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Marsh

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Everything posted by Marsh

  1. I honestly have no idea what your first question is. Your whole function is hard coded. You typed numbers in.
  2. Depending on your compiler it will do a ton of optimizations for you automatically. In this case of a hardcoded value it may just return the value without doing any of your code at all. Where because his the argument changes it has to do a bit more work.
  3. Marsh

    C++11

    Its pointers isnt it, they can smell fear.
  4. Marsh

    Crests?

    All this thread needs now is someone to change there username to "gingivitis" and fight the tide.
  5. Marsh

    C++11

    > C++, to me, still looks so dirty.. If they get rid of C# (lets hope they never do) ill be completely lost. What is dirty about it? They look practically identical to me. Sure when you get into some more complex stuff it can start looking a bit odd. But so can C# im sure.
  6. Marsh

    C++11

    Anyone been watching c++11\. I just started using it at work and I must say its pretty great. It added most of the stuff I loved so much about C#. Check it out if you havent heard about it. [http://www.cprogramming.com/c++11/what-is-c++0x.html](http://www.cprogramming.com/c++11/what-is-c++0x.html) [http://www.cprogramming.com/c++11/c++11-lambda-closures.html](http://www.cprogramming.com/c++11/c++11-lambda-closures.html) [http://www.cprogramming.com/c++11/c++11-nullptr-strongly-typed-enum-class.html](http://www.cprogramming.com/c++11/c++11-nullptr-strongly-typed-enum-class.html)
  7. Honestly its impossible to give any feedback because I cant tell what the heck your talking about in your updates. Sure I could concentrate and power through it but its really not worth the time.
  8. Really more of this? Get ogre yourself already.
  9. btw its pronounced illegally
  10. > hi marsh theres 1 triple nested loop there but there wasnt b4 > b4 it was a stl list of shared_ptr, but obv it was difficult to access the elements by position > i couldve saved the position inside the tiles themselves, but it doesnt solve the accessing efficiency problem > > thats y i asked 4 feedback about the data structure used 4 the Terrain, do u have any idea? Just use a list or a array like you had before. Some pretty simple math based on what x and y your character is standing on can determine the tile index based on how you drew it. What are you doing with the tiles in that for loop?
  11. > Anyway, I personally think it looks pretty average of all of the current unfinished engines we have lurking on the forums. > -Kibbelz Its in c++ that counts for a lot. Even if its not finished could be a good base for someone to continue.
  12. Thing All in all I will have to check this out though. Seems cool! Good job sharing this. What kind of experience do you have programming?
  13. You may consider making a new name.
  14. Everything about this post is sketch as hell. On the other hand the code seems to be there. It isnt the best thing I have ever seen as far as coding standards or the way things are done. But it is also not the worst thing I have ever seen. This is just a quick 5 minute look at the source. Never ran anything. Also what the heck does thing do and why is there a thing component and a thingcomponentfactory. Not sure how much of this is sfml but it seems to be way more files then neccessary for the screenshot that is provided.
  15. "Your goal is to fit in the whole" lol Anyway, looking good man. Graphics seem sharp. I know it can be hard to actually finish a game and polish it so grats for that.
  16. What a lot of people seem to do is just make almost everything in c++. Then just make a library in Java or Objective c when needed.
  17. Marsh

    Ubisoft

    > Congratulations on the job, man! I can take an educated guess at what title it'll be that you're working on. ;) Long hours, a good paycheck, and lots of code await you, good sir. Hehe maybe not. It is a unannounced game. Long time no see man, hows alaska. You on skype much?
  18. Marsh

    Ubisoft

    Thats a good place to start, the transition should not be to bad.
  19. Marsh

    Ubisoft

    Well I guess this ends this topic. Got the job at Ubisoft :) starting when my EA contract is done. Thanks for all the well wishes guys! Stoked to be able to work in the game industry :)
  20. Arguing about what language to use is silly. A real programmer uses whatever language will accomplish the job best. Most have at least 3+ languages under there belt. The most common I see in every day work is: C++, C#, Javascript, ObjectiveC and Python. (In that general order) Python is mostly used for little scripts that are run.
  21. Marsh

    Ubisoft

    Thanks guys! Update!! Had a interview with Ubisoft this morning. My EA contract ends in september so im looking for more options. I would be working on a Xbox one title. I am not allowed to say much more then that. I should know if I got the job this week.
  22. > The reason I linked to that email is because Linus Torvalds wrote it. '90% of game companies use it' because there's a lot of code and libraries written in C++ and up until recently there were no real alternatives for AAA studios. I think C++'s popularity with large game companies will change when graphical libraries/resources for Go and Rust mature. > > > > There's more lines of COBOL written than any other language. Just because something is popular doesn't make it good. Well I am not sure I agree with that but its all opinion I guess. I also suppose its what you want to learn programming for. If its to get a job or to utilize the current code out there c++ may be smart. But if you are writing nothing but you own stuff I guess c could work better.
  23. > I agree with Marsh in general ([except the C++ bit](http://article.gmane.org/gmane.comp.version-control.git/57918)) but why not Python? It's a very easy to learn popular language, I'd like to hear what arguments people have against it. Articles like that are silly. If its so bad why do like 90% of game companies use it?
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