Search found 1052 matches
- Mon Mar 12, 2012 6:19 pm
- Forum: Game Development
- Topic: BrainScience for Android released!
- Replies: 12
- Views: 4696
Re: BrainScience for Android released!
Awesome game, but I got stuck at 3-3. I've touched every part of the screen, hit every button combination in every possible location, tried to walk through every block, and even tried tilting my device to see if it did anything. I'm not sure if this is a bug, or if I'm not thinking far enough outsid...
- Wed Mar 07, 2012 2:56 pm
- Forum: Current Events and Science/Technology
- Topic: FUCK KONY
- Replies: 3
- Views: 7782
FUCK KONY
There aren't many causes I'd get behind, but this, without a doubt, is one of them.
- Tue Feb 21, 2012 10:56 pm
- Forum: Game Development
- Topic: Garbe Engine/Editor C++/SDL
- Replies: 21
- Views: 6083
Re: Garbe Engine/Editor C++/SDL
Just going to throw this out there: I don't think I've ever had a single source file with more than 600/700 lines, and those source files probably would have benefited from some significant reorganization.
- Thu Feb 16, 2012 4:32 pm
- Forum: Current Events and Science/Technology
- Topic: A possible glimpse into the future
- Replies: 40
- Views: 14062
Re: A possible glimpse into the future
Looks very nice, but imagine the programming required...
Even just looking at the the basic graphics... good-looking UIs and graphics are difficult enough to make already... now on a semitransparent, non-flat screen? Dear god.
Even just looking at the the basic graphics... good-looking UIs and graphics are difficult enough to make already... now on a semitransparent, non-flat screen? Dear god.
- Wed Feb 15, 2012 7:45 pm
- Forum: Programming Discussion
- Topic: Timing Graphics
- Replies: 12
- Views: 1952
Re: Timing Graphics
Instead of capping it at 20 like in this tutorial, I would go for 60. But if you want a frame independent system, which moves an object X pixels in Y seconds/milliseconds, go ahead and read this one: http://lazyfoo.net/SDL_tutorials/lesson32/index.php That way, you can still play the game at 200 fp...
- Fri Feb 10, 2012 9:29 am
- Forum: Programming Discussion
- Topic: [SOLVED][EDIT]Refrencing image.hpp for sf::RenderWindow???
- Replies: 17
- Views: 4207
Re: [EDIT]Refrencing image.hpp for sf::RenderWindow???
It looks like he pastebinned the output of the preprocessor, not the generated file
- Thu Feb 02, 2012 7:46 pm
- Forum: Programming Discussion
- Topic: Extra Vertices specified? -OpenGL problem
- Replies: 4
- Views: 1544
Re: Extra Vertices specified? -OpenGL problem
You can change the far clipping plane by changing your call to gluPerspective() (or glFrustrum, whichever you use). It's also possible to use glDepthRange, but this clips normalized device coordinates instead of changing the mapping from view space to clip space, and probably isn't quite suited to y...
- Thu Feb 02, 2012 7:44 pm
- Forum: Programming Discussion
- Topic: Tile: Entity or its own thing?
- Replies: 13
- Views: 3572
Re: Tile: Entity or its own thing?
Thanks for clearing that up - though that brings another question to mind. My framework is in C# and I'm currently using structs to represent tiles. It's an approach I'd seen recommended elsewhere. Each struct contains a static constant width and height, a texture reference, and a collision enum re...
- Wed Feb 01, 2012 8:07 pm
- Forum: Programming Discussion
- Topic: Extra Vertices specified? -OpenGL problem
- Replies: 4
- Views: 1544
Re: Extra Vertices specified? -OpenGL problem
Counting lines, the problem occurs on the 8th quad along the Z axis. It almost looks to me as though one of your vertices is getting clipped out by the far clipping plane, giving you the weird triangles. Have you tried moving your view around? If this problem is recurring regardless of location, the...
- Mon Jan 30, 2012 8:43 pm
- Forum: Programming Discussion
- Topic: Data Storage
- Replies: 5
- Views: 1100
Re: Data Storage
When dealing with putting a linked-list into a file, you must answer the question: what does a linked list represent? Linked lists represent a sequential set of data, sometimes doubly linked, sometimes linked in a circular fashion, but all in all, they are sequences. With this in mind, why not store...
- Fri Jan 27, 2012 6:27 pm
- Forum: Programming Discussion
- Topic: What IDE should I use for cross platform development?
- Replies: 26
- Views: 8692
Re: What IDE should I use for cross platform development?
+3, but +4 if you can wrestle qmake into fully doing your biddingJamesParkes wrote:+2Light-Dark wrote:+1GyroVorbis wrote:QT Creator by a LONG shot. Fuck everyone else.
- Sun Jan 22, 2012 10:39 pm
- Forum: Game Development
- Topic: Indie Game: The Movie Trailer
- Replies: 9
- Views: 3772
Re: Indie Game: The Movie Trailer
Super Meat Boy and Braid were each in the Humble Bundle at some point, so they are associated at least.
Also, this looks fucking amazing. Do want.
Also, this looks fucking amazing. Do want.
- Sun Jan 22, 2012 11:36 am
- Forum: General/Off-Topic
- Topic: Julien-K "We're Here With You"
- Replies: 11
- Views: 2873
Re: Julien-K "We're Here With You"
According to Wikipedia, it releases tomorrow... so how do you have it?
- Wed Jan 18, 2012 7:20 pm
- Forum: Art, Music, and Design
- Topic: Gay characters / Homophobia in games
- Replies: 15
- Views: 19553
Re: Gay characters / Homophobia in games
Idiots will be idiots; if you unwilling to deal with idiots, find a way to host a selective game, or don't play games popular with idiots. It's a little sad that it has to be that way, but it is how it is. Not only is it a practical problem to prevent such things (it would be a tremendous waste of r...
- Tue Jan 17, 2012 9:15 pm
- Forum: Current Events and Science/Technology
- Topic: Wikipedia Blackout: Donate $1
- Replies: 11
- Views: 6504
Re: Wikipedia Blackout: Donate $1
minecraft.net If Minecraft.net is going down, folks won't be able to download such as the server, the game itself, and buy the game. It will mostly be shitty for buyers, and also for those who have already paid for the game, that wanna get the server to play with friends, or someone needing to re-d...