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  Why am I an idiot?  (Read 17959 times)
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Offline zingbat

Senior Devvie

Medals: 1

Java games rock!

« Reply #30 - Posted 2007-01-04 23:41:00 »

I don't say that what i learned in my univ. was stupid. It's just that teaching is too relaxed and we are paying the consequences. People need someone to tell them how to do things right and follow a program schedulle. No wonder that project management is the biggest weak point. We mostly do toy programs and never get a chance to work in a complex applications that spans over more than one year so we never learn how to manage a project properly. I find all my disciplines related to this area have little to nothing to do with engineering as it is claimed and teachers often teach about those methods without any convinction about what they are teaching. What i'm learning on this subject mostly comes from internet projects i participate on my own free will.
Offline K.I.L.E.R

Senior Devvie

Java games rock!

« Reply #31 - Posted 2007-01-06 05:19:35 »

I've been browsing the game ideas section and looking at a few 4K competition entries (My favourite being Dungeon4K) and it occurred to me recently that expectations of how to solve a problem are "do the simplest method available".

As I've said previously, all the solutions I create tend to be fancy.
One thing that got me was Matzon's advice to a newbie posting in the Game Design forum about creating a maze.

Matzon's advice to the newbie struck me as normal but I've actually been wandering if such simplicity is good? So I tried to make a maze game.
My previous maze games in the past when I was a noobie have all been using arrays.

While it is easy to knock up a quad tree, I've actually spent 2 days devising a method recently of avoiding all boolean checks and branches when adding a volume into a quad tree.
I ended up doing a calculation of step functions and dot products, for what it's worth and ended up being trashed as someone on a specific forum I frequent ended up asking me "What does it do?" and I just responded by saying that it's the world's fastest quad tree(simply because it reduces conditional checks to 2, both are calculated from a numerical function anyhow and memory is accessed by the results), again I haven't actually tested it however after all the work it ended up being quite simple.

Anyway it's amazing how a very simple problem that can be accomplished within a few lines of code ended up turning into a research project.  Roll Eyes

NOTE: By saying "I haven't tested it." I mean that I haven't benchmarked it.
If anyone's interested in the code I can knock it up quite quickly.

Is there a name for a "redneck" programmer?

Unemployed. Wink
Offline Breakfast

Senior Devvie

for great justice!

« Reply #32 - Posted 2007-01-17 10:06:41 »

I saw this and thought of this thread....
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline thiagosc2

Senior Newbie

« Reply #33 - Posted 2007-01-19 20:20:50 »

I used to have the same problem as you, a simple crappy larva of what one day would be a game would have lots and lots of classes.

I think working on engines and games, unlike other applications, is a constant exercise of exploratory coding. So I follow a simple rule, I write only what I need when I need. I don't waste too much time abstracting anything, thinking of "future needs" and APIs and all that, I just put in the code what's necessary to perform "A, B and C" nothing more.

Then with time and when I figure out what I want next I just refactor it.

The size of the OpenGL stuff I play with has been reduced greatly, both in number of classes and LOC.

Offline princec

« JGO Spiffy Duke »

Medals: 1136
Projects: 3
Exp: 20 years

Eh? Who? What? ... Me?

« Reply #34 - Posted 2007-01-22 11:28:00 »

And that's why SPGL is such a total mess Cheesy Works though dunnit?

Cas Smiley

Offline ravenger

Senior Newbie

« Reply #35 - Posted 2007-01-22 14:12:37 »

In my opinion, documentation and design is key to a good program. Requirements engineering is absolutely important, and in extend to that, working bottom-up and thus starting with the most simple things will prevent you from exponentially adding all kinds of extra's. Finish one thing first, make it work, put comments to it, and then add the next feature on the list. Working like this keeps you sane, its very efficient and if you're working in a team you don't get frustrated. If you find yourself doing trial-and-error stuff, back away, and re-evaluate your initial design first. Ofcourse it requires a bit of patience, but i think it really pays off.
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