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1076031 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 03:15:39 AM
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341  Developer / Technical / Re: It's not a bug! It is a feature! on: March 01, 2013, 03:26:47 AM
Part of my game is to be able to hack your opponent's graphic interface, including mouse and keyboard inputs. I'm basically making a game made of voluntary "bugs"...

Here is an example of bug that I got few years ago that I'm reimplementing in the current version of the game:





The consoles where spinning in 3D. (the game is full of this kind of consoles where you can type commands and program scripts)

I think this game will be hard to debug.
342  Developer / Technical / Re: recommended c++ libraries for arbitrary controller support? on: February 28, 2013, 01:16:04 PM
Ok so it's not very useful for combinations of keys...
343  Developer / Technical / Re: recommended c++ libraries for arbitrary controller support? on: February 28, 2013, 12:33:20 PM
Wait, there is also a way to convert any key pressed to it's textual (UTF8 if I remember correctly) value (as a string). Is it too slow for action inputs too? Or does it have the same problem of not providing the localized value on Windows? I remember it was working well few years ago for typing text...
344  Developer / Technical / Re: recommended c++ libraries for arbitrary controller support? on: February 28, 2013, 08:37:37 AM
MadWatch> Interesting to know that the behaviour is fixed on Linux. I thought it was a general problem to not have the real keys (because it seem it's the same problem with almost all games - I use both Azerty and Qwerty)

I'll have to check if it hasn't been fixed already.


It's too bad we still have to do ourself platform-dependent code to get not-so-raw correct inputs :/
345  Developer / Technical / Re: recommended c++ libraries for arbitrary controller support? on: February 27, 2013, 11:00:28 AM
I use OOIS as library abstracting all inputs, not sure how it works for gamepads but never heard complains about it.

The only thing is that the forum is a bit hidden now that there is no obvious way to find it: http://www.wreckedgames.com/forum/

Also, it is updated very slowly so if something is missing or buggy, don't assume it will get fix quickly; I didn't have any major problem with it for now.

Documentation is missing because the wiki is lost, but the code is pretty straightforward to follow, just look at the interface and example.

Wow I just discovered that it have a github now: https://github.com/wgois/Object-oriented-Input-System--OIS-

So not sure it's the best for what you need, but it's the closest thing I know.

There is also a library by someone else to abstract "actions" which are triggered by composition of inputs, it's useful to help building configurable inputs. I can't find where I found it but it was in the Ogre forum I think. Anyway I find it not really well designed so I decided to go with mine (and it's a bit more specific design anyway).

Another way to do it would be to look into one of the sub libraries (which are independant) of SFML.

346  Developer / Technical / Re: unordered_flat_set on: February 26, 2013, 02:22:22 AM
Quote
The internals of Boost are a horrendous undocumented mess.  Its pretty much a prime example of how not to program, the irony being it is supposed to be 'le creme de la creme' of C++ programming.  Almost none of it is documented.  There are macros upon macros just layered inside one another.  Many of these macros are not just simple substitutions but rather code transforming ones which are exceptionally difficult to trace through.  Reading someone else's code is hard enough but the boost internals rarely follow the very formatting requirements that they're supposed to be adhering to.  Oh and did I mention that none of its documented?  I was prepared to spend a few weeks to get this to 'boost' standard, not a couple months.  Reverse engineering the Boost internals was not something I was prepared to do.

I know some of the boost libraries are like that, but I also know most are not and are really easy to follow. I think you're over-reacting.

Also, I'm not sure what you mean by "undocumented". Most of the code documentation is present in my copy.

Anyway, not important.
347  Developer / Technical / Re: Beautiful fails. on: February 25, 2013, 01:19:47 PM
It just miss a  Hand Metal Left
348  Developer / Technical / Re: unordered_flat_set on: February 25, 2013, 11:41:15 AM
Not really important to me but: Why you will not submit it to boost?
349  Developer / Business / Re: Project Scheduling on: February 25, 2013, 12:53:21 AM
I understand the energy waste of being confused, and when I reach this point, it's time to do a diagram.

What I do is a very simple diagram of how the whole game should be structured (features), something high level. Immediately I see the hole to be filled. If I don't, I just make the same diagram but more detailed. Lower level.

Most of the time, this confusion occur when you just finished a big feature. A good way to manage it, I find, is always having another big feature that you want to do next, by starting to think about it (but not work on it yet) when you're in full production mode in the current feature.

Also, as noted elsewhere, todo lists.
350  Player / Games / Re: Playstation 4 on: February 22, 2013, 11:20:57 AM
I think the share button should be used for writing messages in Dark Souls 3 PS4.  Well, hello there!
351  Developer / Technical / Re: C-based languages - Where should I start? on: February 21, 2013, 03:47:36 PM
The main problem with learning C first is that you have to understand pointers and const char arrays to do something useful, while in C++ you have to avoid them as much as possible.
I don't recall C++ needing you to avoid pointers and char arrays.  Many of us never used the STL, and still don't.

I didn't say C++ needs you to avoid pointers and char arrays, I said you have to avoid them as much as possible. You should not use them until you have no alternative, which is far less common than someone exposed first and too long to C would recognize, which is why it's recommanded to take these languages totally separately as in C++ the important tool you should use in preference order is RAII-based constructs, references, maybe smart pointers (I'm talking about any kind of smart pointer, not just reference counting ones) and sometime (for building abstractions over lower level code or sometimes because it's really the right tool) pointers.  Someone thinking in C writing C++ would to to pointers too quickly.

Same thing with raw arrays. Both constructs are just making things too complex to manage, because you have to write tons of code around them to manage them. Knowing when they are useful is not C++ beginners concern in early steps in the language, but it is important in C as they are the main useful abstractions available.

So, really, chose one, and understand that they are really different languages. Then understand that C++ have more useful (but complex) abstractions for you to use, but it cost time to learn each one and more time to really understand them (like inheritance being not a good choice most of the time).

Mixing C way of thinking and C++ way of thinking in the same code, in particular in C++ as it's often said that C is a super set of C++, which is wrong as already pointed, is the best way to make the code impossible to work with later.

I actually learnt a mix of C and C++ initially and was really stuck for years and didn't understand how you could manage to have code that just work, until I started to recommanded read books on C++, which opened my eyes on the fact that I was really doing "C with object". Since then, no problem. The hard part is that it takes more time getting efficient in C++ than in C. But you don't really build the same size of systems with both languages.

Yeah lets also remember that there wasn't even a C++ standard until like 98. I've actually never worked at someplace that used STL let alone boost in their C++ projects.

I don't know that game developers have traditionally been big on it either.

I'm admittedly a C with Classes coder though, and I like to keep classes very flat.

I've only started using the STL lightly in the last two years or so. So far it has worked well enough to not need to be ripped out, but that might change if I started doing more work with custom memory allocators. As to boost, it maybe my C roots, but I really can't stand looking at any of that code and its syntax.

Yeah things have changed. I'll give some data here:

 - http://gamedev.stackexchange.com/questions/268/stl-for-games-yea-or-nay see the most voted answer that sums correctly that STL should be your default toolbox, use other stuffs if you don't have what you need in it (like concurrent containers or very specific performance containers etc.)
 - I worked 5 years ago in a company that was very new, we didn't have any engine and we had to make NDS games from nothing, so we used the STL, and we made 6 games published with just STL and custom code;
 - In all my recent C++ jobs (game and not) using boost was a requirement, which was helful.  Note that it's not a good idea for all development contexts, it's just a sign a lot of companies understand that custom libs are not as good quality as libs that had a lot of expert eyeballs looking at them;
 - AFAIK All console developers provide C++ recent compilers with up to date C++03 standard library, sometime with C++11 features (NDS compiler did);

There is also good signs that now compiler writers are more willing to quickly implement the standard instead of their own language extension (Microsoft being always the exception, but at least they provide some features) which means it's easier to write code that works with different compilers and compilers versions than it was around 2000 for example.

That being said, it's understanding that C and C++ are different languages that is key here.
352  Developer / Business / Re: Signs of an unlikely-to-finish project? on: February 21, 2013, 07:52:00 AM
I remember it was not what they concluded, but that successful people have clear LONG TERM goals and think about the future like each decision is making them a bit closer to their long term goals; while people focusing on the immediate short term goals will get burnt.
353  Developer / Technical / Re: C-based languages - Where should I start? on: February 21, 2013, 07:49:48 AM
The main problem with learning C first is that you have to understand pointers and const char arrays to do something useful, while in C++ you have to avoid them as much as possible.

Which is why I would recommend learning to consider C and C++ widely different languages. It's harder than it looks like to ignore your C background when working with C,  but you get it by working with widely different languages.
354  Developer / Technical / Re: Very basic network capabilities (library?) on: February 17, 2013, 06:25:34 AM
Maybe take a look at SFML.Network (http://www.sfml-dev.org/documentation/2.0/group__network.php), I didn't use it (I have more complex need) but I guess it's mostly what you are looking for.

355  Developer / Business / Re: How do I market a consulting service? on: February 13, 2013, 04:50:34 PM
Evan Balster++++++++
356  Developer / Business / Re: Greenlight - mildly insider info on: February 06, 2013, 05:48:46 PM
You mean the store system where anyone can have his "label"? I thought it was going to complement greenlight, not replace it...
357  Developer / Business / Re: Greenlight - mildly insider info on: February 06, 2013, 02:26:39 PM
Interesting! Thanks!
358  Developer / Technical / Re: Post if you just laughed at your code. on: February 05, 2013, 07:41:40 AM
Code:
pubic private String tight()
{

}
359  Developer / Business / Re: Signs of an unlikely-to-finish project? on: February 04, 2013, 05:10:46 AM
There are also studies showing bad effects of todo list, but the difference in these studies is the definition of todo-list.

Just in this discussion we are several to have a different definition of the thing while agreeing on having a set of tasks to do is important.
360  Player / General / Re: The lone wolf won't last. on: February 01, 2013, 11:10:49 AM
regarding selling something being necessary for being an indie, i'm not that hardcore because that'd mean the developers of dwarf fortress aren't indie. they don't sell that game, but it has so many fans and is so loved that they make a living just on donations. it'd say that's even more indie if anything

To be clear: It's not like that that I consider if someone is indie or not, it's the way I evaluate if I am indie or not. It applies only on myself, it's more like a goal.
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