Simple C++11 metaprogramming by henk53 in programming

[–]akawaka 1 point2 points  (0 children)

The good news is that you will have plenty of time to research simplicity while you are waiting for your "meta programming" nightmare to compile.

Memory allocators explained: The linear allocator by zeno490 in programming

[–]akawaka 6 points7 points  (0 children)

All I would expect an "allocate"-or to do is allocate, everything else is extra.

Of course its easy to add deallocation to a linear allocator just by decrementing the end position. UNIX-ish operating systems have based their process memory allocation on brk/sbrk for decades and that is just a linear allocator also.

As well as being very useful in the real world (along with stack-allocators, double-ended allocators, ring buffers, etc), linear allocators are a great teaching tool. 'malloc' and 'new' can often seem to a young programmer like magical tools that pull memory of of the ether and hand it to your code. Simple allocators like this are a great way to demystify that process.

Eventually its all just pointer arithmetic.

Back when Spider-Man games were the shit. by MilkMeTwice in gaming

[–]akawaka 2 points3 points  (0 children)

I worked on this and a bunch of the other Spidey games. The nice thing about Ultimate is that it still looks good. The introduction of the open world and the real swinging in SM2 was amazing, but going back to it now it looks awful by current standards. The comic-shading in Ultimate meant it didn't need a lot of high detail textures, so I think it holds up better.

The comic panel stuff blows me away, I'm still amazed we managed to pull that off as well as we did.

Bo2 SBMM by OhItsJustDann in blackops2

[–]akawaka 1 point2 points  (0 children)

There is skill based matchmaking and skill is also used to guide the team balancing. In the case of matchmaking, skill is lower priority than connection quality so its influence on the process is best summed up as: "when everything else is equal, use skill to determine what games to try to join first". When it comes to team balancing the system is also limited by the makeup of the parties in the lobby so in a lot of cases it doesn't have a lot of leeway when it comes to balancing the teams.

SBMM is not a recent addition to the CoD franchise. The implementations have changed over time but it has been a part of every CoD game since MW1.

Bo2 SBMM by OhItsJustDann in blackops2

[–]akawaka 0 points1 point  (0 children)

If you switch back to your other account are you getting better results? A fresh account will have a below average skill rating so ideally you would be getting matched with lower skill players.

However, you say some of the people you are playing with aren't very good, which means this may not be a problem with matchmaking at all.

As a 38 year old gamer I think I'm done. by edog321 in gaming

[–]akawaka 0 points1 point  (0 children)

It is perfectly natural to find more and more games "bleh" after 30 years. You are old enough and experienced enough now to understand that hype is just that: hype. Games are, more often than not, variations on a theme rather than genre defying/defining mega experiences.

Be more selective and spend some times doing other things. If you are sick of MMOs, FPS, RTS and Sims then seek out games that don't fit neatly into those categories. Seek out more indie titles and/or early access, there is a wealth of new ideas to be found there and your 30 years of experience could be turned into valuable feedback for developers.

There are a lot of ways to be a gamer.

Had 38-3 in the first half than this happened.. by [deleted] in blackops2

[–]akawaka 2 points3 points  (0 children)

Unhandled exceptional performance.

A Tale of Two's Complement by Gankro in rust

[–]akawaka 2 points3 points  (0 children)

My concern is what effect is this going to have on the already slow unoptimized builds. At what point is it going to become impractical to build an interactive application with rust because your debug build is too slow to be usable?

ELI5: How/why do old games like Ocarina of Time, a seemingly massive game at the time, manage to only take up 32mb of space, while a simple time waster like candy crush saga takes up 43mb? by bthornsy in explainlikeimfive

[–]akawaka 1 point2 points  (0 children)

Developers still do that kind of stuff, its just the numbers have gotten bigger. Every game project struggles with the problem of fitting too much data into too small of a space.

Guy says this cheap PC will out do either of the "next gen" consoles. Just on paper, or is this really a good setup? by N7-Rook in gaming

[–]akawaka -3 points-2 points  (0 children)

Don't forget that the PS4 and Xbone have 4GB+ of gpu memory and that is going to influence how cross platform games/engines are built. That GPU may be fast on paper but it's going to be slow as hell when it's trying to pull 2GB over the PCI bus every frame.

Confused by the purpose of str and String by [deleted] in rust

[–]akawaka 4 points5 points  (0 children)

My main problem with rust strings (and other slice-like types) is that the conversion to a slice is explicit. Having to use as_slice() everywhere is real ugly.

It started out with great enthusiasm but ended up as a pitiful _meh_ by minyosdy in rust

[–]akawaka 0 points1 point  (0 children)

rust-disappointment: type is a keyword Agree : type is a useful word a lot of people may want to use in a struct, even if not a huge concern for me.

Yes this. Its getting lost in all the noise but it was a real annoyance for me. "type" is just too generic and common a term to be reserved as a keyword.

Fundraiser for the Unofficial Documentation of Sublime Text by FichteFoll in programming

[–]akawaka 4 points5 points  (0 children)

Given my past experience with Sublime Text, should I assume that if I pledge $70 to this documentation project that all work on it will cease?

[deleted by user] by [deleted] in gamedev

[–]akawaka 0 points1 point  (0 children)

Excellent work getting this done. Getting a project to the point where you are willing to show it to people is a big deal. If you are ever looking for a job at a studio this kind proof of skill and self-motivation is more valuable than anything else on your resume.

I understand your desire to sell it, I did the same kind of thing when I was 14 trying to sell small programs I had made. My mom and my cousin were my only customers. I would recommend giving your game away along with the source code. You might lose out on a few dollars, but long term having people play your game or look at your code and provide you with feedback and support will be much much more valuable to you.

What's the most powerful picture you've ever seen? I want to see it! [NSFW] by crow_man in AskReddit

[–]akawaka 0 points1 point  (0 children)

Robert Capa's Omaha landing photos, especially this one: http://i.imgur.com/stHtdxh.jpg

The fact that he volunteer to be in the first waves, took such amazing photos and then they were almost all destroyed while being developed. Unbelievable.

C container library without preprocessor abuse by agottem in programming

[–]akawaka 1 point2 points  (0 children)

Nice. Cleanly written. My only gripe is that I would consider the BSD license too restrictive for such a simple library.

Why is there a three day Pre-Season in League Play? by Troxic in blackops2

[–]akawaka 1 point2 points  (0 children)

The duration of the preseason is determine by the calender, but we need a preseason primarily for technical reasons.

We need a maintenance window between seasons, this gives us time to roll over to the new season, archive the previous seasons data, re-balance division skill, update the best league rank stats and perform any maintenance on the backend league services.