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#5337223 what is the difference between #if, #ifdef and #ifndef?

Posted by Lactose on 26 March 2017 - 05:19 PM

This is not Google.

A quick search gave this as a result, which should contain all the information you need:


#5337220 How do I rotate a line segment in a specific point on the line?

Posted by Lactose on 26 March 2017 - 04:57 PM

1) Offset the line segment so that the center is at C.

2) Rotate.

3) Offset back by reverse of the offset from 1).

#5337020 Find and delete Vector element

Posted by Lactose on 24 March 2017 - 04:49 PM

which fails on the std::find line

Fails how? 

#5336959 My a* pathfinding is very slow... (c++)

Posted by Lactose on 24 March 2017 - 08:50 AM

but all maps I try it on works fine, so I might be stuck

Some suggestions for variations to test... What happens (and what should happen) in the following scenarios:

...if start and end are the same?

...if you cannot reach end from start (i.e. there is no valid path)?

...if end and/or start is inside collision (i.e. invalid map and/or invalid positions)?

...if start and/or end is not inside the map (i.e. invalid positions given for start and/or end)?

...if there is no valid map provided?

#5335541 game design

Posted by Lactose on 12 March 2017 - 01:45 PM

With the FAQ.

#5335226 not declared

Posted by Lactose on 09 March 2017 - 04:09 AM

std::string myText;

#5334814 Zooming between ImageViews using Parallax Scrolling

Posted by Lactose on 05 March 2017 - 07:15 PM

We are not here to debug random code you've found somewhere that doesn't do what you want.

#5334775 Random Number Generator?

Posted by Lactose on 05 March 2017 - 11:50 AM

What you're after is called permutations of a given set of numbers, and should be easy enough to search for/generate.


Once you have the list of permutations, just assign them so that (for example) the first listed number is at the top, and then go clock-wise.

#5334052 Best way to achieve enviromental weather system?

Posted by Lactose on 27 February 2017 - 09:33 AM

If the moderators were so clever then they would be in the industry and not moderators of a poxy website.

Most (if not all?) the moderators are both in the industry and moderators on this "poxy website". 

#5333146 Snake using SDL

Posted by Lactose on 20 February 2017 - 09:59 AM

Please use the code tags when posting code here, it makes it a lot easier to read.

In the editor, it's the symbol that looks like this:



Because of that I haven't read thoroughly through all your code, but some comments:

You seem to be using a lot of magic numbers. collision(int a), for example. I would suggest using better names for variables so it's easier to see at a glance what things are, and you might also want to consider using enums instead of just passing various numbers around.

Additionally, I would probably just use a std::vector instead of any form of linked list, but that's just me.

#5332864 game designer student seeking help

Posted by Lactose on 18 February 2017 - 01:09 PM

I recommend you start with the FAQ and ask more specific questions after.

#5332849 MMO Database

Posted by Lactose on 18 February 2017 - 11:19 AM

On the off topic note: I don't get what people's obsession is with classifying it as MMORPGS(WoW, TSW, Eve, Wildstar, FFXIII, etc.) and "everything else" ORPG? I don't know. Usually when I talk to people about multiplayer games the term ORPG is useless and doesn't at all convey the wish for people to create a persistant game. I often see people go on a rant on here about how "THIS ISN'T AN MMORPG, AN MMO MUST BE MASSIVE!" to me that's utterly pedantic. A lot of the games we have long called MMORPGs like runescape or even ultima started off with very small amounts of people, often they only support small amounts of people and are just sharded to support insane numbers of people across insane numbers of servers. A lot of people seem to forget that many MMOS grow organically and don't start off supporting a million players. The MMO part is usually related to the type of game that is being created rather than the number of people on it.

FFXIII is a single-player game. I think you mean FFXIV.


It might be pedantic to you, that doesn't mean it's not a valid distinction for a lot of other people. Especially among developers, it's very common to use either different terminology, or terminology in a different manner than how consumers use it.

Terminology matters in communication, because it conveys a set of problems, solutions, and constraints.

Another important aspect is terminology changes over time. A concurrent user amount of x could be classified as massively multiplayer before, but not now. Just like a game that looked jaw-droppingly amazing 20 years ago would most likely not be perceived as all too amazing with the current visual standards.


Let's say I'm making a racing game, that is only viewed from the point of view of the driver. If I need to discuss it or find solutions to the technical side of things, do you think it's better for me to search for "First Person game" or "Racing game"? Stick a gun on the car and I could argue all day that I'm making a FPS game, but that doesn't help me one iota if I need to ask for help on car steering mechanics, friction and realistic engine sounds.


If what people/developers are actually asking questions about persistents worlds, then there is terminology for that, which you already used -- persistent.


MMO -- Massively Multiplayer Online -- conveys a problem set that includes a ridiculous amount of concurrent users, and all the follow-on effects of that. The solutions to those problems are, at this point, fairly well known, as is their cost: "very very very expensive".


A persistent online game, on the other hand, is a different beast altogether. Especially if it also comes with a estimate of concurrent users, and other important aspects.

#5332735 My Very First Game - Made In Python - TICTACTOE

Posted by Lactose on 17 February 2017 - 01:32 PM

A big logical error is that you can replace the other player's input with your own.

Fix it.


You might think "but it's only a small thing, and it doesn't matter that much -- the game is 90% done, isn't that good enough?", or similar, but the last 10% of any game will most likely teach you a lot.


You've done well to get this far, but you can do better. Learning how to finish things is a very valuable skill.

#5332616 Can having few large textures vs many small improve *loading* time?

Posted by Lactose on 16 February 2017 - 03:28 PM

That's true. Just that with that kind of testing I'm not confident if the results will scale. I might record a slight decrease, lets say by 0.1s, but I can't be sure that the results will scale i.e. if I get 0.1s increase by getting rid of 15 textures will I get a 1s decrease by getting rid of 150? 

I don't know of any links for what you're asking, but the above makes me think...


Why not just replace all textures with 15 large ones filled with random data?


Or create 2 projects/scenes -- 1 with just all the original textures, and 1 with 15 huge textures (potentially random noise if compression is a factor that needs to be considered).


Time how long they take to load and compare. That should give you a ballpark of what you can expect, I would imagine.

#5332094 Getting over game programming perfectionism

Posted by Lactose on 13 February 2017 - 09:40 AM

If anyone is reading this, and didn't want to upvote _Kane anyway give him a +1?