Search found 75 matches
- Fri Jun 24, 2011 12:27 pm
- Forum: Art, Music, and Design
- Topic: Blender exporter or 3D modeler from scratch?
- Replies: 4
- Views: 1708
Re: Blender exporter or 3D modeler from scratch?
Blender scripts are such a pain. Much better than making a modeler, though.
- Fri Jun 17, 2011 1:40 am
- Forum: Programming Discussion
- Topic: New to gameprogramming but very exited to begin
- Replies: 13
- Views: 2306
Re: New to gameprogramming but very exited to begin
Star with C.
Move onto C++ when you feel comfortable.
Move onto C++ when you feel comfortable.
- Wed Jun 15, 2011 12:47 am
- Forum: Programming Discussion
- Topic: Compiling without an IDE
- Replies: 6
- Views: 1020
Re: Compiling without an IDE
You can run code::blocks off a flash drive - I've done it and it works great. This is what I recommend.
If you don't use an IDE you'll have to mess with makefiles which can be a pain.
If you don't use an IDE you'll have to mess with makefiles which can be a pain.
- Thu Jun 09, 2011 2:42 pm
- Forum: Programming Discussion
- Topic: Level Editor Help (SDL)
- Replies: 5
- Views: 858
Re: Level Editor Help (SDL)
3 options:
1. hardcode the directory the correct directory into your game.
2. make a config file that contains the correct directory and load it when your level editor starts. This is probably the best option.
3. use a "save-as" dialog box.
1. hardcode the directory the correct directory into your game.
2. make a config file that contains the correct directory and load it when your level editor starts. This is probably the best option.
3. use a "save-as" dialog box.
- Thu Jun 09, 2011 2:37 pm
- Forum: Programming Discussion
- Topic: So like, can anyone explain this to me? (OpenGL issue)
- Replies: 18
- Views: 1966
Re: So like, can anyone explain this to me? (OpenGL issue)
Is your texture part of a texture atlas?
You might be seeing the edges of other surrounding textures.
Try reducing the bounding box of your texture coordinates.
You might be seeing the edges of other surrounding textures.
Try reducing the bounding box of your texture coordinates.
- Thu Jun 09, 2011 2:34 pm
- Forum: Programming Discussion
- Topic: Dynamic Memory Allocation (maps)
- Replies: 7
- Views: 1143
Re: Dynamic Memory Allocation (maps)
I've changed the sizeof(Tile**)'s to sizeof(Tile*) and the sizeof(Tile*) (from before) to sizeof(Tile). Its still crashing at the same point, this time instead of the whole mess of messages, its giving me the "Segmentation Fault". Hm, that is strange. Are you sure your malloc calls are re...
- Wed Jun 08, 2011 9:27 pm
- Forum: Programming Discussion
- Topic: Dynamic Memory Allocation (maps)
- Replies: 7
- Views: 1143
Re: Dynamic Memory Allocation (maps)
First off, change: DynamicTileArray(); DynamicTileArray(int width, int height); To DynamicTileArray(int width = 10, int height = 10); This is wrong: (Tile*)malloc(sizeof(Tile*)*10); sizeof(Tile*) is the size of a pointer - which will be 4 bytes on x86. You want sizeof(Tile) instead. Also, sizeof(Til...
- Wed Jun 08, 2011 2:23 pm
- Forum: Programming Discussion
- Topic: So like, can anyone explain this to me? (OpenGL issue)
- Replies: 18
- Views: 1966
Re: So like, can anyone explain this to me? (OpenGL issue)
Try making the size of the cubes slightly larger so they overlap.
- Thu Jun 02, 2011 6:16 pm
- Forum: Game Development
- Topic: Turret Projectile Offset
- Replies: 3
- Views: 1602
Re: Turret Projectile Offset
x = turret.x + cos(turret.direction) * turret.length; y = turret.y + sin(turret.direction) * turret.length; Something like that for a single barrel. For multiple barrels, you can either: A. use the above code twice - one perpendicular, and one going outwards B. Use the above code but add a value to...
- Thu Jun 02, 2011 1:37 pm
- Forum: Programming Discussion
- Topic: Programming Philosophy
- Replies: 17
- Views: 2043
Re: Programming Philosophy
Here is basically what I was trying to say (code wise). //This is a little pseudo.// class Entity { public: virtual void Attack(); }; class Player : public Entity { public: void Attack(); }; void Player::Attack() { std::cout<<"Attack the goblin!"<<std::endl; } class Goblin : public Entity...
- Wed Jun 01, 2011 4:14 pm
- Forum: Game Development
- Topic: Blade Brothers Engine: Creating my first 2D Game Engine
- Replies: 272
- Views: 37297
Re: Blade Brothers Engine: Creating my first 2D Game Engine
Well, one could actually have all the autotile calculations be done when you change tiles rather than when you render them. That would not only save CPU time, it would also make your life at least a little easier. Yeah, you only need to update the 8 adjacent tiles of the one that has been changed.
- Mon May 30, 2011 2:23 pm
- Forum: Programming Discussion
- Topic: Using Templates for Game Object Inheritance
- Replies: 5
- Views: 1057
Re: Using Templates for Game Object Inheritance
I use CRTP all the time - it is very handy.
I prefer it over dynamic inheritance.
I prefer it over dynamic inheritance.
- Mon May 30, 2011 1:43 pm
- Forum: Programming Discussion
- Topic: Programming Philosophy
- Replies: 17
- Views: 2043
Re: Programming Philosophy
Anyone care to discuss? http://www.youtube.com/watch?v=p6FSKSdhQgY I like to think of OO as just being a wrapper around procedural calls and data, which in reality it is. For modern video games, it is almost a necessity to use some sort of OO - whether it uses functionality built-into the language ...
- Thu May 26, 2011 10:10 pm
- Forum: Game Development
- Topic: Blade Brothers Engine: Creating my first 2D Game Engine
- Replies: 272
- Views: 37297
Re: Blade Brothers Engine: Creating my first 2D Game Engine
I already have grid snapping working just fine along with multiple other things like multiple tile selection etc. Oh, I guess I saw that from an outdated video - the new one looks good! The problem is the widget doesn't scroll and it offsets everything. Why not translate the GL matrix to match the ...
- Wed May 25, 2011 11:36 pm
- Forum: Game Development
- Topic: Blade Brothers Engine: Creating my first 2D Game Engine
- Replies: 272
- Views: 37297
Re: Blade Brothers Engine: Creating my first 2D Game Engine
To check if snapped to grid just use modulo, and split up movements into numbers divisible by grid number.
You are unable to move outside the map in some places because I'm assuming that you are accessing out of bounds data.
You are unable to move outside the map in some places because I'm assuming that you are accessing out of bounds data.