Hey Lachlan, I'll answer them the best I can.
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Replying to @darcy_sandall
1. If you don’t know any programming, try some getting started tutorials online or on Youtube. (Sorry I don’t know good ones off the top of my head).
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Replying to @darcy_sandall
1. If you know a bit of programming already http://www.cplusplus.com/ and https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/ … are good references for language specific C++/C# stuff. Most frameworks and engines also have documentation on how to use them.
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Replying to @darcy_sandall
2. This entirely depends on the situation. If you have so much data that memory is a problem then you’ll need to save it into a file/database (but that's for a LOT of data). Otherwise array, vector/list, map/dictionary, +more are all built to be better for different things.
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Replying to @darcy_sandall
3. This isn’t something I’ve ever had to think about since the engine (Unity) handles it for us. However, what I think your looking for is how to make your game frame rate independent.
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Replying to @darcy_sandall
3. Basically frame rate independent is the game runs the same no matter the frame rate (but you’re always going to have problems with a really low frame rate). Have a look into delta time, it’s used to change things per second rather than per frame.
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Replying to @darcy_sandall
4. You shouldn’t have to choose between them, you can make efficient code neat. Things like a consistent code style, meaningfully naming things and adding comments explaining hard to understand code make a big difference.
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Replying to @darcy_sandall
4. The goal is to make your code clear enough that someone else can understand it without too much effort.
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5. So I do this is my head but it took some practice. When I was starting was taught to use UML to plan out the structure of my code. When your doing this you don’t have to stick to the UML guidelines, just do it in a way where you can understand it
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