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Socoder -> Blitz -> Wot your Weakest in coding?

Mon, 03 Sep 2007, 10:29
Hey all,

I hate Collision as it is my weakest.

What your weakest in coding?

Mon, 03 Sep 2007, 10:58
Pretty much anything in 3D.
Although I've done a few 3D games, they usually tend to exist entirely within a 2D realm, so I don't have to faff about with dealing in 3D!

''Load, Next List!''
Mon, 03 Sep 2007, 11:11
This is a tough question, seeing as how I'm amazing at everything...(but not really!) I'd have to go with collisions too. More complex collisions. And physics, which collisions could kind of fall in to.

I've never even attempted 3D before, but I'd prolly suck at it also.

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Mon, 03 Sep 2007, 14:21
power mousey

I have to start to pump Iron
on such things as just doing apps.
Rather than just games,demos, banners, logos,
animations and the likes.

I used to do and even enjoy creating and making all kinds of apps and utility functions and libraries in C/C++
and even Pure Basic.
I have a Pure Basic library or include file that has
many routines and functions with just using both a time delay and a Wait on Input key function.
I have stacks of C/C++ programs of all kinds of useful apps and routines too. Can't make heads nor tails of a lot of them now.

creating an Input function from scratch and for use in Cobra would've been right up my alley if I were back into creating apps and utility functions.

power mousey
Mon, 03 Sep 2007, 14:56
Artificial Intelligence. It's fun, but it can really be a pain in the ass, and is incredibly hard to do right.

Mon, 03 Sep 2007, 16:33
I'm mostly crap at anything that isn't a tile based puzzle game. I never got the hang of 3D or path finding or file access or string parsing or anything useful.

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Mon, 03 Sep 2007, 16:43
My weakness in coding is the whole shaboodle at the moment. due to a few events in my life recently, I just haven't been able to concentrate to full potential.
Mon, 03 Sep 2007, 20:42
AI, mainly because I've rarely done it. I remember when I was working on the AI for PacMan I had no idea how I'd do it. In the end though it turned out pretty good.
Tue, 04 Sep 2007, 23:47
Coding isnt really my problem, if I dont know how to do something, I can usually hack and slash existing stuff into a game, and with that, get a general idea how something works.

Making decent media is my sticky point, 2D and 3D... Though, I'm starting to get the hang of Photoshop and managing to get decent stuff out of it (With a helping hand from Qube):-



*Cannot get the URL tags to work, the bugger

Intel Core i5 6400 2.7GHz, NVIDIA GeForce GTX 1070 (8GB), 8Gig DDR4 RAM, 256GB SSD, 1TB HDD, Windows 10 64bit
Wed, 05 Sep 2007, 16:44
For me its maths, and actually managing finish things I start.
Thu, 06 Sep 2007, 16:41
I'd have to say collisions because I've not really gone there properly yet.

Still haven't got Types straight in my head. I can find my way based on what I've done before and I've moved on each time, I just need to construct a mental template so I can just slot into it when I need to like I can with other code structures.

3D is another world that I've not spent much time on as well so that's a natural weakness still.

Maths and Logic I can handle though. That's the fun part of coding

Come rain or shine...
Fri, 07 Sep 2007, 06:53
AI. A*, ecc... this is really difficult for me... Currently I am trying to make my own A* algorithm in C++ for a challenge but... :\
And I agree with mike_g, I can't finish things I start. Long projects usually pisses me off...

Roger Federer is go(o)d.
But he is not alone.

Just relax... sometimes there's no need to argue.
Fri, 07 Sep 2007, 06:56
Well, i think everything computer science-related is difficult for you.

"my own A* algoritm in C++"
Your own? Interesting.. or did you mean your own implementation?
Weight your words.
Also, it is "algorithm"

Fri, 07 Sep 2007, 07:18
Ingenium: I posted some code for A* pathfinding in the code snippets, just in case you want something to refer to. Its done in Blitz tho, and theres a couple of simple functions you'd need to add if you wanted to get it working in a game. Such as a function that clears the lists after each pathfind, and a break point for in case the targets unreachable.