Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

Advanced search

1034276 Posts in 41713 Topics- by 33318 Members - Latest Member: Kadavul

August 20, 2014, 10:31:20 AM
  Show Posts
Pages: 1 2 [3] 4 5 ... 22
31  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: July 10, 2011, 03:14:03 PM

Hey guys basketball is still cool right
Especially when it's arcadey two player flashy basketball I guess?
I hope so

Thought I'd never see a clone of Jetpack Basketball...
32  Developer / Technical / Re: Bad Coding Habits on: May 08, 2011, 04:41:16 PM
I always forget to comment my code.  I'll make something, then when I have a bug I have no way of knowing what anything does anymore and what's causing the problem.

Probably means you need to write better code instead of better comments Smiley.
33  Developer / Technical / Re: C++ Reading audio (wave) RIFF header. file pointer issue in Xcode? on: May 06, 2011, 12:17:18 PM
I'm not familiar enough with Xcode to know exactly how to do this, but in Visual Studio under debug settings you can change the working directory of your application under the debug settings.  When you launch your app from the IDE it will use the overridden working directory. So you could mess around with your project settings and get this working that way as well.
34  Developer / Technical / Re: Jumping tips on: May 05, 2011, 10:49:49 PM
There is no explicit jump height in that code.  If you want to change the character's jump height then decrease or increase velocity.y. If you want the character to fall faster or slower change acceleration.y. There is also a fixed fall velocity (1200 in the example) that is applied when the player releases the key or after the player has been jumping for longer than 0.25 seconds.  Adjusting that will cause the player to fall slower or faster.  Honestly that code seems a little buggy.  Seems like the last "velocity.y = 1200" should be "acceleration.y = 1200".

If you absolutely need an explicit jump height its possible to calculate it using equations of motion or just keep track of how high the character has jumped and cap it (although that might feel a little weird).
35  Developer / Technical / Re: Bad Coding Habits on: May 04, 2011, 02:32:48 PM
My worst habit is that when I want to fiddle with a block of code, instead of just changing it I copy the whole block twice, comment out one block, and edit the other. That way if I decide I want to go back I can just delete the new block and un-comment the old one.

I have this habit also, part of my generally bad habit of copy and paste coding.
36  Developer / Technical / Re: 15 Years Behind? on: April 23, 2011, 08:30:33 PM
This comes up all the time in both the game industry and the larger software industry (mostly among proponents of agile). In some ways (usually performance related), the game industry is ahead of the software industry, in other ways it is generally behind, but software engineering practices on the whole are much better.  The comment about developers not using "proper source control" or backups for multi-million dollar projects is ridiculously.

Regardless, this guy is speculating about an industry he knows nothing about.  He's also probably assuming game development is 15 years behind because he's heard things from game developers 15 years ago.  Individual studios might be 15 (or more) years behind, but the industry as a whole is probably roughly in step with the greater software industry.

There are some great gems in the comments like this "It's still run by those garage hobbyists. They have *no* idea what they're doing. Most game shops won't let you develop in C++ for current consoles because they imagine it's too heavy." Facepalm

Many game developers do not write unit tests, but there are large game developers and game technology developers that unit test or use TDD (Crytek, Bungie, Unity3D, Highmoon, one guy in the comments mentions EA studios that use it, etc.)  I disagree that unit tests don't work for games, it's hard to unit test rendering code, especially code that runs on the GPU, but it's not very hard to test gameplay code.  I doubt many, if any game companies have 100% test coverage.  This presentation by Crytek (http://www.crytek.com/cryengine/cryengine3/presentations/aaa-automated-testing-for-aaa-games) and Noel Llopis' series on TDD for games are both good examples that game developers do (or at least think about) unit testing and TDD in a pragmatic way that works for games.

I haven't worked on at studio that did unit testing, mainly because Unreal 3 is difficult to unit test, people do it but its not very common. Both AAA games I've worked on have had code reviews (on Shadow Physics we do informal reviews, but there's no sense in formalizing the process with such a small team), and used source control, bug tracking, had back ups, continuous integration and automated crash dump uploading.
37  Developer / Technical / Re: Bad Coding Habits on: April 15, 2011, 08:32:58 PM
I agree with everyone. It has pros and cons, my main reason is I dislike writing getters and setters for everything when 90% of them will look like:

Something const& getSomething() const
  return m_thing;

void setSomething( const Something& thing )
  m_thing = thing;

Making everything public is good for small and midsize projects, but can potentially cause problems in larger projects. I've worked with million+ line code bases that do it and in practice it wasn't too much much of an issue, outside of programmers that don't agree with it architecturally bitching Smiley.

If C++ had AS3 style get/set or C# style properties (and read only variables) this would be a non-issue.  In C++ you can emulate this functionality but it's not really worth the effort. I usually use private or protected variables and getters and setters if a variable is internal, read only or requires non trivial assignment, but not always.
38  Developer / Technical / Re: Bad Coding Habits on: April 15, 2011, 03:23:38 PM
using /2 instead of >> 1

This is really an architecture dependent optimization.  On most architectures shifting will be faster than dividing, on some architectures integer divide will kill you but on most modern CPUs the different will be minor.  On some architectures the shift might actually be slower (Pentium 4 for example had notoriously slow shift).  Like people have said before, it's best to write code that more clearly shows your intentions, a good compiler will be architecture aware and make this optimization for you. If you have a inner loop that shows up as a bottleneck in a profile on your target architecture you can easily change /2 to >>1 when you need it.

My bad habits include copy and pasting code telling myself I'll refactor\clean it up later, even though I often don't, constantly refactoring code with no unit tests, and making all read\write members in classes public, which avoids having to write millions of getters and setters but makes it a pain in the ass to do refactors and doesn't always lead to clear interfaces. I also am somewhat inconsistent with coding style sometimes, but I try to keep it relatively consistent.

I only usually practice these things when writing code that I think I'll work on only and try not to do it professionally, but now I'm working on a game that started as a hobby project\framework and now is a large commercial game with multiple programmers working under me Smiley.
39  Community / Versus / Re: RED SUN 【赤い太陽】 on: March 09, 2011, 10:45:58 PM
Typical Ivan Smiley.
40  Community / Versus / Re: "One Hour" Versus Games - get more play out of each than it took to make! on: February 13, 2011, 04:57:43 PM
Blue Knights is finish.

It didn't turn out fantastically, but it's got an odd control scheme -- so I didn't expect it to turn out awfully well!

Have you tried a more traditional control scheme?  Blue Knights is cool but having to charge everything, including move left and right, is awkward.  Might be more fun if left and right movement where separate keys and attacks\abilities were charge.  Either that or just make it a full on fighting game with special inputs, back to guard, etc.  Are you limiting all the games to two keys (effectively one for Blue Knights) to avoid keyboard input limitations?
41  Community / Versus / Re: Project "Let's Win Another Compo" on: January 22, 2011, 01:39:18 PM
Looking good Ivan! If you actually pull this off it will be awesome.  I've been wanting to see a decent Bushido Blade style fighter for a long time.

Yeah, that's the next and somewhat more complicated part. I'm getting some stuff working already though.

I hate dealing with geometry so I'd probably do something cheesy with clip planes and the stencil buffer.

42  Developer / Technical / Re: What version of Visual C++ Express should I get? on: December 22, 2010, 12:36:38 AM
Also, I recommend msvc6!

Huh? Why would you recommend msvc6?
43  Developer / Technical / Re: Collision Detection Book - Discussion, not Reference on: December 16, 2010, 10:03:25 PM
Are you looking for collision response techniques, or how to implement certain types of gameplay physics?

Applications of collision detection in games are varied, used in everything from character controllers and bullet hit detection, to lighting and rendering optimizations. At a high level all usage of collision detection code comes down to:

if( Intersection( object1, object2 ) )
  //collision response

You're right in that RTCD doesn't go into what "DoSomething()" is and simply covers how to implement "Intersect", but its hard to point you to a specific reference if you don't have a specific gameplay goal in mind.  

Do you want to know how to implement a character controller?  Do you want to know how rigid body dynamics work, how to test if a bullet hits something, how to test if an enemy sees the player?  All of these things use collision detection in a broad sense.  As far as I know there is no convenient, high level reference that covers common uses of collision detection and response in games in one place.

Its a good idea for a book or article, but right now the best way to learn this sort of stuff is to look at existing game code.  If you list some common gameplay situations you want clarification on I can tell you what sort of intersection tests they usually use, if that's what you're asking...
44  Player / Games / Re: Humble indie bundle - pay whatever you want on: December 16, 2010, 09:15:05 PM
Fuck the haters, Dan. Take your money and run.
45  Developer / Tutorials / Re: SO YOU WANT TO MAKE GAMES - the beginner's guide [in progress] on: December 12, 2010, 10:51:53 PM
I know the TIGSource forums have a bias toward Code::Blocks, but it seems strange not to even mention Visual Studio Express and XCode...
Pages: 1 2 [3] 4 5 ... 22
Theme orange-lt created by panic