Language doesn't matter as long as you can convert the algorithms and converts into the other one, v.v.
So:
Mapformat -> DisplayMode -> Mapformat
But i would use something for fast interface programming if the libs are working together (decompression mainly and all that stuff) or so i would prefer VC# or VC++ instead of C++ due to easiness of tool programming in it (and as long as not publishing it for all OS use)
yeah but maps in wc3 were hosted by players not bnet; in sc2 they are hosted by bnet2 and validation is also a part of publishing so i guess no;
but there were already steps toward 512x512 sized maps in beta ; and someone built one dunno how well it worked but i think was only able through different editor
It sounds like a trade skill. I'm not sure I that's worthwhile in the professional world. I have no idea what's required to be a game designer. Computer science sounds close. But designers don't program. So, I really don't know.
If the Game designer does not know anything about programming, he does not know the border of imagination for himself.(Or requires way more experience which is hard to get as Junior Game Designer often require, already 3 years experience either in Game Industry or Game Programming(!) )
Additional, math is also a plus in typical computer science degrees.
protected is available to "child-classes" of the "base-class" while private is only available to the true owner (java has it too as far as i know - so if you want to extend smth it's useful to use protected - or you generate them with fixed values ) http://en.wikipedia.org/wiki/Java_syntax#Accessing_members
You can do private as long as you don't create extensions of it which require to use this argument too, if that's the case i would make them protected :x due to lazyness in writing
To add onto that, my book reads: "When you create an object, it has its own version of all variables that are part of the object's class. Each object created from the Virus class of objects has its own version of the newSeconds, maxFileSize and author variables. If you modified one of these variables in an object, it would not affect the same variable in another Virus object."
If what I understand this correctly, that means that any variables you make in an object, are only for that object and nothing else? Or can they be used for other objects too? Or am I taking this completely the wrong way?
Means:
Any object which is created by Virus()-Constructor has the same amount of variables, with the same name; also know as Attributes(Variables) & Methods (Functions) - except for what Catalisk said; static is shared between objects of same class (so virusCount = totalViruses - so you might end up doing a virusCount++; on construct and virusCount--; on deconstruct call)
as far as i know Virus <name> = new <Constructo>(...); is the correct one for java
think it's same like in C++ (or atleast very similiar)
//---main.cpp---#include "virus.h"intmain(intargc,char*argv[]){VirusfirstVirus=Virus(86);}//---virus.h---#include <math>#include <string>classVirus{public://open for external useVirus(intnS)//constructor{this->newSeconds=nS;this->maxFileSize=0x1<<15;// or 14 not sure yet; creating 2^15this->author="Sam Snett";}protected://shared with inheritsunsignedintnewSeconds;unsignedintmaxFileSize;stringauthor;private://no share}
Let's say you are working on a 2D sprite based game - so you have a
class: (note this is kinda pseudo language mixed with c++)
structVECTOR2{floatx;floaty;VECTOR2(float_x,float_y){this->x=_x;this->y=_y;}~VECTOR2();}classCObject{public:GameObject()~GameObject();SetSize(VECTOR2size);SetTexture(texturetex);...moresets......somegets...private:VECTOR2pos;//position on game planeVECTOR2size;//size of objecttexture_texture;//actual image/spriteVECTOR2mov_v;//movement vectorVECTOR2mov_a;//acceleration vector..somemoreprivates..//some debug stuff...insertdebugstuff...}
so basically an object would be a collection which provides "utility" & necessary functions into ONE "tool"
Just as addition:
It's called "class" because it is more generic than "object" - object is something that actually you can interact with - while a class is also virtual. (non-programming)
You can touch a GameObject - but you cannot touch the GameEngine which is handling the Objects - but still is/could be a class - as example.
Or in other words - an object is a derivative of a class.
0
I howl you for this.
0
Language doesn't matter as long as you can convert the algorithms and converts into the other one, v.v.
So:
Mapformat -> DisplayMode -> Mapformat
But i would use something for fast interface programming if the libs are working together (decompression mainly and all that stuff) or so i would prefer VC# or
VC++
instead ofC++
due to easiness of tool programming in it (and as long as not publishing it for all OS use)0
Fraps (free) has 30seconds limitation iirc.
Another issue could be lack of hard-drive space
0
@redmarine: Go
Wikipedia says: standardized test for college approval
(you only really require the first half of it ... if you ever)
Also a side note: A pizza with the radius z and height a has the volume: Pi*z*z*a
Conversation from deg to rad
1° = pi/180
rad(x°) = x*( pi/(180) )
Pi is also used for rotation of vectors, matrices, etc. all that stuff
to get a point on a circle line with radius r (in 2D) i don't think 3D would be required for college approval :o
(notation hint:
defines:
R² -> R²
degrees <e R²
rad = rad(degrees%360)
^p <e R² (2d vector)
^p.x = cos(rad)*r
^p.y = sin(rad)*r
also a good site:
http://www.wolframalpha.com/input/?i=Pi
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@Xtremedesyr: Go
yeah but maps in wc3 were hosted by players not bnet; in sc2 they are hosted by bnet2 and validation is also a part of publishing so i guess no;
but there were already steps toward 512x512 sized maps in beta ; and someone built one dunno how well it worked but i think was only able through different editor
0
If the Game designer does not know anything about programming, he does not know the border of imagination for himself.(Or requires way more experience which is hard to get as Junior Game Designer often require, already 3 years experience either in Game Industry or Game Programming(!) )
Additional, math is also a plus in typical computer science degrees.
0
System: Win7 Prof x64
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--------
0
@StatusQ3: Go
protected is available to "child-classes" of the "base-class" while private is only available to the true owner (java has it too as far as i know - so if you want to extend smth it's useful to use protected - or you generate them with fixed values ) http://en.wikipedia.org/wiki/Java_syntax#Accessing_members
You can do private as long as you don't create extensions of it which require to use this argument too, if that's the case i would make them protected :x due to lazyness in writing
0
@StatusQ3: Go
Means:
Any object which is created by Virus()-Constructor has the same amount of variables, with the same name; also know as Attributes(Variables) & Methods (Functions) - except for what Catalisk said; static is shared between objects of same class
(so virusCount = totalViruses - so you might end up doing a virusCount++; on construct and virusCount--; on deconstruct call)
as far as i know Virus <name> = new <Constructo>(...); is the correct one for java
think it's same like in
C++
(or atleast very similiar)0
don't tell me the quote is serious business o.o - i just took a random one :o
if so ... ->
Color : #336699
Quote: "The wizard did it."
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#336699
0
join IRC when you are online/awake/active.
http://forums.sc2mapster.com/general/general-chat/2878-sc2mapster-staff-irc-ventrilo-avatar-rule/
There are still bunch of peoples awake/active while their timezone is sleeping/etc.
0
@StatusQ3: Go
Let's say you are working on a 2D sprite based game - so you have a class: (note this is kinda pseudo language mixed with
c++
)so basically an object would be a collection which provides "utility" & necessary functions into ONE "tool"
0
Just as addition:
It's called "class" because it is more generic than "object" - object is something that actually you can interact with - while a class is also virtual. (non-programming)
You can touch a GameObject - but you cannot touch the GameEngine which is handling the Objects - but still is/could be a class - as example.
Or in other words - an object is a derivative of a class.
0
Animated avatars were replaced by this cute zergling. Refering to replace it by a non-animated one.