155 reputation
27
bio website careers.stackoverflow.com/…
location Cluj-Napoca, Romania
age 21
visits member for 2 years, 8 months
seen Dec 17 at 17:24

I'm a software developer currently writing code at Gameloft.

At home I work on a distributed AI system written in D and Prolog. I'm also interested in game design and game mechanics, and my favorite tool to try out what I come up with is GameMaker Studio.

When the time allows, I'm learning about cooking, with special interest in pastries. If I can also fit gaming in there, I most certainly do so.

I can usually be found in the C++ Lounge.


Oct
29
awarded  Notable Question
Jun
9
awarded  Editor
Jun
9
revised What is decoupling and what development areas can it apply to?
added 59 characters in body
Jun
9
answered What is decoupling and what development areas can it apply to?
Mar
2
awarded  Popular Question
Jan
8
awarded  Yearling
Jan
8
awarded  Teacher
Mar
6
awarded  Autobiographer
Mar
3
accepted Why is the usage of string keys generally considered to be a bad idea?
Mar
2
comment Why is the usage of string keys generally considered to be a bad idea?
That makes sense, but since the presentation was language-agnostic, the "Of course" part made me think like "yet again, strings are bad for keys".
Mar
2
comment Why is the usage of string keys generally considered to be a bad idea?
"Don’t actually use strings, of course. Use symbols or interned strings instead. I’m just using “strings” as a shorthand for “human readable unique identifier." I am guessing, since intern strings were referenced (pardon the pun), that the issue the author had in mind was related to increased string processing if multiple copies of each one were to be created?
Mar
2
comment Why is the usage of string keys generally considered to be a bad idea?
@CodesInChaos I wish I could remember where I found most of the cases, but for now I can paste the bit which reminded me of the issue. It was from a GDC slideshow by Valve which discussed game dialogues and storing facts about the world in <key=string, value=object> pairs.
Mar
2
asked Why is the usage of string keys generally considered to be a bad idea?
Dec
30
comment Designing entities to be self-manageable
Thanks for the tip with the aggregation; I'll try to find a solution that's good enough, and if I succeed, I think I'll centralize all modifiers somewhere. This would be especially useful when saving game data. Without the aggregation, I'd have to store the updated stats as well as the effects on them. With aggregation, I'd only have to store the modifiers (effects). I went with the 2nd way.
Dec
30
accepted Designing entities to be self-manageable
Dec
29
comment Designing entities to be self-manageable
But then, Character would manage all of its components, thus removing the whole "react to small changes in different parts" idea.
Dec
29
comment Designing entities to be self-manageable
Another thing that the 1st way allows me to do is: remove the whole events between Character and its components logic. Character.EquipItem(...) could have { Equipment.Equip(Item); Stats.ApplyChange(Item.StatsChanges); } in its body, and Character would not have to wait for an event from Equipment to fire.
Dec
29
comment Designing entities to be self-manageable
The event from Equipment would still get fired. Character would still receive it and make the appropriate change.
Dec
29
asked Designing entities to be self-manageable
May
8
awarded  Scholar