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Messages - Alexios

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Programming / Re: How not to write C++
« on: October 14, 2022, 10:38:41 PM »
The main problem with Avanor's code is that it's not C++, it's C wrapped in classes in a bad way. It's using none of OOP principles and in particular there are no traces of datatype classes, instead (almost) everything is plain old variables stuffed into large-ish classes. The code itself is old school large if/switch structures (typical in C code). I think Avanor points out perfectly the inability of a programmer to understand OOP (or any specific paradigm). If you just use classes to fill in with procedural code it's not OOP at all. Classes are only used as simple data containers, a lot like structs.

Sounds like me to a T. I just have a global struct with all my game's state. I'm a noob so what do I know? I'll give the codebase a look

Programming / Re: How to hire roguelike devs?
« on: October 08, 2022, 02:49:04 PM »
You're looking at this question at the wrong lens. The question shouldn't be "where can I find programmers" it's "where can I find reliable programmers". I specify because on reddit, fiver, etc you can hire some dude to do work, but you may get a quality product you want. This is part of the point of networks: you know a guy who is a hard worker and competent.
If you don't have a network, I say you want to find people developers at game jams. At that low stress environment, if the guy isn't a good programmer you can cut him loose: otherwise he's a keeper and will be good for future contact.

Programming / Re: DSLs for content creation?
« on: October 08, 2022, 02:45:53 PM »
Depends on the scope. Implementing a DSL for a medium/big roguelike can help. But if you're making something small/new to development I would say no.
Still, if you need to do to scope, it's great. I make my DSL like CDDA's/Neo Scavengers: basically json with headers and comments.
It's a great for save files, and if you create a tool that creates entities.

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