Search found 767 matches
- Sun Jul 03, 2011 11:49 pm
- Forum: Programming Discussion
- Topic: Signal/Slot Library Suggestion?
- Replies: 19
- Views: 3515
Re: Signal/Slot Library Suggestion?
Oh, I see. After looking at your code, my idea seems much less... elegant? Haha. Anyways, I was just going to have a map of message types and signals, with the message types being integers. But I was going to implement hash strings, to provide a way to add scripted events. Any hard coded messages wo...
- Sun Jul 03, 2011 8:57 pm
- Forum: Programming Discussion
- Topic: Signal/Slot Library Suggestion?
- Replies: 19
- Views: 3515
Re: Signal/Slot Library Suggestion?
Thank you . I've been walking around through some of it, the only thing I don't understand is, why have a listener and handler? To me it seems like an unnecessary step, considering (from what I see at least), the only purpose of the listener, is to call the handler ?
- Fri Jul 01, 2011 12:08 pm
- Forum: Programming Discussion
- Topic: Signal/Slot Library Suggestion?
- Replies: 19
- Views: 3515
Re: Signal/Slot Library Suggestion?
anyways, could you show an alternative to a messaging system to make complex event triggers trivial like they are with a robust message system? Yeah... I'd like to see that too. I've been turning this over in my mind for quite some time and I really just couldn't think (or even find over the vast e...
- Thu Jun 30, 2011 6:56 pm
- Forum: Programming Discussion
- Topic: Signal/Slot Library Suggestion?
- Replies: 19
- Views: 3515
Re: Signal/Slot Library Suggestion?
Are you sure signals/slots are what you need? I have never used them, but I always thought they were designed for GUI things. Yeah. It's a design where a signal has any number of slots connected to it. The slots are essentially function pointers. So when you call the signal, those slots get called....
- Tue Jun 28, 2011 5:45 pm
- Forum: Game Development
- Topic: The Eternal Quest
- Replies: 91
- Views: 15196
Re: The Eternal Quest
I like it :p. Reminds me of the Pirates of the Carribean Theme Song :D
- Tue Jun 28, 2011 5:37 pm
- Forum: Programming Discussion
- Topic: Signal/Slot Library Suggestion?
- Replies: 19
- Views: 3515
Signal/Slot Library Suggestion?
Well, I'm at a point in my component entity system, where I want to code in some sort of event, or trigger, system. After using some of Google's magic, it seems a signal/slots implementation would fit my needs best. The two I've heard of most are boost.signals and sigc++, where most people prefer si...
- Thu Jun 16, 2011 9:22 am
- Forum: Current Events and Science/Technology
- Topic: E3 2011
- Replies: 34
- Views: 9537
Re: E3 2011
Yeah, for the most part most people I know don't use their Kinects... But I do know that people bust them out at parties frequently, and I must say, it's good fun haha.
- Sat Jun 11, 2011 6:03 pm
- Forum: General Gaming
- Topic: Elysian Shadows Hamachi Network
- Replies: 14
- Views: 7357
Re: Elysian Shadows Hamachi Network
I've never used Hamachi, but I downloaded it and joined the network. If anyone gets a minecraft server up and running through it, let me know . That's really the only game I have on my PC haha XD
- Thu Jun 09, 2011 12:48 am
- Forum: Programming Discussion
- Topic: [Solved]Friction?
- Replies: 7
- Views: 972
Re: [Solved]Friction?
Why do you say that? Normal is just referring to perpendicular. There are still perpendicular vectors in 2D... Well isn't the force of friction calculated by the coefficient of friction (be it static or kinetic) multiplied by the Normal force? And the normal force is the force holding the object up...
- Mon Jun 06, 2011 11:14 am
- Forum: Programming Discussion
- Topic: [Solved]Friction?
- Replies: 7
- Views: 972
Re: Friction?
Thank You :D! It works great
- Mon Jun 06, 2011 12:02 am
- Forum: Programming Discussion
- Topic: [Solved]Friction?
- Replies: 7
- Views: 972
Re: Friction?
Well, I'm just trying to calculate a force that would gradually bring an object to a stop. When I look at the air resistance force, it doesn't seem like the velocity would ever reach 0... Looks like it'd be an asymptote?
- Sun Jun 05, 2011 10:58 pm
- Forum: Programming Discussion
- Topic: [Solved]Friction?
- Replies: 7
- Views: 972
[Solved]Friction?
So I'm currently trying to set up motion in my game, but I'm having trouble implementing friction. I looked at this thread , and see two methods of implementing friction. But if you use the multiplicative method, the velocity never actually hits 0, which is the whole purpose of me implementing frict...
- Wed Jun 01, 2011 2:46 pm
- Forum: Game Development
- Topic: Blade Brothers Engine: Creating my first 2D Game Engine
- Replies: 272
- Views: 35947
Re: Blade Brothers Engine: Creating my first 2D Game Engine
So are you calculating the autotiles every time they're rendered? Why not do your calculations and then edit the actual layer so that once you've edited it it'll persist. In fact you don't even need them in the engine at all, why not just have the calculations performed in the editor then just have...
- Tue May 31, 2011 10:38 pm
- Forum: Programming Discussion
- Topic: Using Templates for Game Object Inheritance
- Replies: 5
- Views: 1052
Re: Using Templates for Game Object Inheritance
Yeah, that's essentially what it is. I'm curious as to how different "Mix-Ins" communicate with each other.Mattonaise wrote:Furthermore, it seems like a way to have a sort of "component system", but built at compile time instead of runtime.
- Tue May 31, 2011 3:13 pm
- Forum: Programming Discussion
- Topic: Component Systems (formerly: Component Oriented Programming)
- Replies: 70
- Views: 9482
Re: Component Systems (formerly: Component Oriented Programm
Yeah, I saw that power point, it's good :). Another thing I was just considering though, is nesting components. Since components (the way I have them set up) are just packages of data, let's say I want to make a particle emitter. So I would think that would be a component that would be attached to w...