How are those programming lessons coming along, Yas Forums?
How are those programming lessons coming along, Yas Forums?
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I know all the syntax and basic principles. Now I just gotta learn all the design patterns and "tricks of the trade" that are used to solve common problems.
else if
else if
literally nothing wrong with this
>t. 2d game runs at 20 fps
im terrible at maths so I never bothered.
it is if it's running every frame
Same, just a bit more than a year and I'll have my bachelor
Is doing a master worth it?
So I don't know shit about programming, but I'm assuming this is suboptimal as fuck. What's the way it "should" be structured?
Here's a better implementation because I see people asking about this all the time:
observer OB;
if (witnessed){
updatelabel(OB.label);
gamovercause = (OB.type);
}
youtube.com
>10 years ago
>Took programming in high school way back when
>They taught Turbo Pascal instead of something actually useful
pretty much don't use string comparisons
This. It just works.
most AAA games use turbo pascal, retard
I don't need them to do my VN, I just make basic dialogue and image displays
at most I steal code from others
If you're not at least an advanced dev who theorize coding and such, you should stop pretending to have any ounce of skill and just admit you're an openclassroom code monkey impostor
I'm a CS student so it's going fairly well if I'm going to be honest.
From my research with a bachelors degree you should make a minimum of 60k a year in an engineering or coding position. Studies show that happiness increases as your salary increases up until 90k. After that you will see diminishing returns. Extra money is always nice but around that cap it becomes more of whatever as you focus on your job and attempt to climb the ladder within the company.
The obvious thing everyone is looking at is you should not be using this many if;else strings. It is inefficient, there are more efficient ways to go about it.
The real nightmare that Eva does on both this game and the previous ones that he worked on was making the game update every character every frame instead of just applying a condition that triggers a change.
He is making the game constantly ask "did the teacher see blood? No. Did the teacher see crazy? No. Did the teacher see a weapon? No." etc etc ad infinitum every second of the game, which is a huge waste of resource powers. There are easier ways to do so like making characters move from states instead of constantly refreshing and asking "do they change now? Do they change now? Do they change now?" and so and so on.
TL;DR it is bad on several levels.
How do you make programming not boring? I want easy money but typing 100k lines of code just for a final product is fucking mind numbing
crossdress
Get some programming socks
>I want easy money
Go stock trading or something, there's enough retards like you in this profession.
so what would be a good way to do so efficiently?
I've taken two programming classes in college but despite reading every chapter of the book cover to cover I barely understand shit, and just copied from CHEGG to pass them. I may be too stupid for this shit or maybe the textbook for the classes were just shit.
>find the second shortest path in the given graph
>me ???
I feel like a total brainet when it comes to non-trivial algo questions. Is there any way to get better except to memorize a lot of obscure algorithms? For example, I know Dijkstra's one for shortest paths but I never even heard about Yen's.
>easy money
You won't make it or you will burn out very quickly. You need to have at least some interest in your trade to not go mental.
why didn't they just use a switch?
What were you supposed to do to pass the classes? An exam or a project?
Why is such a huge demographic of women interested in the Yandere Dev drama than men are? Past fangirls seeking revenge?
just online mini project submissions graded automatically by a computer so the teacher never even saw them.
how the hell does that work?
it's a matter of passion
if you don't have the urge to code small programs to pass the time just forget it
I know this question will be broad as fuck, but what would you estimate the ratio is between work required for a 2D game vs a 3D game of the same length? Is 1:2 way too generous?
Hell yeah dude, Yandere sim became just another Tumblr thing for edgy teen girls to latch onto and self-insert.
Think along the lines of Black Butler or some shit
kiwifarms.
At a coding-focused company, your portfolio gets you a job, not a degree. But it's useful if you want to work at a non-coding-focused company and need to jump HR hurdles.
The hardest part about 3D is producing assets and writing shaders. Game logic wise it's the same as 2D just with an added dimension.
it entierly depend of the mechanics of the game, of the artstyle, of the way you build it and so on
a 2D game will always be shorter because it's easier to cheat and the amount of fixes / optimization is way more important.
>anons saying for him to use a switch when when he is comparing strings
Not him but in my uni course, most of my projects were checked by running a series of inputs and see if the output matches the model outputs.
It's not the only check that we have, but the point is that it could be done.
>and the amount of fixes / optimization is way more important.
* in 3D games
Also the assets are harder to build, but most of all, the backgrounds, because it's a less controlled environement, in a 2D game you can do whatever you want since the player should in general have less control over things like the camera
He shouldn't be using strings for this at all.