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    posted a message on Join this cool server! Factions|PvP
    Me and my mates were looking for a server to build a faction in, found none that we liked until we tried this one - and it was great! Definitely recommending this one.
    Posted in: PC Servers
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    posted a message on Recruiting for game development team
    I definitely wanted to do this when I was here in 2012. Hell, I actually got pretty far creating games (I had a working main menu, pretty cool considering how young I was). I'm curious, do you have any programming knowledge, will you contribute with assets, or will you just be an "idea guy"?
    Posted in: General Gaming
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    posted a message on Introductions & Leavings
    I'm out. I've spent a lot of time here, this is my ~3000th post or something, but I'm out. The community wasn't that great from the start and has nothing but detoriated. I guess there was some fun at the start, but now it's not fun anymore. I don't feel like I have anything to get from being here anymore. It's been a lot of ups and downs, but all rollercoasters need to end some time.
    Posted in: General Off Topic
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    posted a message on Trouble Coding a Game (C++)
    "Tough guy attitude and belittlement" is basic psychology, it's what happens when people are condescending. I'm honestly surprised at how you guys passed by asking my meaning and went straight to ridicule. The three of you honestly remind me of Perry Cox from Scrubs. I'm really tired of this section, there are a few guys sitting high on their horses, displaying behavior that wouldn't be accepted anywhere except on the forum of a game they are far too old to be wasting their time on anyway, with a worse community than that of World of Warcraft.

    And, these guys, when their position of power is questioned, take to posting walls consisting primarily of shoddy deconstruction of other's logic and insults, backhanded comments, and belittement.

    Quote from BC_Programming

    No, that's when you assign a value. If by "Entity" you mean "instance" or "Class" it might make more sense to, you know, use those words. I guess that's true.


    That was the sanest interpretation I could think of. Double-buffering flips buffers by way of simply changing the page frame. (This only works in full-screen, though). Wrong. Double buffering doesn't require full-screen, some APIs might work like that, but


    No, pretending you knew what you were talking about was a bad idea. Continuing to dig yourself in a hole was also a bad idea. Seriously, this is just assumptions and bashing, come with a decent argument instead.


    You cannot resize Arrays in Java or C#. Resizable array = array structure that can be resized when it's capacity isn't enough to hold new items being added. I snipped out all the unnecessary stuff.

    So you remove them from the list. Usually you have to add them to another list if you are currently using an enumerator to iterate that list. It's often better to use a LinkedList and simply advance through it that way, though; that way you can remove items quite easily yourself without putting an active enumerator into an inconsistent state. This can also help you lock at the node level rather than at the collection level. (for synchronization). But Of course, as the expert with so much industry experience for a 12 year old you know best. LinkedLists in Java are slow at accessing items, which makes it less attractive to iterate over. I'll cut the elitist stuff from the hobby developer, and the age discrimination.

    Creating Lists and other such structures every game loop iteration is a idiotic approach. It just fills up the Java Heap (or Managed Heap, for .NET Languages) with a bunch of garbage. Better to either use a Linked List and remove items yourself: I agree, it's idiotic to create a new List every frame, which is why you reuse and clear one list while containing the entities in the other. It's also more efficient than using a LinkedList and encapsulating every object in another object containing pointers to other elements.

    Snipped unnecessary stuff relating to invalid argument.

    You were the first person to mention anything rendering related. "Of course, this isn't a graphical game". Yeah, that was about how there was no need for him to do this procedure every frame. Every update might be wise though.

    Snipped unnecessary comment.

    Resizable Arrays aren't a very good thing to use, especially in C++, where it's just a pointer indirection. Much better to use a real data Structure, and even if you do bear in mind the costs. Aye, if you cared to read my original post, I did list "list" and "vector" as data structures like this, and used "resizable array" as an umbrella term for the sake of simplicity. Also, snipped unnecessary stuff.


    Dunning-Kruger from a 12-year old. Now I've seen everything. No need to go around attacking other people's self esteem because you yourself have little?


    ...

    Quote from Satharis

    I love when someone says something completely stupid and wrong and rather than sounding like they made an honest mistake, they try to belittle you and put on a tough guy act. Again, basic psychology, it's a result of condescension and belittlement. I've done quite a bit of reading and writing code, and I'm fairly sure that this approach is the correct one. None of your arguments have really had anything but word-twisting and belittlement to offer as a counter.

    I'm glad you know so much about everyone's game dev experience though, especially referring to a forum of people that are likely hobby developers using a language very poorly made for game development. Almost no games are outright made for game development, and C# isn't some all-great language either. The developers of LibGDX and Revenge of the Titams (some other games I can't quite recall now) are also there. Many of them are hired as programmers for various companies and do game programming in their spare time, which I would guess is how you have your life laid out as well.

    That's completely generalized behavior but okay. Entities can persist in multiple states and what you might call "dead" might mean continue to render, or update still. I agree that when they are systematically "disposed/dead" they should be removed from the list. "Functionally dead" would be the term.

    That or left dead and then brought back to life as a new entity in order to save on memory allocations. But that's another topic. Memory allocations aren't expensive, this isn't the 80s anymore.

    Sounds like a lot of wasted copies, still. In fact if your entity list was large like a game like gauntlet you might be copying hundreds of references every single update "frame." Take a look at Revenge of the Titans, it has good performance and uses this approach. And still isn't the 80s. The JVM is pretty good at this I guess, because I haven't noticed any bottlenecks.

    Premature optimization much?


    I'm not really sure what you mean by "switch the references." Create empty reference C, set C to B, set B to A, set A to C.

    Debatable. Or outright completely wrong. Removing objects from an array based container while iterating over it backwards is completely fine, removing elements while iterating forward through it throws an exception with C++ STL containers anyway. For something like a linked list there isn't any bad to removing objects while you're iterating it, since you're just changing the pointers between the objects anyway. Linked lists aren't that fast at access as you have to go through a change of pointers to get to each element.

    Actually it requires very little programming knowledge to grasp, but, okay. Teach us oh wise one! The sarcasm detection is overflowing!


    You guys have been here for ages, isn't it time to move on? At this point, more or less everything that you know, you have already written in posts that could be found by a simple search.
    Posted in: Hardware & Software Support
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    posted a message on Trouble Coding a Game (C++)
    ...

    *facepalm*

    Coming from a Java/C# background, when you copy an entity, you copy the reference of the object.

    ...

    And no, that's not double buffering.

    I apologize, I come from the java-gaming forums, and those there are quite a bit more experienced in game development. Trying to describe how you do things in game development to you guys was, in retrospect, a bad idea.

    Basically, you keep all of your entities in a resizable array (list, vector, whatever).
    Entities are the "living things" of the game, like mobs, and stuff.
    Entities can die, and if they are dead, they should not be updated and rendered the next frame.
    Each frame, you iterate through your resizable array, and copy (the reference) to each entity into a separate list.
    Then, you switch the references of the two resizable arrays and go on to the next frame.
    This has nothing to do with rendering, other than you determine what entities are to be rendered and updated next frame, and which can be discarded.

    You don't iterate over the resizable array, because it's poor design to remove items from a container while iterating over it.

    Again, this requires quite a lot of programming knowledge to grasp, and I understand that you guys just might not be up to it.
    Posted in: Hardware & Software Support
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    posted a message on Trouble Coding a Game (C++)
    Quote from CosmicSpore

    I think everyone agrees that learning to use vectors is the best approach. If you ever want to be a serious programmer you'll have to learn them soon anyway, so might as well start now.

    In any case, just to throw this out there:

    My suggestion would be to use two vectors.
    One containing all of the 'alive' characters, and one all 'dead' characters.
    When a character dies you can remove it from the 'alive' list and immediately place them into the 'dead' list.

    This way you can easily choose a random 'alive' character from the list, but also access the dead characters info when you need to do so.

    You could also then do simple things like:
    // If the 'dead' list is empty, and game is over, then the player won without losing anyone, so give them a special win message.
    
    if ( DeadList.empty() ) {
    std::cout << "Your entire family survived!" << std::endl;
    }


    Learn vectors and then get creative. ;)

    In game development, you typically use two vectors, so that one of them contains the entities that were alive last round, and one is empty. The entities that are still alive are copied into the other vector, and the first one is cleared. Then, they switch places, and next frame starts. Of course, this isn't a graphical game and thus doesn't need to update every frame...

    Just my two cents.
    Posted in: Hardware & Software Support
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    posted a message on Learning to code
    We need a sticky on this....
    Posted in: Hardware & Software Support
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    posted a message on How to create data files with python 3?
    Of course, a strongly typed language is always preferable to a dynamicly typed one when it comes to bit-byte manipulation.
    Posted in: Hardware & Software Support
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    posted a message on Learning Code Seriously
    For Windows, if I am to do C++ development, I use Code::Blocks and MinGW. It's been a while, so I don't know if MinGW has C++11 support, but I think that it should have (GCC, which it is based on, has), though you might have to go through some hoops to achieve it.
    Posted in: Hardware & Software Support
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    posted a message on Game Ideas
    Quote from CosmicSpore

    The idea about evolving humans? I thought that was definitely on the 'needs large company to do this' list. :P
    Technically I think it could be done by indies... but they would need some good ideas and lots of game-development experience... and lots of money (resources) to do right.

    Also, I have no idea what you meant by "language evolution"... That sounds.... pretty complex... Doesn't sound feasible at all for anyone.

    A little bit simpler than that would suffice, really. Perhaps something like people who only interact in a tiny little group (in-game :P) would have their words parsed into randomly generated word-sounding strings. Or perhaps letters are changed, or something.

    Just so that it makes it difficult for two people to come from opposite corners of the world and have a discussion. Players might write books, act translators, or write translators (probably outside of the game, if computers aren't that advanced) to bridge the language gap.
    Posted in: Hardware & Software Support
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    posted a message on Learning Code Seriously
    Scala, so much better than C# and allows you to use all the game libraries of Java (LWJGL, LibGDX, etc).
    Posted in: Hardware & Software Support
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    posted a message on Game Ideas
    Quote from Satharis

    I honestly thought yours was a joke it was so unrealistic.

    You don't learn to be a good chef by never making something that someone else has cooked, you learn by cooking the same crap for years and using the fundamentals you learn to make new recipes.

    In fact you learn just as much if not more from making something you don't want to make as making something you do, because it forces you to think outside your comfort zone and solve problems.

    It's not realistic at all, how could it be? It's not really a joke, it's my dream game.

    Unlike cooking, programming is an activity that is rather exclusive. This makes it less likely to be something that is done for social reasons. What you stated above is the recipe to become a better programmer. Mine is more for being a more motivated programmer, which can be an issue for those of us who don't have real-life friends who program. All games follow the start-loop(update-render)-stop process, so deep down, they're all the same anyway.
    Posted in: Hardware & Software Support
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    posted a message on Zeigos: Wanted! The Text Based Game
    Batch? For a game? I think I threw up a little in my mouth.
    Posted in: Hardware & Software Support
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    posted a message on Game Ideas
    Do something fun and unique that will keep you going instead of making you feel like "this has already been done to death by every other aspiring game programmer in the world". Or take a break, and explore other programming languages and paradigms, and reevaluate your choice of Java for game programming.

    @CosmicSpore, which of the two do you consider my idea to be? Maybe somewhere in the middle?
    Posted in: Hardware & Software Support
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    posted a message on Game Ideas
    Quote from NukeDuck

    Interesting, what do you mean by craft? You sort of build up inventions and styles as time goes on? Maybe you have to keep up with everyone else or you get negative effects?

    Crafting like in Minecraft, but with a bigger range of materials and outcomes, as well as a bigger crafting table, and different kinds of crafting tables for different kinds of items. There wouldn't really be any negative effects if you're not up to date on the latest technology, other than things like having outdated tools, materials and weapons, with the obvious drawbacks of that. In the end, maybe you could have simulated computers that can be used to automate certain in-game tasks (primarily data-related though). Reading and writing books is also a possibility.

    Hunger, thirst and energy depletion would force players to find food, water, and rest, respectively. Logging out from the game would make the player character sleep, but the player's body would still be present within the game, so safety would be a must. The fuller these three bars are, the better the character would be at learning new skills. Hunger and thirst deplete over time, and if they reach 0, the character dies permanently and cannot be revived even with medical equipment.

    Physical health and mental health are two other bars the character can have. Both bars are split in two, physical health in fitness and lack of injuries, mental health in stability and happiness. All four values affect each other quite profoundly. When a character's physical injuries reach a certain point, the character dies permanently if not revived with advanced medical equipment within a short amount of time.

    Sleeping (being logged out) would still cause the hunger and thirst bars to deplete, and skills to atrophy. It is possible that some might charge people to take care of their bodies while they are logged out, by feeding them food and water while they aren't present. Perhaps skill atrophying could be prevented or slowed down through certain injections.

    Skills are values that affect how well a player can do certain things. Skills can be improved by reading about them, or using them. Not using skills would atrophy their value by a constant value continuously, while using them would improve them by a constant value (perhaps even the same?). Skills would include things like digging, mining, engineering, blacksmithing, fletching, archery, etc.

    Talking in the game would only be heard in a set radius, while whispering would be heard in half that radius, and yelling in twice the radius. Because of this, there is no global communication, which gives a feeling of isolation from the rest of the players.

    Players would not be able to see the health, name or other state of other players other than the physical manifestations of them. This makes it viable to be, for example, an assassin, or a super hero.

    Perhaps vehicles (boats, cars, planes, and spaceships) could be implemented, but I haven't thought that through yet. You could have magic, or you could not have it, I haven't thought that through yet. Genes would basically mean advantages and disadvantages that you cannot control. Intercourse would be a non-graphical procedure in which the female part becomes pregnant with a child. The child is born after some time, and will follow either of it's parents around. After some more time, the child grows up and a player takes control of it.

    It is possible to inflict harm on anybody, even your own children. If that is to cause mental illness or other issues for the child, I don't know. Inflicting harm on another adult would cause

    Within some time, I hope that villages, societies, stuff like that, would be created.

    It's a very big concept, not even close to being realistic, but it's cool.
    Posted in: Hardware & Software Support
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