• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:38
CET 20:38
KST 04:38
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Finals Preview: Sweet Victory!9[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Evil Geniuses - shutting down16ISSL (IntoTheTV x SOOP SC2 League): Premier5Weekly Cups (October 12-18): 5.0.17 era begins1[$1250] International ShieldBattery League77Weekly Cups (October 5-11): Farewell to 5.0.167
StarCraft 2
General
Evil Geniuses - shutting down REPORT: StarCraft 2: Remastered In Development How do you feel about the mass reverts in the 5.0.17 PTR? Team Liquid Map Contest #22: Results and Winners No more SC2 streamers on team liquid?
Tourneys
ScienceCraft (October 24-25) - Live Event Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22 ISSL (IntoTheTV x SOOP SC2 League): Premier WORTEX Challenger Series — Open SC2 LAN in Budapes
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps [A] Nemrods 1/4 players [M] (2) Sweltering Sands
External Content
Mutation # 549 Endless Sparkles The PondCast: SC2 News & Results Mutation # 548 Shining Bright Mutation # 547 Temple Of Terror
Brood War
General
Recent recommended BW games [Megathread] Daily Funny Videos Hands of Pluto Oceanic Brood War - Join and chat! Bot on ladder
Tourneys
[Megathread] Daily Proleagues [$1250] International ShieldBattery League [ASL22] Grand Finals [BSL23] RO24 Group C
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Mobile Legends: Bang Bang Armies of Exigo - YesYes? General RTS Discussion Thread
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread US Politics Mega-thread European Politico-economics QA Mega-thread Canadian Politics Mega-thread
Fan Clubs
Reynor Fan Club The Flash Fan Club Serral Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10236 users

The Big Programming Thread - Page 381

Forum Index > General Forum
Post a Reply
Prev 1 379 380 381 382 383 1032 Next
Thread Rules
1. This is not a "do my homework for me" thread. If you have specific questions, ask, but don't post an assignment or homework problem and expect an exact solution.
2. No recruiting for your cockamamie projects (you won't replace facebook with 3 dudes you found on the internet and $20)
3. If you can't articulate why a language is bad, don't start slinging shit about it. Just remember that nothing is worse than making CSS IE6 compatible.
4. Use [code] tags to format code blocks.
delHospital
Profile Blog Joined December 2010
Poland261 Posts
Last Edited: 2013-10-25 15:10:59
October 25 2013 15:06 GMT
#7601
The server most likely runs at 20 frames/s or something around that number (for example D2 has 25 frames, HoN has 20, SC2 has 16 (but SC2 is not client-server), and I haven't heard of a big game that does calculations in real time). So if both ancients die in a single frame, it's likely that the server will declare the game a draw.

E: It doesn't really have much to do with event queues. The server will do whatever is to be done for each hero, creep, building, missile, spell, etc. in every single frame.
devilesk
Profile Joined May 2005
United States140 Posts
October 25 2013 15:19 GMT
#7602
On October 25 2013 23:57 adwodon wrote:
He made a reasonable assumption as to why they wouldn't be forced to include a draw condition (ie the winner could always accurately be determined)

Is that actually true though? How do you determine a "winner" if both Ancients die in the same frame other than arbitrarily picking one.
www.devilesk.com/dota2
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
Last Edited: 2013-10-25 15:28:23
October 25 2013 15:27 GMT
#7603
On October 26 2013 00:19 devilesk wrote:
Show nested quote +
On October 25 2013 23:57 adwodon wrote:
He made a reasonable assumption as to why they wouldn't be forced to include a draw condition (ie the winner could always accurately be determined)

Is that actually true though? How do you determine a "winner" if both Ancients die in the same frame other than arbitrarily picking one.

He would obviously have to go by the time at which the respective event (the action leading to the killing blow to the ancient) sent by a client enters the event queue on the server. Which isn't really accurate since there are things like latency. There is a definite order of events in the queue, but that order can be considered random when it comes down to a few milliseconds of difference between recieving the events.
If you have a good reason to disagree with the above, please tell me. Thank you.
delHospital
Profile Blog Joined December 2010
Poland261 Posts
October 25 2013 15:41 GMT
#7604
On October 26 2013 00:27 spinesheath wrote:
Show nested quote +
On October 26 2013 00:19 devilesk wrote:
On October 25 2013 23:57 adwodon wrote:
He made a reasonable assumption as to why they wouldn't be forced to include a draw condition (ie the winner could always accurately be determined)

Is that actually true though? How do you determine a "winner" if both Ancients die in the same frame other than arbitrarily picking one.

He would obviously have to go by the time at which the respective event (the action leading to the killing blow to the ancient) sent by a client enters the event queue on the server. Which isn't really accurate since there are things like latency. There is a definite order of events in the queue, but that order can be considered random when it comes down to a few milliseconds of difference between recieving the events.

Uh. And what if it's killed by a creep? Then there's no packet to check the sequence number...
adwodon
Profile Blog Joined September 2010
United Kingdom592 Posts
October 25 2013 16:16 GMT
#7605
On October 26 2013 00:27 spinesheath wrote:
Show nested quote +
On October 26 2013 00:19 devilesk wrote:
On October 25 2013 23:57 adwodon wrote:
He made a reasonable assumption as to why they wouldn't be forced to include a draw condition (ie the winner could always accurately be determined)

Is that actually true though? How do you determine a "winner" if both Ancients die in the same frame other than arbitrarily picking one.

He would obviously have to go by the time at which the respective event (the action leading to the killing blow to the ancient) sent by a client enters the event queue on the server. Which isn't really accurate since there are things like latency. There is a definite order of events in the queue, but that order can be considered random when it comes down to a few milliseconds of difference between recieving the events.

Which makes the whole debate pointless. Any number of things in the call stack could cause an unintentional delay of a few ms, splitting hairs over it is pointless so unless they were the most anal devs in the world with nothing more important to work on that would be entirely sufficient.

No one would ever know and the situation is so unlikely to begin with why does it even matter?
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
October 25 2013 16:29 GMT
#7606
On October 26 2013 00:41 delHospital wrote:
Show nested quote +
On October 26 2013 00:27 spinesheath wrote:
On October 26 2013 00:19 devilesk wrote:
On October 25 2013 23:57 adwodon wrote:
He made a reasonable assumption as to why they wouldn't be forced to include a draw condition (ie the winner could always accurately be determined)

Is that actually true though? How do you determine a "winner" if both Ancients die in the same frame other than arbitrarily picking one.

He would obviously have to go by the time at which the respective event (the action leading to the killing blow to the ancient) sent by a client enters the event queue on the server. Which isn't really accurate since there are things like latency. There is a definite order of events in the queue, but that order can be considered random when it comes down to a few milliseconds of difference between recieving the events.

Uh. And what if it's killed by a creep? Then there's no packet to check the sequence number...

Then he takes some other arbitrary ordering. There probably is a list of minions or something to that effect. It's pointless, and as I said before I would assume that draws are possible in DotA2.
If you have a good reason to disagree with the above, please tell me. Thank you.
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
October 25 2013 18:38 GMT
#7607
Is anyone familiar with microsoft licenses?

I have visual studio from the msdnaa license installed at home because of convenience.
The company i work for also has microsoft licenses for everyone.


Is it ok to use my stuff at home or do i have to swap accounts or something?
I mean, i theoretically have all the licenses. Are my msdnaa projects watermarked if i use a non commercialö license?
baHmi
Profile Joined April 2012
22 Posts
October 25 2013 18:44 GMT
#7608
Projects created/edited with MSDNAA subscription installs of visual studio don't leave any watermarks, as far as the IDE is concerned, you're running a legit Professional volume license.

However if you wanted to do everything "by the book", I would suggest just getting a license from your work and reinstall VS with that. I've never heard of MS doing audits at home computers, but technically you're not doing stuff according to the license.
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
October 25 2013 19:11 GMT
#7609
ok thanks, ill leave it for now.

I was just worried that i might "compromise" our terribly expensive program with my small contribution
Reggiegigas
Profile Joined August 2010
234 Posts
Last Edited: 2013-10-25 20:49:36
October 25 2013 20:40 GMT
#7610
Hlelo.

studied c++ for a while, wanted to do something on my own. So I'm making a game. and I have a class for characters in the game. And I want to somehow program a way for the program to know about family bonds. like i.e. if a guy's brother has a child, the game should be able to 'get' his new niece object. etc.

it would both affect relationships and various other variables for characters and I'd like to be able to display family free for a certain dynasty (you choose family name when the game starts).

how do I do this? I thought about having some private variables for a character object's siblings, parents, and children, and then somehow telescopically using functions off that to find out grandchildren/cousins/etc. like arrays referencing their position in the object array I guess? I'm just unsure what would be best.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
Last Edited: 2013-10-25 20:54:34
October 25 2013 20:52 GMT
#7611
On October 26 2013 05:40 Reggiegigas wrote:
Hlelo.

studied c++ for a while, wanted to do something on my own. So I'm making a game. and I have a class for characters in the game. And I want to somehow program a way for the program to know about family bonds. like i.e. if a guy's brother has a child, the game should be able to 'get' his new niece object. etc.

it would both affect relationships and various other variables for characters and I'd like to be able to display family free for a certain dynasty (you choose family name when the game starts).

how do I do this? I thought about having some private variables for a character object's siblings, parents, and children, and then somehow telescopically using functions off that to find out grandchildren/cousins/etc.

You seem to be on the right track. Store the bare minimum of information - parents, children, marriage partner, and derive the other family members using functions. These functions can be inside the character class or outside (accessing the publicly readable bare minimum information). Choose which one fits your design best.
If you have a good reason to disagree with the above, please tell me. Thank you.
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
Last Edited: 2013-10-25 21:13:14
October 25 2013 21:10 GMT
#7612
On October 26 2013 05:40 Reggiegigas wrote:
Hlelo.

studied c++ for a while, wanted to do something on my own. So I'm making a game. and I have a class for characters in the game. And I want to somehow program a way for the program to know about family bonds. like i.e. if a guy's brother has a child, the game should be able to 'get' his new niece object. etc.

it would both affect relationships and various other variables for characters and I'd like to be able to display family free for a certain dynasty (you choose family name when the game starts).

how do I do this? I thought about having some private variables for a character object's siblings, parents, and children, and then somehow telescopically using functions off that to find out grandchildren/cousins/etc. like arrays referencing their position in the object array I guess? I'm just unsure what would be best.



family relations are defined by the parents, so maybe its enough to have each person have 2 pointer that point to the parents.
Plus partner, since they are the only relation not blood related. And maybe children for searching in the other direction, depending on your needs.
Reggiegigas
Profile Joined August 2010
234 Posts
Last Edited: 2013-10-26 12:44:28
October 26 2013 10:08 GMT
#7613
On October 26 2013 05:52 spinesheath wrote:
Show nested quote +
On October 26 2013 05:40 Reggiegigas wrote:
Hlelo.

studied c++ for a while, wanted to do something on my own. So I'm making a game. and I have a class for characters in the game. And I want to somehow program a way for the program to know about family bonds. like i.e. if a guy's brother has a child, the game should be able to 'get' his new niece object. etc.

it would both affect relationships and various other variables for characters and I'd like to be able to display family free for a certain dynasty (you choose family name when the game starts).

how do I do this? I thought about having some private variables for a character object's siblings, parents, and children, and then somehow telescopically using functions off that to find out grandchildren/cousins/etc.

You seem to be on the right track. Store the bare minimum of information - parents, children, marriage partner, and derive the other family members using functions. These functions can be inside the character class or outside (accessing the publicly readable bare minimum information). Choose which one fits your design best.


Another thing I was thinking about, how to handle characters dying? I had been thinking of moving them to a separate array for all the 'dead' objects. But I suppose that would mean I would have to change a lot of other objects' family relations variables? I'm not sure... Maybe I should just have them all in the same array and not move them anywhere to keep things simple and bug resistant, heh.

Another question: I want to have a private array variable for characters that contain their traits and temporary modifiers, for example a trait that is "bad opinions" towards another character object. So would I have to make this a two-dimensional array? I've never made one of those before but as I understand it, this would allow to make it so each of these trait values would also be able to hold a) a value that points towards which other character object it applies to (if any), then b) a counter thing that counts down with each turn of the game so the trait can be removed when the time reaches zero.


Also, I was considering getting an android tablet to read programming docs on when traveling + possibly coding if there's a decent IDE. Thoughts?
adwodon
Profile Blog Joined September 2010
United Kingdom592 Posts
Last Edited: 2013-10-26 15:44:15
October 26 2013 15:43 GMT
#7614
On October 26 2013 19:08 Reggiegigas wrote:
Another thing I was thinking about, how to handle characters dying? I had been thinking of moving them to a separate array for all the 'dead' objects. But I suppose that would mean I would have to change a lot of other objects' family relations variables? I'm not sure... Maybe I should just have them all in the same array and not move them anywhere to keep things simple and bug resistant, heh.

There may well be a better way of doing things and I suppose it depends on your implementation but I see no reason why you couldn't just give each object a state flag which tells you if its dead.


On October 26 2013 19:08 Reggiegigas wrote:
Another question: I want to have a private array variable for characters that contain their traits and temporary modifiers, for example a trait that is "bad opinions" towards another character object. So would I have to make this a two-dimensional array? I've never made one of those before but as I understand it, this would allow to make it so each of these trait values would also be able to hold a) a value that points towards which other character object it applies to (if any), then b) a counter thing that counts down with each turn of the game so the trait can be removed when the time reaches zero.

You could just make a 'relationship' struct or object which contains a pointer to both entities and a state flag?
If you're using C then get some #defines going for readability.
You could then just have an array of pointers to each relationship relevant to that character. Again I'm sure there are better solutions though, I don't engineer these things professionally

On October 26 2013 19:08 Reggiegigas wrote:
Also, I was considering getting an android tablet to read programming docs on when traveling + possibly coding if there's a decent IDE. Thoughts?

Tablets are great for reading but an IDE on one sounds laughable, if that's your prime motivation just get a windows 8 tablet which can attach to a keyboard (ie its a laptop / tablet hybrid) although personally I still refuse to run Visual Studio (my IDE of choice) on anything with less than 2 screens. Text editor sure, go nuts but a full blown IDE sounds daft, you're not going to debug anything on a tablet so why bother.

Tablets are fine for reading though, and considering the size of a lot of books and the nature of learning these days you can do a lot of cool things like watch webcasts and read articles on the go which is nice.
Reggiegigas
Profile Joined August 2010
234 Posts
October 26 2013 16:16 GMT
#7615
Ah okay, was hoping someone would have made a half decent IDE for android by this point.

Thanks for the relationship struct thing idea. The idea of having it separately from the objects appeals to me. I'm not sure how to code that but I'll try googling.
besez
Profile Joined June 2010
Sweden54 Posts
October 26 2013 16:23 GMT
#7616
On October 27 2013 01:16 Reggiegigas wrote:
Ah okay, was hoping someone would have made a half decent IDE for android by this point.

Thanks for the relationship struct thing idea. The idea of having it separately from the objects appeals to me. I'm not sure how to code that but I'll try googling.


There actually is a "decent" IDE for Android https://play.google.com/store/apps/details?id=com.aide.ui&hl=sv

Probably hard to use without mouse & keyboard though.
haypro fighting
Reggiegigas
Profile Joined August 2010
234 Posts
October 26 2013 18:37 GMT
#7617
On October 27 2013 01:23 besez wrote:
Show nested quote +
On October 27 2013 01:16 Reggiegigas wrote:
Ah okay, was hoping someone would have made a half decent IDE for android by this point.

Thanks for the relationship struct thing idea. The idea of having it separately from the objects appeals to me. I'm not sure how to code that but I'll try googling.


There actually is a "decent" IDE for Android https://play.google.com/store/apps/details?id=com.aide.ui&hl=sv

Probably hard to use without mouse & keyboard though.

Aha. I might try that. I was thinking about ordering a tablet that comes with a keyboard. Adding a bluetooth mouse on top is nothing difficult.
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
Last Edited: 2013-10-26 21:13:36
October 26 2013 21:09 GMT
#7618
On October 26 2013 19:08 Reggiegigas wrote:
Show nested quote +
On October 26 2013 05:52 spinesheath wrote:
On October 26 2013 05:40 Reggiegigas wrote:
Hlelo.

studied c++ for a while, wanted to do something on my own. So I'm making a game. and I have a class for characters in the game. And I want to somehow program a way for the program to know about family bonds. like i.e. if a guy's brother has a child, the game should be able to 'get' his new niece object. etc.

it would both affect relationships and various other variables for characters and I'd like to be able to display family free for a certain dynasty (you choose family name when the game starts).

how do I do this? I thought about having some private variables for a character object's siblings, parents, and children, and then somehow telescopically using functions off that to find out grandchildren/cousins/etc.

You seem to be on the right track. Store the bare minimum of information - parents, children, marriage partner, and derive the other family members using functions. These functions can be inside the character class or outside (accessing the publicly readable bare minimum information). Choose which one fits your design best.


Another thing I was thinking about, how to handle characters dying? I had been thinking of moving them to a separate array for all the 'dead' objects. But I suppose that would mean I would have to change a lot of other objects' family relations variables? I'm not sure... Maybe I should just have them all in the same array and not move them anywhere to keep things simple and bug resistant, heh.

Another question: I want to have a private array variable for characters that contain their traits and temporary modifiers, for example a trait that is "bad opinions" towards another character object. So would I have to make this a two-dimensional array? I've never made one of those before but as I understand it, this would allow to make it so each of these trait values would also be able to hold a) a value that points towards which other character object it applies to (if any), then b) a counter thing that counts down with each turn of the game so the trait can be removed when the time reaches zero.


Also, I was considering getting an android tablet to read programming docs on when traveling + possibly coding if there's a decent IDE. Thoughts?




maybe you can make a class "staus effect". You can make a simple array that points to objects of that class and the objects all the stuff like opinion modifiers and target person in them.
You could even maaybe make a general status effect and then derive other classes from it.



Also, i recetnly got the new Nexus 7 and i love it. I just drag drop all the PDFs into google drive and then i can just load them on the Nexus if i need them. So much better than having paper or books with me all the time.
killa_robot
Profile Joined May 2010
Canada1884 Posts
Last Edited: 2013-10-26 21:21:09
October 26 2013 21:19 GMT
#7619
On October 26 2013 19:08 Reggiegigas wrote:
Show nested quote +
On October 26 2013 05:52 spinesheath wrote:
On October 26 2013 05:40 Reggiegigas wrote:
Hlelo.

studied c++ for a while, wanted to do something on my own. So I'm making a game. and I have a class for characters in the game. And I want to somehow program a way for the program to know about family bonds. like i.e. if a guy's brother has a child, the game should be able to 'get' his new niece object. etc.

it would both affect relationships and various other variables for characters and I'd like to be able to display family free for a certain dynasty (you choose family name when the game starts).

how do I do this? I thought about having some private variables for a character object's siblings, parents, and children, and then somehow telescopically using functions off that to find out grandchildren/cousins/etc.

You seem to be on the right track. Store the bare minimum of information - parents, children, marriage partner, and derive the other family members using functions. These functions can be inside the character class or outside (accessing the publicly readable bare minimum information). Choose which one fits your design best.


Another thing I was thinking about, how to handle characters dying? I had been thinking of moving them to a separate array for all the 'dead' objects. But I suppose that would mean I would have to change a lot of other objects' family relations variables? I'm not sure... Maybe I should just have them all in the same array and not move them anywhere to keep things simple and bug resistant, heh.

Another question: I want to have a private array variable for characters that contain their traits and temporary modifiers, for example a trait that is "bad opinions" towards another character object. So would I have to make this a two-dimensional array? I've never made one of those before but as I understand it, this would allow to make it so each of these trait values would also be able to hold a) a value that points towards which other character object it applies to (if any), then b) a counter thing that counts down with each turn of the game so the trait can be removed when the time reaches zero.


Also, I was considering getting an android tablet to read programming docs on when traveling + possibly coding if there's a decent IDE. Thoughts?


For the relatives/relationships, why not create an enum that holds the name/reference to person, and a relationship type, etc. Then just create a list of said enum in the character class (you could even order the list by who has the "closest" relationship to the character).

For dying characters, just have a status flag on them that can be set to dead.
Reggiegigas
Profile Joined August 2010
234 Posts
Last Edited: 2013-10-26 22:55:29
October 26 2013 22:54 GMT
#7620
On October 27 2013 06:09 LaNague wrote:
Show nested quote +
On October 26 2013 19:08 Reggiegigas wrote:
On October 26 2013 05:52 spinesheath wrote:
On October 26 2013 05:40 Reggiegigas wrote:
Hlelo.

studied c++ for a while, wanted to do something on my own. So I'm making a game. and I have a class for characters in the game. And I want to somehow program a way for the program to know about family bonds. like i.e. if a guy's brother has a child, the game should be able to 'get' his new niece object. etc.

it would both affect relationships and various other variables for characters and I'd like to be able to display family free for a certain dynasty (you choose family name when the game starts).

how do I do this? I thought about having some private variables for a character object's siblings, parents, and children, and then somehow telescopically using functions off that to find out grandchildren/cousins/etc.

You seem to be on the right track. Store the bare minimum of information - parents, children, marriage partner, and derive the other family members using functions. These functions can be inside the character class or outside (accessing the publicly readable bare minimum information). Choose which one fits your design best.


Another thing I was thinking about, how to handle characters dying? I had been thinking of moving them to a separate array for all the 'dead' objects. But I suppose that would mean I would have to change a lot of other objects' family relations variables? I'm not sure... Maybe I should just have them all in the same array and not move them anywhere to keep things simple and bug resistant, heh.

Another question: I want to have a private array variable for characters that contain their traits and temporary modifiers, for example a trait that is "bad opinions" towards another character object. So would I have to make this a two-dimensional array? I've never made one of those before but as I understand it, this would allow to make it so each of these trait values would also be able to hold a) a value that points towards which other character object it applies to (if any), then b) a counter thing that counts down with each turn of the game so the trait can be removed when the time reaches zero.


Also, I was considering getting an android tablet to read programming docs on when traveling + possibly coding if there's a decent IDE. Thoughts?




maybe you can make a class "staus effect". You can make a simple array that points to objects of that class and the objects all the stuff like opinion modifiers and target person in them.
You could even maaybe make a general status effect and then derive other classes from it.



Also, i recetnly got the new Nexus 7 and i love it. I just drag drop all the PDFs into google drive and then i can just load them on the Nexus if i need them. So much better than having paper or books with me all the time.


Hm, I checked the nexus but it costs too much for me. :D I ordered a cheap chinese brand tablet. I figured I just need it to read pdf's, how much processing power does that honestly take? As long as the battery time is good and the screen is decent I'm good

On October 27 2013 06:19 killa_robot wrote:
Show nested quote +
On October 26 2013 19:08 Reggiegigas wrote:
On October 26 2013 05:52 spinesheath wrote:
On October 26 2013 05:40 Reggiegigas wrote:
Hlelo.

studied c++ for a while, wanted to do something on my own. So I'm making a game. and I have a class for characters in the game. And I want to somehow program a way for the program to know about family bonds. like i.e. if a guy's brother has a child, the game should be able to 'get' his new niece object. etc.

it would both affect relationships and various other variables for characters and I'd like to be able to display family free for a certain dynasty (you choose family name when the game starts).

how do I do this? I thought about having some private variables for a character object's siblings, parents, and children, and then somehow telescopically using functions off that to find out grandchildren/cousins/etc.

You seem to be on the right track. Store the bare minimum of information - parents, children, marriage partner, and derive the other family members using functions. These functions can be inside the character class or outside (accessing the publicly readable bare minimum information). Choose which one fits your design best.


Another thing I was thinking about, how to handle characters dying? I had been thinking of moving them to a separate array for all the 'dead' objects. But I suppose that would mean I would have to change a lot of other objects' family relations variables? I'm not sure... Maybe I should just have them all in the same array and not move them anywhere to keep things simple and bug resistant, heh.

Another question: I want to have a private array variable for characters that contain their traits and temporary modifiers, for example a trait that is "bad opinions" towards another character object. So would I have to make this a two-dimensional array? I've never made one of those before but as I understand it, this would allow to make it so each of these trait values would also be able to hold a) a value that points towards which other character object it applies to (if any), then b) a counter thing that counts down with each turn of the game so the trait can be removed when the time reaches zero.


Also, I was considering getting an android tablet to read programming docs on when traveling + possibly coding if there's a decent IDE. Thoughts?


For the relatives/relationships, why not create an enum that holds the name/reference to person, and a relationship type, etc. Then just create a list of said enum in the character class (you could even order the list by who has the "closest" relationship to the character).

For dying characters, just have a status flag on them that can be set to dead.


Oh, that does sound really good, but our teacher only mentioned enums in passing so far. I'll try to learn to use enums and then try to understand what you wrote
Prev 1 379 380 381 382 383 1032 Next
Please log in or register to reply.
Live Events Refresh
Next event in 4h 52m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 404
JuggernautJason75
BRAT_OK 71
EmSc Tv 23
Nathanias 17
MindelVK 15
StarCraft: Brood War
Britney 18845
Shuttle 378
Dewaltoss 141
White-Ra 141
firebathero 122
ProTech84
Zeus 50
910 23
Sacsri 9
Sexy 7
League of Legends
Trikslyr47
Counter-Strike
pashabiceps1414
Heroes of the Storm
Liquid`Hasu596
Other Games
Grubby4179
FrodaN1346
shahzam387
B2W.Neo335
C9.Mang0115
KnowMe106
QueenE55
Chillindude2
Organizations
Counter-Strike
PGL59474
Other Games
WardiTV208
StarCraft 2
EmSc Tv 23
EmSc2Tv 23
[ Show 18 non-featured ]
StarCraft 2
• Adnapsc2 15
• Reevou 9
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• HerbMon 36
• FirePhoenix22
• Pr0nogo 3
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis3054
• TFBlade721
Other Games
• imaqtpie995
• Shiphtur642
• WagamamaTV108
Upcoming Events
PiGosaur Cup
4h 52m
IntoTheTV X SOOP
6h 22m
TaKeTV 354
The PondCast
14h 22m
Kung Fu Cup
15h 22m
IntoTheTV X SOOP
1d 15h
SHIN vs GuMiho
Clem vs Classic
OSC
2 days
WardiTV Invitational
2 days
GSL
2 days
Epic.LAN
2 days
Replay Cast
3 days
[ Show More ]
Sparkling Tuna Cup
3 days
Epic.LAN
3 days
Yamato Cup
4 days
Map Test Tournament
5 days
WardiTV Weekly
5 days
Replay Cast
6 days
Rogue vs Classic
Patches Events
6 days
Liquipedia Results

Completed

Acropolis #5 - GSC
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

IPSL Winter 2026-27
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.