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

Login with username, password and session length

 
Advanced search

891586 Posts in 33552 Topics- by 24788 Members - Latest Member: DonnieHill

June 20, 2013, 03:26:57 AM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)The happy programmer room
Pages: 1 ... 183 184 [185] 186 187 ... 231
Print
Author Topic: The happy programmer room  (Read 268882 times)
Nix
Level 10
*****



View Profile
« Reply #2760 on: July 27, 2012, 09:12:58 PM »

I don't see how it would be relevant. It's weird that you sign your posts, by the way. Your name is already next to every single one.
Logged
John Sandoval
Level 10
*****


into the abyss


View Profile WWW
« Reply #2761 on: July 27, 2012, 09:15:28 PM »

pencerkoff would disagree
Logged

Liosan
Level 2
**


View Profile
« Reply #2762 on: July 27, 2012, 09:44:17 PM »

I don't see how it would be relevant. It's weird that you sign your posts, by the way. Your name is already next to every single one.
Touché Wink

Liosan
Logged

Nix
Level 10
*****



View Profile
« Reply #2763 on: July 27, 2012, 09:48:42 PM »

pencerkoff can sign his posts for as long as he lives
Logged
_Tommo_
Level 7
**


frn frn frn


View Profile WWW
« Reply #2764 on: July 28, 2012, 11:11:51 AM »

I'm happy because now my engine can unload and reload any file-based resource without the game knowing  Beer!

This is good because
1) we can reload levels, textures, settings, whatever by just pressing a button ingame without resetting anything
2) just unloading anything that can be unloaded reduces memory consumption by more than 90%, which is perfect for "backgrounding" iOS, Android and W8 apps, avoiding premature kills.

Actually I coded it because of 2, but (1) is much more useful to us Wizard
Logged

Nix
Level 10
*****



View Profile
« Reply #2765 on: July 29, 2012, 01:48:35 PM »

Logged
Quarry
Level 10
*****



View Profile WWW
« Reply #2766 on: July 29, 2012, 01:57:03 PM »

Scary
Logged

 
pixhead
Level 4
****


fish_master57@hotmail.com
View Profile Email
« Reply #2767 on: July 31, 2012, 01:57:09 PM »

I've had no internet access for about a month - I am using my moms laptop right now. This has proved to be the most productive thing to ever happen to me.

In the past month I have been coding practically nonstop, I have the engine at a state where I can focus on actually making the game instead of just coding the engine. For me this is a first.

I realized that although the internet has a lot of inspiration it is also a huge drain of confidence. When I see people making insanely awesome games and I am still struggling with simple collision detection it kinda sucks; but now that I have had this time to do nothing but work on my game I feel a lot better about the state it is in. Its nothing special but its getting to a point where I can maybe show it off a bit.

Ill now return to seclusion, and who knows, next time I pop up I might have a demo to show.

 Beer! cheers my fellow programmers!
Logged

"Games are made by artists, so to not consider them art is an insult to the artists who work on them." - Some guy on IGN.
ThemsAllTook
Moderator
Level 9
******


Alex Diener


View Profile WWW
« Reply #2768 on: July 31, 2012, 02:19:08 PM »

Nice! I find myself most productive when I'm trapped somewhere with a laptop and no internet connection, but I guess I don't have the self-control to enforce that at home on a regular basis.
Logged
Liosan
Level 2
**


View Profile
« Reply #2769 on: August 01, 2012, 04:19:09 AM »

Nice! I find myself most productive when I'm trapped somewhere with a laptop and no internet connection, but I guess I don't have the self-control to enforce that at home on a regular basis.
Heh, yeah, me too... I actually find a coffee shop with a power socket a better place to work at than my home Wink

Liosan
Logged

RobJinman
Level 0
***



View Profile WWW Email
« Reply #2770 on: August 01, 2012, 10:37:31 AM »

Nice! I find myself most productive when I'm trapped somewhere with a laptop and no internet connection, but I guess I don't have the self-control to enforce that at home on a regular basis.
Heh, yeah, me too... I actually find a coffee shop with a power socket a better place to work at than my home Wink

Liosan

I do that a lot too -- it's a hard habit to break. I once searched the internet for an "ambient coffee shop soundtrack" so that I could work productively at home. It seems that it's not just the sound though, but the whole atmosphere that is conducive to work.
« Last Edit: August 01, 2012, 11:05:12 AM by RobJinman » Logged

ben657
Level 0
*


View Profile Email
« Reply #2771 on: August 01, 2012, 02:33:16 PM »

Today I'm a happy programmer because I got my players name tags to sync over the network! Took far too many hours longer than it should have, getting to know unities networking inside and out, but hey... Small victories!  Gentleman
Logged
Liosan
Level 2
**


View Profile
« Reply #2772 on: August 01, 2012, 11:10:42 PM »

And I spent 15 minutes yesterday to extract parts of my engine (resource manager + renderer + scripting) into a completely separate application - a model viewer. 15 minutes is like "WOW I like my design" Grin

Liosan
Logged

epcc
Level 1
*


View Profile Email
« Reply #2773 on: August 02, 2012, 12:32:15 AM »

frustrated with pointers pointing to freed objects, I wrote my own smart pointer class, that when the object it's pointing to is deleted, sets itself to zero. when accessed in invalid state it even prints a warning in debug mode.
Also, is it a good idea to overload operator -> ? google suggests that there are too many subtleties and pitfalls when defining it.
the only sad thing is that my project is now already almost done. if i had implemented it before, i would've saved insane amount of hours of debugging stupid pointer errors.
Logged

Azure Lazuline
Level 2
**



View Profile WWW
« Reply #2774 on: August 02, 2012, 01:22:33 AM »

Okay, so I'm making the hard-mode version of what's already the hardest boss. It's going to have a criss-cross laser attack, it first displays where the lasers will be, then they all fire at once. I was in an evil mood, so I coded the whole thing all at once, taking 20 minutes. Aside from a few compile errors, it worked flawlessly first try, and it looked this awesome. I felt like a complete mad scientist, and laughed maniacally as my creation destroyed the stage. The only problem was that it did way too much damage and fired too quickly, but nothing's perfect, right?

Now I need to go program some tank lobsters, and will be applying the same tactic. I seem to think a little more clearly when I'm not waiting for compiles every 10 seconds.
Logged

Copy Kitty - a platformer/shooter with 200 weapons! Blow up robots and destroy the world!
Pages: 1 ... 183 184 [185] 186 187 ... 231
Print
Jump to:  

Theme orange-lt created by panic