my 0-255 colour codes.. and as far as I know Random() is returning only floats.. so every time I had to use Random() object I had to use Convert()... this lead to it being a mess. So I build into the RAN class in a way to choose the types for me to clean this up a little. This is only using Random() to for loop 5-50 times and make a list of balls with a size of 1-25 Random rand = new Random(); List<Ball> balls = new List<Ball>(); for (int i = 0; i < Convert.ToInt32(rand.Next(5, 50)); i++) { balls.Add(new Ball(Convert.ToInt32(rand.Next(1, 25)))); } The Colour class that was using bytes was even worse. balls[1].colour.red = Convert.ToByte(rand.Next(1, 255)); balls[1].colour.green = Convert.ToByte(rand.Next(1, 255)); balls[1].colour.blue = Convert.ToByte(rand.Next(1, 255)); And the BALL class was every worse worse!! Ball ball = new Ball(Convert.ToByte(rand.Next(1, 255)), Convert.ToByte(rand.Next(1, 255)), Convert.ToByte(rand.Next(1, 255)), Convert.ToInt32(rand.Next(1, 25)); I found it really strange that using Random() to get specific types would cause such ugly and bloated looking code. So I ended up making my own Random Class called Ran(). This would change the above code to.... Ran Ran = new Ran(); List<Ball> balls = new List<Ball>(); for (int i = 0; i < Ran.Int(5, 50); i++) { balls.Add(new Ball(Ran.Int(1, 25))); } balls[1].colour.red = Ran.Byte(); balls[1].colour.green = Ran.Byte(); balls[1].colour.blue = Ran.Byte(); Ball ball = new Ball(Ran.Byte(), Ran.Byte(), Ran.Byte(), Ran.Int(1, 25)); Which seems to me to be a zillion times easier to read. I has occurred to me now, while writing these notes on the lesson that I probably should have put the conversions into the BALL and COLOUR class themselves.. so it always takes a float in the constructor but stores it as a Byte.. or something like that.. but even doing that would change all the stuff like so.... Ran.Byte() -> random.Next(0,255) Ran.Int(1,25) -> ranomd.Next(1,25) I dunno.. even this looks worse than my custom thing I guess... it seems that there is something I may be missing here... as it seems ugly and hard to write. Maybe there is a better way to handle conversions instead of Convert.ToInt32 or w/e : NOTES : Code Comments I really need to start looking into making proper notes into my code. There should be a way using the ///sumemry type stuff to add ways to have VS use intense to show me what the members are expecting as I go. I will make a effort to comment more in my next one, but thought I would level this entire project with no comments.. just to see how little I understand it when I next look at it. C# Players Guide dose cover comments but after reading it a few times it is still confusing.. I need to source google page on this before next time. - THING TO DO. : NOTES : Possible Error I think there is a error in the main program, not a fatal one.. but I believe now I am going though it for my notes that I should have used <= instead of < for the for loops. As I am counting from 1 and not from 0. I will not bother fixing this.. but it is something to keep in mind. The 0 start in the Arrays and Lists is a little hard to remember. I think it is not an error though as I am using +1 in the readouts... but I am done for now and will not be checking or changing anything lol. It is time to move on. : CODE : Ball Class Colour Class Program Custom Random Class Exit Program Class : EXAMPLE OUTPUT : Well, see ya next time!
  5. As I like to say with a deep sadness in my soul, I've been failing at game dev for about three decades. I've been having fun, but I'm ultimately disappointed with my progress. So I've once again changed my goals and strategy and over engineered it. Which brings me to my current project. My new goal is to get better through repetition, but using a strategy for that repetition to make my skill development more efficient. So far, I've completed some clones of the first levels of two games (Ninja Gaiden and Super Mario Bros. for the NES), and am starting out on making the first level of Bionic Commando (also for the NES). I'm redoing the graphics in half the res of the originals for now. So far, this strategy seems to have taught me more in the few months I've been doing it, than the five years it took me to complete my last game. The difference I suppose is that I'm not going to attempt to release most of these games. I might consider polishing and releasing the ones that aren't clones. This big learning project looks like it will take me a few years, in the meantime I'll probably start other projects while still working through it but this is going to be my primary project for a long while. And something that I think I should have done in the first place so many years ago. I'd like to share my progress from time to time and hopefully have some discussions.
  6. I'm staring programming stream today: twitch.tv/ibob_code Target audience is people with some programming experience (who know what are variables, loops, functions, etc...), though not necessarily any with C++. We'll be starting from scratch. I'll do at least 5 streams and then decide what to do. Let's see where this takes me.
  7. Well, in my journey (and completion) of learning C#, I've come upon a rather peculiar problem. I don't know if it has to do with having high-functioning autism, which I do, but I seem to struggle to remember anything related to this. If I see it and am given an example I can copy and reproduce results from a simple tutorial, I can do it usually without error (if not too complex). When I attempt to write my own script, my brain completely goes white. I can't remember or figure out how to use different parts of the C# language, and it's like attempting to read Chinese when I look through Unity's Scripting API and look for other tutorials for supplemental learning. I take notes, I pay full attention to the videos and interact along with them, and I do attempt solitary practice. I just can't seem to get anything to "stick" to the point where it makes sense outside of a learning example. I can't seem to apply what I'm learning in reality, and it's becoming a great problem. Does anyone have any advice for getting this stuff to stick? I've always been a visual learner and a hands-on learner, but with logical stuff that isn't within the realms of art has always been something I've had a hard time learning and remembering later on. I appreciate any advice you can give. Thank you. EDIT: Updated on 11/11/2018 because I've been sick and busy AF with stuff outside of coding. I have been making great headway thanks to the set of tutorials made by http://rbwhitaker.wikidot.com. I was recommended this tutor by the user Septopus, and good gods has he been helpful at breaking down the stuff I didn't understand. I've been following along with the beginning C# tutorials, and will move on to MonoGame ones when I am comfortable. I cannot thank you all enough for the support and encouragement you've given. Just another sign I should keep going with this. Take care!
  8. Hi everyone. I am experienced web dev and I want to try creating games for Android, iOS platforms. I know PHP, JS, some Java. For beginning I'd like to create some maze game with many levels, different modes to play. After it I want to create some simple word game or some 2D runner. I need to choose right game engine. For now I have next options: Libgdx Unity Corona SDK So, my questions are: What game engine should I choose for beginning? What game engine should I choose for maze game? What game engine should I choose for word game and simple 2D runner? Thanks!
  9. Hi! How is XP calculated? For example, to reach level 4, the player should reach 200 XP and to reach level 5 player requires 450 XP. Is there a formula? Is there a tutorial available online? Any source where I can learn how XP is calculated? Can you give me a simple example from any existing game where the XP increases whether the player wins or loses? Thanks!
  10. James Proctor

    Unity Unity MMO Creators - Youtube channel

    I've started a Youtube channel for anyone wanting to make a Indie MMO using the Unity3d game engine. Topics include: Business Kickstarter uMMORPG kit Atavism SpatialOS Community Building Interviews And more You can access the channel here. Intro Video:
  11. James Proctor

    Unity Unity MMO Creators - Youtube channel

    I've started a Youtube channel for anyone wanting to make a Indie MMO using the Unity3d game engine. Topics include: Business Kickstarter uMMORPG kit Atavism SpatialOS Community Building Interviews And more You can access the channel here. Intro Video: View full story
  12. Admittedly my algebra skills are pretty darn poor. Never were particularly great either but I do remember really enjoying solving quadratics at school (a long long time ago). Does anyone know of any decent free online resources to "skill up" a little? Nothing serious, it doesn't need to be an online course as such, no qualifications required (managed to do alright without anything but basic maths skills most of my life) but it would be nice to improve a little at least.
  13. Hi there! How are offers decided? and when should they be shown to the player? I've seen offer pop-ups presented to the players during festive seasons, for example 'Get 50% off this Christmas', etc., Any tips? Examples?
  14. David Chadwick

    Defold Game Tutorial Series

    As many already know -- Defold is a completely free game engine which provides a fully turn-key solution for game development across iOS, Android, HTML5, Mac OS X, Windows and Linux platforms. It includes a Visual Editor, Lua Code Editor, Scene Editor, Particle Editor and Tile Editor. A full suite of integrated tools which supports the full cycle of game creation. I'm announcing a new series of tutorials which teaches each of the major capabilities of the Defold Game Engine -- with both introductory tutorials on how to use key Defold features, as well as more advanced tutorials which develop a full game project. The current tutorials in the series include: Introductory Tutorials Kickoff with the Defold Game Engine Defold Image Procedures Select, Drag and Drop of a Defold Game Object Game Object Movement Techniques Preliminary use of 2d Physics and Collisions Convex Shaped Collision Objects Animated GUI Nodes Introduction to Levels, Messages and Menus Defold Game Tutorials New Enhanced Defold Game Template Balloon Pop - Defold Game Project Tutorial CoinDrop - Defold Game Project Tutorial IceJump - Defold Game Project Tutorial The series is located at the following site: TactxStudios.com I hope you find these tutorials helpful in getting acquainted with the Defold tool. I'd appreciate any feedback on how I can make this series more productive. One last thought - on the site is a newletter signup -- I'd encourage you to join the mailing list. I'll be sending out notices as new tutorials are being added. All the very best - David C
  15. David Chadwick

    Defold Game Tutorial Series

    As many already know -- Defold is a completely free game engine which provides a fully turn-key solution for game development across iOS, Android, HTML5, Mac OS X, Windows and Linux platforms. It includes a Visual Editor, Lua Code Editor, Scene Editor, Particle Editor and Tile Editor. A full suite of integrated tools which supports the full cycle of game creation. I'm announcing a new series of tutorials which teaches each of the major capabilities of the Defold Game Engine -- with both introductory tutorials on how to use key Defold features, as well as more advanced tutorials which develop a full game project. The current tutorials in the series include: Introductory Tutorials Kickoff with the Defold Game Engine Defold Image Procedures Select, Drag and Drop of a Defold Game Object Game Object Movement Techniques Preliminary use of 2d Physics and Collisions Convex Shaped Collision Objects Animated GUI Nodes Introduction to Levels, Messages and Menus Defold Game Tutorials New Enhanced Defold Game Template Balloon Pop - Defold Game Project Tutorial CoinDrop - Defold Game Project Tutorial IceJump - Defold Game Project Tutorial The series is located at the following site: TactxStudios.com I hope you find these tutorials helpful in getting acquainted with the Defold tool. I'd appreciate any feedback on how I can make this series more productive. One last thought - on the site is a newletter signup -- I'd encourage you to join the mailing list. I'll be sending out notices as new tutorials are being added. All the very best - David C View full story
  16. UPDATE Update System I have just finished the back-end programming for update game data using unity asset bundle, Firebase?!! and setting some Google Firebase Features for login in Play Games Service, storing user data (Money, Username, etc), and store game data for update (asset bundles). Offline Mode I made some code to handle game if it is has no internet connection. Lighting System I try to research 2D Dynamic Lighting System with Normal Map and other methods. Animation I put some 2D animation for lighting system research. Assets My Game Artist still busy, so I still try to make the graphic assets for research purpose, I really do not want to hurt your eyes 😉.
  17. I'm very often facing one small problem when trying to learn some new stuff - hard to choose what to learn next. Even if the problem seems to be small it has a very huge impact on the final result I think. And because Game Programming offers so much to learn, I'm always feeling that I'm missing something important and wasting my time learning something not important or unneeded. Or usually, I'm afraid to focus on something specific and huge for a long time, because I think that I'll spend all my time on that particular filed and will not be able to solve another problem. So I've tried to fit all my thoughts in this questions. 1) Are you trying to cover all the aspects of Game Programming? Or you trying to focus on some specific aspects like physics, animations, or networking etc. 2) What is your way to find a new theory or whatever else for your learning process? (Manuals, Courses, Books, Documentation? etc.) 3) When you trying to learn while practicing, are you search for learning because of a problem that appears, or because you wants to try new things? How do you choose this new thing? And finally, Which of this two approaches was the best for you if any? Not actually in the scope of the topic, but I'm also very interested to hear your thoughts on this. What is Game Programming for you? How would you describe what should Game Programmer able to solve?
  18. I´ve been searching in the web since last year and couldn´t find an answer. All I find are "recommendation" posts that are based on preferences or trivial and ambiguous matters such as difficulty. If It takes me 1 year to master SFML and it takes me 2 years mastering Opengl and the other libraries needed; I would choose Opengl; because I would be wasting 1 year in something that has only hobby uses. If I invest a year in learning something I would like to make a profit from It. Also If an Engine would be moer job-wise, I would choose that instead. I am in second year (finishing) in Software Engineering (in Argentina) and have advanced knowledge in C, C++, C#, Net, Web languages; and a little of Assembly. So I don't need the basics of language. I found SFML and It comes with a bunch of services (net, audio, graphics) and used it a bit, and found it quite information-less; I heard about DirectX and Opengl, but all I find is "It is verry difficult, use SFML". If you ask me about hobby, I would like somethinc close to code and efitient; for 2d graphics that I could draw myself. If you ask me about work, I would choose something that could help me get a Job. What would be awesome is, if there is something that could be a mixture of that. Thanks in advance, Santiago.
  19. k0fe

    Quest a day challenge

    The first week of October is over. I was writing quests and NPCs. The main goal was to write at least one quest a day. And this is really interesting and fun! My total result for this week is 15 quests and 20 NPCs. There is a lot of work on polishing ‘em all but at least I captured the main idea on every quest and NPC. Today I skipped and did nothing but analyze the whole result. Tried to make a document where I can store quest data (conditions, dialogues, rewards, stages and thoughts). Now I’m planning on prototyping quests via Creation Kit (Skyrim). But still there are relatively negative moments. I’m not satisfied because there is no real motivation for a player to complete those quests (as I think) and quests a simple as hell. They are more MMO like actually. Yes, they are not about killing n amount of slimes but still they don’t force player to use game features. Like why should anyone get fun from a quest that is fully independent from the game? Or maybe good narrative is enough for an engaging & fun adventure? This made me think about the main game mechanics. Those that player will use real often regardless of the playstyle. Of course I should start from movement as my game features an extended movement system which includes crawling and climbing mechanics. Example: Assassins Creed where player MUST use those mechs, so he can climb up to a viewpoint and open quests markings on a map and he MAY use them to avoid enemy NPCs in a different type of situations. This mechanics was used in solving puzzles and getting to a right place quests. Well, will see how all of this thoughts, quests and NPCs will evolve a week after 😛
  20. I'm doing research at the moment, and I came across some interesting things with Window Styles for OpenGL on Windows platform: WS_CLIPCHILDREN and WS_CLIPSIBLINGS are both required for OpenGL applications. WS_POPUP is preferred over WS_OVERLAPPEDWINDOW, WS_OVERLAPPED, and WS_POPUPWINDOW. But, it didn't say if it's required, or it's explicitly not necessary for OpenGL applications. WS_BORDER is also required for OpenGL applications. WS_VISIBLE is necessary as a precaution. So all of those explanations are just comments and posts spread out across many different forums, answer posts, StackOverflow, and on old MSDN blog comments. There's too many to list, so I just wanted brevity over having to cite out quite a bit of references. Anyway, what I personally don't understand about the Window Styles is: How do I describe the effects of WS_CLIPCHILDREN and WS_CLIPSIBLINGS on an OpenGL application? Its uses has some uses related to how OpenGL applications have their own pixel formats supported by the device context, and how it may be possible for a parent window to spawn children windows and somehow, miraculously clipping each other. Or, maybe the flag is put there mainly so the parent window, or the primary OpenGL application window, is prevented from being clipped by any children and parent siblings (windows)? Why is it preferrable to use WS_POPUP over WS_OVERLAPPEDWINDOW? I am speculating it has to do with toggling fullscreen and windowed mode for any OpenGL application, but, does that mean, just by setting WS_POPUP, it is enough to have fullscreen toggling support? Or, does it require that the window itself need to set/remove certain Window Styles, so WS_POPUP = fullscreen, and then WS_OVERLAPPED | ~(WS_POPUP) is used for windowed mode? Why is WS_VISIBLE necessary? Does that mean it can skip a step for setting the window to be visible? WS_BORDER is for windowed mode only, and thus it's required? Or that fullscreen and windowed mode both need WS_BORDER to function? So, those are my questions I have right now. Am I correct to assume all if these? Thanks in advance.
  21. Greedy Goblin

    Look what I found....

    Haha! Take a look what I uncovered the other day while digging through my books.... It even came with a good old floppy disk! (I couldn't even use it if I wanted to now)... This book was my very first on 3D graphics programming, before 3D graphics card were even a thing (for the mainstream masses anyway). Published in 1994, it's a book that served as a really good primer to understanding 3D geometry and programming even if I never bothered with the later chapters on curved geometry. All the code samples were in C (not even C++) and there was no such mention of things such as texture mapping (although it did cover shadows, reflections and refraction!). It took you right from the beginning; from the equation of a straight line, translations, matrices etc to projections (viewing pyramid) and clipping algorithms. Great stuff! I still find it useful now as I re-read the introductory chapters and refresh myself on a few basics. My other go-to book is "Real Time Collision Detection" by Christer Ericson - an absolute diamond of a book! Do you guys and girls have any books that you rely on or hold in high regard for your game development? It would be interesting to know if anyone has ever seen or read the Georg Glaeser book above. Anyway, I'll soon have another update on The Berg, but it's bed time for me now. Night all.
  22. JoAndRoPo

    Store Values

    Hi! Question#1 - Is it OK to take another game store values for my game? Will, there be any issues of any kind? Question#2 - How are store values calculated? For example, the below values is taken from Clash Royale... 80 Gems for $0.99, 500 Gems for $4.99, 1200 Gems for $9.99, 2500 Gems for $19.99, 6500 Gems for $49.99, 14000 Gems for $99.99 How are 1200 gems calculated for $9.99? and so on...
  23. Hi! I'm creating a spider solitaire game in my free time and will be adding daily challenges. There will be a challenge each day until the end of the month. After which, the challenges will reset for the next month. I do have some in mind but for a card game, creating unique challenges for each day is kind of tough. I played Microsoft's Spider Solitaire's daily challenges and found them to be the same/boring after a while. I would love to hear your ideas (unique) if any. Something different from the daily challenges created by Microsoft Spider Solitaire.
  24. Hi! I'm looking for a c++ hobbyist (intermediate experience, due to difficulty level) interested in helping recreating some basic core Splatoon mechanics to learn and practice. Ink (painting, teamcolor) Player controls (squid form, humanoid form, camera) Weapons (shooter, charger, and roller). I already have some techniques in mind for creating the ink, which I'd discuss privately in a DM. ^^ Discord: Agent#8875
  25. Heyo, I represent Node Collective LLC and we're making a large open world, FPS style game. Something sort of like Farcry 5. We already established a large team of professionals and college grads. We're in need of many more programmers for UE4. So if anyone is wishing to develop their skill, and pick up some of the slack for mechanics, that'd be awesome! Contact: sakirintannoy@gmail.com Discord: Sakirin is Cool#0850 - Sakirin More project information will be posted upon contact with the company.
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