Jump to content
Posted 01 November 2012 - 06:12 PM
Posted 01 November 2012 - 09:39 PM
Posted 01 November 2012 - 10:41 PM
I Create Games to Help Tell Stories | Writing Blog
Posted 02 November 2012 - 01:10 AM
Edited by Krohm, 02 November 2012 - 01:11 AM.
Posted 02 November 2012 - 01:34 AM
Edited by Nypyren, 02 November 2012 - 01:40 AM.
Posted 02 November 2012 - 01:36 AM
Posted 02 November 2012 - 03:40 AM
Posted 02 November 2012 - 10:31 AM
Posted 02 November 2012 - 10:36 AM
Posted 02 November 2012 - 11:17 AM
So, that's an interesting point (not necessarily one that I agree with, but still).
What's really needed? How to build sane code. Documentation, style, engineering, knowledge of real-world problems.
Or more related to implementation: object lifetimes, smart pointers, proper OOP, various code patterns etc.
Posted 02 November 2012 - 11:51 AM
Posted 02 November 2012 - 02:24 PM
Posted 02 November 2012 - 03:11 PM
Posted 02 November 2012 - 03:21 PM
Posted 02 November 2012 - 03:33 PM
Depends on what type of game developer. if you are working on mobile/console, then you are likely going to need to know a whole lot about cache architectures, efficient algorithm design, etc. If you are writing for PC, can probably get away without.
For a game developer, you don't really need to know that in detail.
Then you should be learning LISP
I think the very core of programming most software is about logically managing lists of data At least, that's what I find myself doing a lot.
Posted 05 November 2012 - 03:25 PM
CTO at Conjecture, Inc.
Posted 05 November 2012 - 03:51 PM
I've reintroduced myself to a data structure that's simpler but as effective as a binary (search) tree. It's called the skip list.
For basic game logic, you need to understand at least basic trees because that's what you need to represent hierarchical things.
Basic algos: at least binary search, breadth-first search. The latter is a simple way to solve a wide range of general problems, including pathfinding. A*, IDA* etc. are more complicated, potentially more efficient ways of solving similar problems but you can look at them later if and when you actually need performance.
For performance you are going to have to learn heaps and hashes.
As an aside, you'll rarely want to use a linked list because the performance sucks in practice. Vectors/arrays are usually the right way even when textbook logic would suggest linked list. A lot of the time you will want to keep these sorted so that you can use binary search on them.
Posted 05 November 2012 - 05:10 PM
Posted 07 November 2012 - 09:56 PM