anything you could come up with would not be as nice or concise as a regex
So I was thinking of doing an interesting take on Conway's game of life / cell simulation: Capitalism simulation (simulation of a city). So basically there are buildings and there are blocks squared (a group of 9 buildings). Each building helps others in it's block out; but blocks hurt other blocks. Buildings would each have their own cash level, and they would get taller depending on their cash level. I'm not sure if they should shrink or just stay whatever their max height was (and perhaps have colors that indicate current cash levels, height would indicate the most they've ever had). Now to think of some interesting rules to not make the simulation sputter out or go wild.
Is there an easier way to "wrap" a class to create a new class that renames the the members of the other class, other than deriving and writing conversion functions?
To be specific, I have a Point2<type> class that I want to turn into a Size2<type> class (theres also a Point3<type> class, but that's beside the point. In essence, I just want the the "x" and "y" member variables to instead be named "width" and "height".
I can do this (and have done this for other classes), by deriving from Point2 as a private base class, and then declaring a "width" and "height" properties with both get and put defined, and then write conversion functions to make it equivalent to Point2. But this seems like counter-productive, if I'm trying to reduce code duplication/ complexity.
I know it may sound silly to bother with this at all, "just use x and y as width and height", but I feel that it's better to be explicit.
For something like that, could you create seperate classes and setup implicit casting between them? The only other way would be creating new functions that replace the old ones that are just private and do nothing, which I wouldn't consider a real 'solution', the conversion method I would, even if you're trying to avoid it for some reason.
i think you're vastly over-engineering your basic types
Maybe, but once I find a good pattern for creating these sorts of things, I won't really have to think about it anymore. And like I said, I like explicitness.
Clearly it's a game about tipping chairs.
It will include some kind of crafting, that means you can destroy objects and get scrap (and/or electric scrap), with the scrap you are able to build sentrys, barricades etc.
Nothing wrong with zombies so long as you make an entertaining game, the problem is people who look at it and say, "Ugh, zombies?!" with no regard to gameplay, design, or aesthetic.
Update, somehow I don't like the shadows of the streetlights.
(This time I didn't hurt any chair)
Cant sleep so made a simple program in C# that will go through a directory, open each file, check if the file contains a given string, and if not it writes the string at the beginning of the file.
Basically it inserts a license into the beginning of all source code files
Changed networking to use a timestamp system rather than measuring the ping. This allows the server to know exactly how late each packet is, rather than basing how late it is on the last ping of the client. I also added a simple chatting system. It uses glfw to get key input which is extremely dumb, but I don't know of a better way to do it. The network now clump packets together too so I can send all player updates, chat, and ping requests all in one UDP packet.
For the client I added interpolation which only engages if the client's position is off from the server's position by a certain threshold, it works fantastically to smooth players out.
Finally I added aabb collisions for players v level and even player v player. Seeing that my network easily handled it I feel as if I've got networking down.
I'm working on a Tron light cycle game in Ruby using ncurses and joystick extensions which I (partly) wrote in C.
I had great fun playing 4 player deathmatch with my friends over Spring break using Xbox 360 controllers.
I'm still trying to figure out what the best way is to do joystick programming. Using non-blocking reads is easier to program, but in order to ensure that I don't miss button presses everything is running in a CPU-guzzling loop. Using blocking reads doesn't waste CPU, but then I can't figure out how to have it not interrupt the rest of the game without multithreading...
sometimes I get bored and write the dumbest lua scripts.
it iterates b until a reaches c, and i keep doing it to see how long i can make it go.a=0 b=0 c=1337 while(a<c) do a=math.random(0,c) b=b+1 print(a.." :"..b) end
one time it took 5,248 iterations.
i'm so bored
oh man i got a 3. wow!
oh god i'm so bored :(
The beginning of global illumination:
That's only the indirect contribution. The bright spots are because some of the surface normals are little screwy.
It's really slow, too, because I'm just doing a brute-force full-screen quad for each VPL at this point.
Some stencil testing magic and it's running at almost-real-time. Like ~8FPS. Threre's still plenty of optimizations I can do.
Also, clamped the brightness and applied SSAO to the indirect light (since it basically serves the purpose of 'ambient')
My buddy told me I should make a Collatz Conjecture thingy for some practice.
Annnndddd I thought I might as well share.
Does anyone know if this is a good computing time?
I am back from GDC in San Francisco. This is going to sound cheesy, but it was sort of a life changing experience for me. A lot of very interesting things happened, so if you have nothing better to do or are my stalker or something, read on:
WARNING: wall of text
Going into GDC I really didn't know what to expect. That may sound silly for such an expensive endeavor, but my school was paying my way into the conference so... "why not?" GDC is broken down into 4 parts: the expo, the career pavilion, the award ceremony and the presentations. I only had an expo pass so I couldn't attend any of the presentations. The award ceremony was kind of cool. Portal 2 cleaned house and yet skyrim got GOTY (I think they just wanted a GOTY edition).
The expo really wasn't that impressive. There were some cool stuff there don't get me wrong, but it was more of seeing what I already knew people were doing in real life. There was a 3D TV screen thingy much like the 3DS. Using similar technology there was a 3D TV with special 3D glasses that let you only see the left eye, or the right eye letting two people watch the same TV but see player 1's screen or player 2's screen. Only thing that bugs me about this is how dim the glasses are. Makes what you're looking at a lot darker. There was also some motion capture studios setup, giveaways, and a bunch of talks at the booths and whatnot.
What I really enjoyed was the career pavilion. I know what you're thinking: "jalb, how could you enjoy THAT over 3D TVs and motion capture?" Well, I had never really talked to an employer before. I am currently employed by my school as a tutor, and being employed by your school is a very simple and painless process. The real world is very different. I still have a year before I graduate, and almost every company there was based in California (I live in Texas) making an internship out of the question. I was scared as hell even thinking about talking to them. I had no experience, no business cards, no resume, no interest in getting a job at this time. What was I to do? So I asked my professors... they suggested I just talk to employers. Ask them questions, get to know people.
Okay, I can do that.
I get something drilled into my head a lot at my school though: "Game companies want to know that you play their games." Well, fuck. I'm a broke college student who doesn't have the money or time to play even the games I want to play (one day you will be mine, Skyrim). Then I noticed a beacon of hope in the distance: A valve booth! Holy crap what a long line. At this point I was too afraid to even bother... but I mustered up what strength I could and got in line. Once I got to the front of the line, the guy at the booth waited for me to greet him. "Hi, I'm Josh." What am I even doing. I somehow managed to spit out enough words to make him realize that I'm a college student looking for an internship. Valve doesn't do internships. Okay... well, what now? So I remembered what my professors told me: Ask them what they're looking for when they go to hire someone. "What are you doing at 11am tomorrow?" He asked me. I got excited and quickly responded "I'll be here." They had a presentation then. "How to work for valve." Convenient enough. I didn't want to awkwardly walk away so I threw in one last question: "How important is it to play a company's games before they will hire you?" He assured me that it wasn't that important. With this, I could approach the other booths without feeling like a fool.
And that I did! I approached almost every other booth in there. I made sure to ask them all the same question: "What are you looking for when you go to hire someone?" The answer was pretty overwhelming: for programmers, they want to see what you've done. You must create a portfolio of your works. Additionally, they wanted to see something right then and there. Having your work readily available on your phone or laptop is key. So I showed many of them the physics engine I developed. You could immediately hear the tone in their voice change from "look at this scrub" to "wow, this guy has potential". So here I am, a loner, shy 18 year old who has no idea what he is doing, impressing employers who have been in the industry for years. One lady at the 2K booth seemed very impressed with me and assured me I would not have a problem finding a job. This was largely due to my GPA of 3.9.
So next day arrives, and I rush over to the Valve booth right at 11am. No surprise: there was a line waiting to get in. The presentation was fairly short. To summarize, if you want to work for valve they're really looking for 4 things:
1. a good portfolio
2. a popular product (commercial or non) that you've worked on (could be a source mod, indie game, or even mods for other games). this is to see that you've worked with "clients" and made something that people use
3. good people skills
4. this actually wasn't emphasized as a big deal, but to work on valve games I'm sure it's important: experience with the source engine
After the positive comments I got from all the other booths, I'm sure of it: I can work for Valve! From what I can tell I already have good portfolio pieces. I also work as a tutor at my university, that should prove my good people skills. But a popular product and experience with the source engine... those are two things I need to work on. Another professor of mine then suggested that I work on him with Android tablet games. He said he would pay me to work for him and he would even supply me with the hardware (an android tablet). That might be my ticket for number 2 of working for valve! Even if we don't develop something awesome, getting something on the android market is getting your stuff out there. Maybe that'll be enough.
Next year in the next GDC San Francisco I will be approaching Valve again, this time with a resume in hand and a shining portfolio. I know it's optimistic to think that I could work for them; many of you here probably have the same dream. If they do not seem interested in me then I will look for work elsewhere, and I will work on products under the name of another company. Then once I have more experience I will approach Valve again. Hopefully then I will stand a chance... one can dream.
tl;dr: To get employed by a game company as a programmer you need a good portfolio and a good GPA. Having your products readily available to be shown off (even if its just a video on your phone) is a HUGE boost. Additionally, to work for valve you need good people skills and a popular product out there.
In other news: my laptop wont start (fml). So instead of programming I decided to write this monster.
Was an education mentioned, or just having work to show you can do it?
Also if you do apply to Valve and get turned down, don't give up. I know guys who have applied 3 or 4 times now, some have gotten in.
Made a Unity editor extension today so that I can turn entire folders of textures into materials without having to go through and do them all manually.
If that makes sense.
Why is there so little activity on the io-doom3? I've been wondering that for a while. It seems no one wants to touch the code.
I've been working on a few things lately, and I haven't really posted about much in this thread, so I figured I'd just throw a few things out there.
First, I've been working on a boost-like library, except smaller and without all the custom types and stuff. Sure, things like parsing a json library would possibly be done well with classes in C++, but I'm not going to have string classes and all kinds of other weird stuff going around. At least, nothing that isn't 100% compatible with the standards of C++
Currently this project isn't very far, as I've been busy with work and all kinds of other everyday things that take away time, but it's getting there!
I've also kepts a fork of Overvs Passion lying around, since he's taken it down from his github page.
But I figured I'd keep it for future reference, in case I wanted to work on it more. And I might, actually, in the near future!
Making a thing that will monitor prices for items on TF2WH.com throughout the day, then email me the average, minimum and maximum prices at the end of the day.
So far it just outputs a list of all the item names and their prices, but I have a framework ready for later when I'm done studying.
Here is where I'm getting my data.
Let me just look up this func-
Oh. Never mind then...