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Messages - Rhys

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Programming / Re: C++ Virtual Stigmas
« on: November 30, 2012, 05:31:10 am »
That's exactly my thoughts on the issue too. It seems everywhere I turn online I get people saying never use virtual functions or inheritance, because it's slow. Personally I think that's a bit ridiculous, what's the point of having an object oriented language if you don't use one of its primary features?

Programming / C++ Virtual Stigmas
« on: November 30, 2012, 02:26:09 am »
There seems to be a lot of stigma attached to using virtual methods and polymorphic class hierarchies in C++. Even Bjarne Stroustrup states that templates are better than polymorphism.

A lot of the issue seems to be around there being an extra lookup in the vtable per call, on stackoverflow they worked this out to around 100 extra cycles per call. On today's hardware is this really even an issue anymore though?

The other reason I've seen mentioned is the possibility of a cache miss, although I'm a bit fuzzy about what that actually is/means for a program. My best guess is the method isn't in the cpu's cache so it has to be loaded from RAM instead.

I come from an OO background, so a flat class structure just irks me, I always strive to make as much of my code reusable as possible, and with a flat class structure that seems to be considerably harder to achieve.

Programming / Re: Stupid issues with VB.NET
« on: November 30, 2012, 02:16:57 am »
Do you really need value type semantics? Classes are way more flexible in .NET than Structs. You really need a special reason to use Structs over Classes when you're coding in .NET.

That's interesting, I've found it perfectly fine, I guess the changes were a lot more recent then :P

In terms of UIs, Mono has GTK bindings for cross platform interfaces, and GTK is what MonoDevelop's made with.

Mono goes up to .NET 4, there's a couple of frameworks left intentionally in implemented (WPF for one), but in terms of core language functionality, Mono is completely up to date. It's a far cry from crippled that's for sure. You're probably thinking of how Mono was in 2006-7. Things have changed a lot since then :P

You're not confined to Windows if you use C#. C# works on any platform that Mono runs on, which from the latest list seems to be Windows, Mac OS X, Linux, Android and iOS.

Didn't they convince someone from dejap to do it for them? From what I could see from their website they definitely didn't have the skills to do it on their own

I think as soon as I heard how crappy the voices were I went back to using the copy without the voice patch. Seriously, after all that effort to replace the voices, you think they'd at least try and make them sound good.

I managed to do it, I forgot how though. It's not really worth it to be honest.

ROM Hacking Discussion / Re: Screenshots
« on: October 07, 2012, 03:47:55 pm »
wow that sounds badass :o how long have you been working on it?

News Submissions / Re: Translations: Energy Breaker English V1.00
« on: September 29, 2012, 02:34:34 pm »
I love the blue snow :( blue fire was my favorite though :P

News Submissions / Re: Translations: Energy Breaker English V1.00
« on: September 23, 2012, 02:43:10 pm »
this looks incredible O.O shame I don't have time to invest in this at the moment :(

Programming / Re: Any RPG game company hiring out there?
« on: September 03, 2012, 01:28:51 am »
Last time I tried the whole documenting approach it didn't really work out, I just find it difficult to work that way :P

I do write down my ideas and work through them, they're not very formal though. I have a few notebooks I shove all my ideas in along with any todos for that particular week.

Programming / Re: Any RPG game company hiring out there?
« on: September 01, 2012, 06:27:28 pm »
From scratch they do yes, I'm a firm believer of not reinventing the wheel though :P If a decent solution already exists, I use it. That's why I'm making my engine with XNA.

Programming / Re: Any RPG game company hiring out there?
« on: September 01, 2012, 04:43:54 pm »
I've been working on a game engine of my own in XNA and I'm about 2 months in from 2 hours a day spent coding, and I'm almost to the point where my engine could handle a battle system - animation, maps, sprites, and a decent UI system are all in, along with decent tools to generate the content for the engine to load, but it's taken a lot of work to reach that point, and in no way is it in a state that can be called a game.

I can easily see it taking another 6 months to even reach a point where real content can be used and the various parts of the game I've designed be play tested. Chances are you're going to be working on your project alone until you have something to show for it, so you'll probably end up in a similar situation that I'm in now. By all means go for it, but it's not an easy ride, and you have to be committed to finishing the project 100% or it just won't happen, I know that from experience.

Fortunately indie games are a big thing lately, so if you make something decent enough, you'll definitely be successful, so by all means keep going :thumbsup:

(Plus making something that's successful is a great addition to a CV)

I've always sucked hard at maths, so doing degree-level maths in my CS course has been a struggle, a lot of what they were teaching I ended up realizing was just to establish a way of approaching a problem with logic, which you end up doing all the time when programming. With games there will always be a degree of maths involved, even with 2D games. A lot of the code for my engine involves a fair few algorithms to determine drawing co-ordinates, optimizing resource loading, etc.

I think it all depends on how far you want to go, if you're writing an engine from scratch then regardless you'll be doing some complex maths to get the basic rendering going (that's if you're doing hardware accelerated drawing anyways), but if you don't plan on reinventing the wheel again then things are made a lot easier for you with the abundance of free rendering engines out there.

Programming / Re: Preferred Lauguage to code a RPG
« on: August 12, 2012, 01:39:42 am »
I'm making one in C# and XNA right now, it's proving time and time again to be the best choice.

I've experimented a lot with SDL/Allegro/SFML and they all seem to have significant drawbacks:
  • SDL can't do per pixel alpha blending, even on the latest versions it completely screws up, I remember on the latest versions it would actually corrupt the sprites if you turned blending on
  • SFML is pathetically bad at font rendering, and their developers are too up their own arses to bother fixing it, or any of the other myriad of issues it has, also their API is always unstable, because they drastically change it with each release
  • Allegro feels more dated than SDL, and that's saying something. Admittedly I haven't spent too much time with it, but I know there's a damn good reason why I gave up early, it may be something to do with their 'support' of OS X

XNA and C# get you some extremely powerful tools for building a game engine, the only downside is if you intend for this to be on the Xbox or Windows Phone, you can't use a scripting language unless you make your own, as the DLR (dynamic language runtime) that bindings to Lua/Python/JS use is unavailable on these platforms, mainly due to performance/memory constraints.

Programming / Re: What type of codes you use to deal with tables?
« on: August 11, 2012, 02:06:18 am »
Looks like you're doing it fine to me, one thing you might want to try is reading the table file line by line in your loop, but that'll more be for saving memory than saving processing time

Programming / Re: Battle System created by me.
« on: July 29, 2012, 05:17:18 pm »
The problem with C++ Polymorphism is STL containers become completely useless, if you want to store derived types you're in for a world of hurt

Programming / Re: Battle System created by me.
« on: July 29, 2012, 02:08:42 pm »
C++ Polymorphism gives me nightmares :(

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