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Here's a Civilization type game I made - Page 2

post #11 of 30
Awesome job for just 3 weeks! Now go write the A.I for that game!

Quote:
But since my team mates were just software engineers and I'm in Comp Sci with the graphics and gaming focus that means its only 46% as good as it should be.
Their job should have been in making and optimizing the overall classes, how they interact with each other, etc using UML and such. Please tell me they at least did that

Quote:
All of that was to determine which edge of the map the cursor was on, so that it could scroll. I replaced it with 6 lines of code that did the same thing. I hope he learned from it.
I bet if you relooked at your own code you'd probably find a function or 2 which you can replace by much smaller ones. Especially after waking up in the morning and looking at code you've been writing at night >_>
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post #12 of 30
Gonna check this out. Definitely looks interesting OP.
    
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post #13 of 30
Thread Starter 
Quote:
Originally Posted by __Pat__ View Post
I bet if you relooked at your own code you'd probably find a function or 2 which you can replace by much smaller ones. Especially after waking up in the morning and looking at code you've been writing at night >_>
I have a kind of personal rule where if its in large its wrong. I usually won't commit until I'm sure its reasonably efficient.

There are a few things I would have liked to redo, but they are mostly small changes that would affect future scalability more than anything else.



But I've moved on. Instead I'm writing a somewhat similar game using LWJGL, but set in space, although I keep getting distracted by the graphics. I'm currently trying to figure out what kind of lighting model I want for the stars.
    
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post #14 of 30
All I can say is; I dont like Java still, good work, and I do have to wonder if one of your team mates was loading the whole spritesheet multiple times.
    
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post #15 of 30
Looks good, let us know how the new game turns out. I got out of programming when I started to delve more into documentation and Level Design, just got boring staring at screen of text all day long. Granted it is very rewarding and fun at times, gets boring later on imo.

Should look into modding and releasing it to the public when you get more time. Group of friends of mine just graduated out of 4 years of Game Design courses, working on a UDK game to be released on Steam currently. Nothing like a group of game testers living in an apt together going Indie
    
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post #16 of 30
Quote:
Originally Posted by nathris View Post
I have a kind of personal rule where if its in large its wrong. I usually won't commit until I'm sure its reasonably efficient.

There are a few things I would have liked to redo, but they are mostly small changes that would affect future scalability more than anything else.



But I've moved on. Instead I'm writing a somewhat similar game using LWJGL, but set in space, although I keep getting distracted by the graphics. I'm currently trying to figure out what kind of lighting model I want for the stars.
Yeah I like to get things running first then optimize (lack of patience >_>) So most of the time I end up rewriting

You might want to check out Slick2D. It's a thin wrapper for lwjgl that is made specifically for games instead of the general lwjgl.

P.S: Java rules! \\m/
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post #17 of 30
Quote:
Originally Posted by __Pat__ View Post
Yeah I like to get things running first then optimize (lack of patience >_>) So most of the time I end up rewriting

You might want to check out Slick2D. It's a thin wrapper for lwjgl that is made specifically for games instead of the general lwjgl.

P.S: Java rules! \\m/
I like C++ more (its what I use), it kinda forces you to optimise in the sense that you have to manage the memory, and I like to optimise as I go.
    
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post #18 of 30
Quote:
Originally Posted by FiX View Post
I like C++ more (its what I use), it kinda forces you to optimise in the sense that you have to manage the memory, and I like to optimise as I go.
Which is really not a good thing. The real wisdom is to write the code in the most readable, easy way, and then when you are done, see if you need to optimise it. There is no reason to optimise something when it isn't needed, and programmer time is expensive and valuable compared to a few milliseconds of run time.
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post #19 of 30
Thread Starter 
Quote:
Originally Posted by lattyware View Post
Which is really not a good thing. The real wisdom is to write the code in the most readable, easy way, and then when you are done, see if you need to optimise it. There is no reason to optimise something when it isn't needed, and programmer time is expensive and valuable compared to a few milliseconds of run time.

I'd rather rewrite a single function than have to rewrite the entire program later on in development because that poorly written function is too tightly integrated into the rest of the system.
    
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post #20 of 30
Nice work.
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