5hoom | 12 years ago | on: Getting Lazy with C++
5hoom's comments
5hoom | 12 years ago | on: Lazy sequences in idiomatic C++ using iterators
I've found using const a lot also goes hand-in-hand with raii. If a member of a class is const it must be initialized in the constructor, and it just seems to make me code a bit more "hygienically".
5hoom | 12 years ago | on: Lazy sequences in idiomatic C++ using iterators
5hoom | 12 years ago | on: Lazy sequences in idiomatic C++ using iterators
5hoom | 12 years ago | on: Lisp macros for C
I'm still using C++ myself until the dust settles a bit, but I've found that my C++(11) code is trending towards being less stateful and more functionl-ish.
It's cool to see things changing in this space after feeling like it would be old style C or C++ forever.
5hoom | 12 years ago | on: Getting Lazy with C++
It seems to me that you barely have to think about memory ownership anymore ever since unique_ptr and shared_ptr came along.
5hoom | 12 years ago | on: Virtual reality affects men and women differently
In my anecdotal experience I've found adjusting things like depth-of-field of the viewport and increasing framerate to have a significant impact on simulator sickenss type effects.
It would be interesting to find what kind of minimum threshold of realistic lighting might be needed to help overcome the problem.
5hoom | 12 years ago | on: Virtual reality affects men and women differently
It would be great to see more research into this problem but I really don't see the need to push the sexism angle.
5hoom | 13 years ago | on: If You Call Out Bad Code, Make Sure It's Bad First
The idea of open sourcing our work is truly admirable however there are some of us out there who just can't stand the hate and Alpha-nerd jockeying, so we opt out. I don't think the world is missing out on much by my own lack of contribution but who knows how many truly brilliant yet fragile minds are self selecting out of the open source community because they just cannot cope?
5hoom | 13 years ago | on: Why Indie Games are Getting Pushed Out and How to Stay Alive
Articles like this reduce games to some grey, by the numbers marketing exercise. The reason so many games on the app store sink like a rock is because they just plain aren't enjoyable experiences and treat their players very cynically. It's totally disappointing that micro transactions, sneaky psychological tricks and nagging the player at every stage is so actively encouraged in the mobile space.
Gameplay and designing experiences for the player is seen as some sort of afterthought.
Games can be such a wonderful immersive medium, but it's hard to get lost in another world while there's a bright bouncing icon asking for your credit card or facebook details every three seconds. Mobile games really could be so much better than this.
I for one would love to see more focus on building great things and less on monetization. Long live the indies and hats off to people like yourself who are out there pushing things forward.
5hoom | 13 years ago | on: The Making of Doom: Id's shooter masterpiece
This included enemies, projectiles, powerups, bullet sparks and assorted decorations. Many of them were shown as little arrows indicating which direction they were facing.
5hoom | 13 years ago | on: Thoughts on Consoles and Certification Processes - Jonathan Blow
It just seems like a lot of mobile game developers have resigned themselves to shallow one trick games, riddled with poor value paid DLC and without even attempting to capture any of the charm or depth of their console (or PC) contemporaries.
It would be great for there to be that sense of buzz and excitement about the latest 'cool' games like there is on other platforms. I'd really like to be amazed every now and then.
5hoom | 13 years ago | on: How to Evaluate a (paid) iPhone App Idea
There are obvious problems going this way (how do you get people past the hurdle of paying for a game they haven't played?) but it just feels... better.
It also seems like a better way to build trust between the developer and the player. The way I see it is if you've taken the risk and bought my game, I love you! We're best friends now! So here's the best damn game I can give you for trusting me enough to pay for it.
And then hopefully they'll come back for the sequel.
5hoom | 13 years ago | on: How to Evaluate a (paid) iPhone App Idea
Back in the day loading a video game was a very private, safe almost sacred experience. The world melts away and it's just you in the fantasy world the game presents to you.
For this reason I'm going with the boring old model of pay once, own the game. Everything I read says free + IAP is the way to go for maximum return, but I really feel something crucial is lost when you make the player contemplate their credit card bill while supposedly experiencing escapism.
5hoom | 13 years ago | on: Windows 8 Available in October
How old is Linux now?
5hoom | 13 years ago | on: Late bloomer, not a loser. (I hope)
I didn't really start taking it seriously until I was in my mid twenties by which time the quality and quantity of free educational material, languages and tools for programmers had exploded. Learning how to program has never been easier. It's really a great time to be in this field, beginner or otherwise.
5hoom | 13 years ago | on: HTC wins swipe to unlock patent dispute against Apple
5hoom | 14 years ago | on: Women (and everyone else, really) should do startups
5hoom | 14 years ago | on: STFU About What Women Want
5hoom | 14 years ago | on: Apple Never Designed the iPad - They Undesigned it