Comment Chinese = Unknown??? (Score 1) 1
"Chinese Spies Used Fake Facebook Profile"
"...exposed their own personal information
Are the spies chinese or are they unknown??
"Chinese Spies Used Fake Facebook Profile"
"...exposed their own personal information
Are the spies chinese or are they unknown??
Right now, you need to choose a standard printer model which is cost effective and performs all the necessary functions efficiently and effectively. Then, as the currently used hardware needs to be replaced, put one of those printers in place. Also, if one of the current models requires maintenance which would cost more man-hours than the price of the new printer, just buy the new printer.
Doing this allows you to standardize your hardware/software without the need for an initial bulk purchase, which would require a rather large initial investment.
Now, lets say you'd be unopposed to replacing 30% of all the printers, right now/all at once. When, using the plan I mentioned above, you have effectively replaced 70% of all the printers with the new standardized model, then just spring and replace all the rest.
Don't forget that if the plurality (lets say 25%) of the printers already in use could serve as this new standard model to be deployed, then pick that one!! Then you're already 25% on your way towards having a 100% standardized deployment model!
It's likely a combination of the languages he's used to, and the overall familiarity with that type of code. It's a whole different ball game writing graphics or physics versus databases or web. Even then, the physics might require mathematical knowledge that he doesn't have/is versed in presently. It normally comes down to a question of "what do I need to know" or "what questions do I need to ask."
I understand exactly where you're coming from. I'm going to try to address the line, "I have never written a graphics based game, nor have I ever written something using the physics this will require."
You'll never succeed if you try designing the game in an attempt to "learn on the fly" if you have that much of a learning curve. You can learn on the fly, with a different approach however.
First lets talk about the graphics. You should try designing some basic programs which demonstrate the level of graphics control you expect the final game to have. Don't try incorporating physics yet. Maybe just design something where there is a basic projectile object which you can move around a scene with basic x/y controls. Tinker a bit. Play with it until you feel confident in doing the level of graphics control/design necessary for the final product.
Secondly, the physics. Design some programs to exemplify the physics you want to see in your final product. Naturally, this will require some sort of graphics to test, but don't make anything complex. Something simple, like use design physics to control the movements of simple points (like black dots) in a basic white region. I do this quite often, actually I normally play with the physics before I start messing with the graphics design. I've found myself testing physics code with super dirty/easy tools, such as using the physics to control mouse movements or even just using the mouse to draw in MSPAINT. If my end product needs an object moving from left to right, falling as a result of the force of gravity, I'll just have the mouse do the movements, holding left click so it draws the path. It's super effective because then you can focus on the physics without getting distracted by the testing/graphical elements. Example: I'll write some physics code in C or Java or something, write a quick class for a test run and just have it output the data (like simply time, x-position, y-position) to a
Once you feel comfortable with the physics and graphics, you can start writing your game without feeling like you're "flying in the dark." Remember, when you have no prior experience in something but have an aptitude towards it, practice is essential.
An Ada exception is when a routine gets in trouble and says 'Beam me up, Scotty'.