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Blog Comments posted by Roland
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Yes exactly what I meant. The Sims was the name. Good idea to go by
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I hope you take this as a compliment when I say that it gives me a bit of SimCity feeling. Great job guys
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Backed it after 10 seconds of consideration
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Thanks for concentrating on Linux, PC and SteamOS.
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Very nice tut
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Personally I don't care about Mac at all. But I guess that just me
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3DCoat is a really awesome program and highly recommended. The little brother of ZBrush some says but in fact I find it more suitable for low-poly game creation. That's my programmer non-artist opinion though . Great work by the way YouGroove.
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Procedural Terrain
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
This looks so darn cool. Looking forward to see the outcome of this.
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Stretch goals revealed for Leadwerks for Linux Kickstarter campaign
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Blender Integration .. Thumbs up!!!
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Virtual Texture Terrain
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Looking great
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Leadwerks for Linux
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Sounds interesting.
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Congratulations
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Congratulations to the release.
Now the real hard works starts
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Here is the way I do things. I don't mean to lecture or something like that. Just my view of this, Good or Bad
when argument is a simple data type that won't be changed by called function - use int arg, float arg etc...
when argument is a complex data type that won't be changed by called function - use const TVec3& arg, const std::string& arg etc
when argument is a simple data type that will be changed by called function - use int& arg, float& arg
when argument is a complex data type that will be changed by called function - use TVec3& arg, std::string& arg
Depending of situation and implementation you can use pointers (*) instead of references (&)
If a function does not change any internal state (variable) of the class is should be declared const, like void myClass::isEverytingOK( ) const;
I strongly recommend to avoid to much typedef's. Use them with care like in
typedef std::map<std::string,myObect*> ObjectMap;
I strongly recommend to avoid macros and defines. Most time const static's, enums or inline functions can be used instead. This make things typed. And no "typedef int Speed;" or any such silly things. An int is an int
Furthermore in my experience (I'm no speed guru by anyway) the devil lies in nested inner loops and loading/saving. But in the projects I have done (99% non game related) the biggest time thief has ALWAYS been the program design.
Those are my humble thoughts that I live by. Surely not the truth or even the best thing but so far i found it best for me. Maybe for you also. If not, just ignore this post
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got you on that Carnadian. For long I had both VS and CodelBlocks.. Now its only CodeBlocks 100%. He! I even uninstalled VS as I found my self very comfortable with the simplicity of CodeBlocks
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Added to my shopping list. Beer and a Whiteboard
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Yes we need to work a bit on the animation speeds and the repeated "touch the hair" thing. Good suggestion on that 'Scarlet'
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Yes, She has some trouble with her hair... We will release her from that by adding a couple of randomized variations. Starting to get hang of iClone -> Leadwerks now . Weapons... Yeah that's a problem. Generally I don't like weapons, not i real life and not in games. Our weapons will not be that standard Gun or Rifle things that cause blood.. That's a NO. There will be no blood in this game. Weapons can be no deadly things and will not be something that will be used through out the game. This IS NOT a shooter game. Its a explorer/puzzle game.
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Looking forward to a LE3 development SDK for Linux/Ubuntu.
How cool wouldn't that bee... I have the same considerations as you have Josh, Windows going wrong direction, Apple already has....
With a LE3 for Linux I would indeed consider to switch over as my main 3D Modeling software 3DCoat already run well on Linux.
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OH ... What an honor to be mentioned in this Great Poem. Thanks
Merry Christmas to you over there.
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Maybe a bit off-topic. But I gave a suggestion of a "snap to" function so building up things out of parts would be easy. You liked the idea. Is that going to be implemented. Would be a great thing.
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Make it anyway you like Josh, as long as it works. Which method you ever choose, there will always bee someone questioning it .)
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Rewerking the Asset Class -or- Back that Asset Up
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Yeah.. this is the way COM works (also see DirectX). Works well. You can also build in some automatically ref-counting in assignment operators, copy constructors and in destructors.
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He is right, although I must confess that a Friday Pizza is on my menu. But then I make many program error... Now I got the explanation
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Resizable Viewports on Linux
in Development Blog
A blog by Josh in General
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Works nicely here. Great