Runes and or Mantras that help with mathematical, programming knowledge. (2024)

You should consider a better language than C++. Nothing wrong with that. For example while C++ and C do not share much C being an older and more of a mechanism language like Linux being coded in C. Choosing an easier language or grasping an easier one is not bad. Think of it like Rust, Linux = C or Assembly or In-line Assembly. But Rust has evolved so much even things that just recently weren't in Rust have been re-created and speed up and secured greatly by it.

It's a mathematical language used often in games or used when requiring a powerful throughput of data at key points, I believe if I remember correctly C++ is very good at parallel properties and working with key points to speed up data such as bottlenecks, for example multiprocessing and generally working with producing high speed code for immediate or as fast as possible generation. Or generation of higher performance for example running a specific protocol at a high framerate to reduce or eliminate deadzones of low-framerates.

Hell the joke among C++ users is, after studying other languages and spending time using others. I'd rather learn and program in Assembler or Machine Code or any other language than be with C++ from the beginning.

With that said, I have read people who do get into C++ and do good with it and propagate. Are learning good habits such as programming correctly and or versioning or documenting the code properly. Although those skills should be learned right away the fact of the matter is C++ is so overlyengineered and used the strata of information available is high. With documentation both internal and external, the key is, a medium balance. Not too much description it bogs down the readability of the code but not too obvious stuff that makes programmers go this documentation is overly-docuemented.

For example you have a simple math code that is obvious when read you don't need documentation but now you have a subroutine and maybe a sentence maybe two sentences describe the 1/0 state and expressing a succinct description would help convey a better understanding for anyone reviewing the code. You don't need to put documentation on Print Hello World but for printing a large text or printing some code producing major changes maybe adding a solid sentence or a few descriptive values would help.

Think of C++ like the .45 vs 9mm debate. Both are excellent rounds while the .45 is a bit on the lower-side compared to a .460 Rowland. The 9mm has been so overly used, developed, engineered, and is such a mass deployment everyday of everyday. That 9mm > .45 more so not because the 11.45mm is bad not especially the .460 Rowland which is the same 11.45 with the catridge extended just a mm more or so, 11.45mm x 22.8 vs .45 x 23.5mm but the 9mm is the main bullet so to speak of Humanity. We produce many bullets but 9mm has been elevated to standard deployment.

But what I do know C++ is nice and all for example it can be used to create high-speed properties for example Inf_Beppo of Infiltration mod from Unreal Tournament used it to create Free-Vectorized Aiming or Aiming Deadzone; He also assisted the people at Red Orchestra to create the Free-Aim Deadzone system, box-bound they use. I know in Red Orchestra 2 particularly the expansion packs they instituted Box, Smooth, and one more system.

Red Orchestra, Kill Zone series(Kill Zone 2, the second game ranks among the version of Kill Zone with the best Aiming Deadzone system of the series), Infiltration particularly as the finalized game Infiltration 2.9, Arma series, various games wanted or have toyed with the idea of Aiming Deadzones for example Escape from Tarkov. Operation Harsh Doorstep has had some people ask for it.

Aiming Deadzone or Free-Aim or Free-Vectorized Aiming isn't the end all be all of balancing the games. Some games use a combination like Insurgency where the aiming deadzone works on the unsighted aiming but during aiming down sights the weapon locks in like in the Call of Duty series which popularized it but did not invent aiming down sights.

Aiming-Deadzones has been criticized by people like Dyslexci as not as realistic for long guns as an afterthought.

https://dslyecxi.com/articles_wp/best-of-tactical-gaming-infiltration/

For pistols it works well, very well actually. But long-rifles in real life military applications aren't necessarily used as extreme. Still the point is to balance the game or provide a more tactical approach. Something most people who develop things believe tactical is something when they aren't providing tactical properties. Happened in CoD a lot with "tactical servers" so-called cause they play crouched all the time. That isn't tactical and CoD is too arcade like to use tactical.

As well you can use C++ for developing TFPV, True-First Person Vision. The trick is you zoom in all the way with the field of view code and while that will give you fisheye you expand the field of view to cover the aspect ratio. And thus you can aim down sights without zoom to give 1:1 vision. You provide 1:1 vision already and just use the weapon. Zooming like in Arma or Operation Flashpoint to provide actual 1:1 vision. Most games have a 2:1 vision if your 125m away you look like your 250m but the actual measurement hasn't changed just your field of view.

I'm actually surprised games haven't been made into 1:1 TFPV would assist in long range. Sorta like the video I saw the other day of Operation Harsh Doorstep. The guy is firing into the river at targets and they are actually a bit closer not hugely but enough that the your vision is twice as far shooting at targets half-as far. Visually 2:1; actually 1:1 but the vision is not zoomed in.

https://krisredbeard.wordpress.com/

He does state TFPVP which is model awareness linked to the main view. But there has been talk by others of the vision issue and Redbeard does have videos on TFPV i.e. 1:1 vision. His unreal tournament video shows a UT gun and character aiming down sight with free-aim and zoomed to have 1:1.

Hopefully he didn't delete the video or removed information as he is reducing the level of information on programming technologies.

Anyways C++ has been relegated as the gaming language. It's main appeal is game logic programming but funny enough even games indepth are nothing more than motion-stop photography. It streams the information but in actuality games do posses a stop-play-stop-play system. Hopefully in the future instead of multitasking systems we get Real-time Operating Systems like in the military and program games based on Real-time rather than visually and to our senses the game runs perfectly smooth and fine but in programming and behind the scenes it's a slide-show with start-stop properties.

Anyways try and an easier programming language. For example I mentioned Assembler consider it to improve your programming in depth hand learn the machine from the bottom to the top. You'll be a more awesome programmer especially if the language allows in-line assembly or you can assemble from assembly. I think most people don't reverse compile i.e. program low then reverse compile to high. The code comes out in a very machine style. But I'm sure for various reasons security and or performance you can learn a lot from reverse compiling.

One of the best assembler programming sites available in recent times. Not the first but he goes deep into computer architecture and probably runs circles around modern languages.

https://www.chibiakumas.com/|https://www.assemblytutorial.com/

This is one reason why back in the past few decades. Some programmers were wizards or can code better than any code at the time. Or even do machine language and binary programming, something lost to many in modern times. Back in our past we used punch cards to program and it required binary to punch out the card and code the various cards for a block of program.

Many of the modern terms are used from the past. Such as for example how we use "tape the DVR" versus the more modern "Record the DVR".

Anyways consider an easier language if your having issues try it out. It's not a bad thing if it helps you get through it.

Either way as a programmer your expect to study. It's not wrong to look up or whip out a book and study the language. Even the most high professional programmers when using a new language need to remember differences.

For example print is this way in C++ but in Haskell Print is done differently or Hello World is simple in this language but in some other language Hello world is a paragraph of code with 5 or 6 lines versus the 2 lines of code HW is in the other language.

Don't consider it a hindrance or I'm giving up or C++ is too hard. No C++ IS hard like I said. There is a reason why it's implemented in games and while C++ isn't as popular in calculation has garnished some people to like it outside gaming.

Runes and or Mantras that help with mathematical, programming knowledge. (2024)
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