Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

877415 Posts in 32864 Topics- by 24302 Members - Latest Member: bookwish

May 19, 2013, 12:58:27 PM
  Show Posts
Pages: [1] 2 3 ... 109
1  Player / General / Re: ZHP: Unlosing Ranger VS. Darkdeath Evilman... wow. on: July 17, 2010, 03:49:26 AM
I didn't know "grindfest" is now a legit marketing term Huh? Who would actually want dozens of hours of repetitive gameplay?
2  Developer / Technical / Re: Rotational movement Math problem on: July 16, 2010, 11:26:13 PM
A quick and easy way to get this effect is as follows:
[...]

I'm not sure what dx and dy are (velocity presumably?), but wouldn't that give you constant velocity instead of capped velocity?
3  Developer / Audio / Re: Sound effect request on: July 16, 2010, 02:32:26 AM
That clearly depends heavily on your game.
4  Developer / Technical / Re: The grumpy old programmer room on: July 16, 2010, 12:33:10 AM
Refactoring is fun.

Yeah, I'm like that too. Turning some hacked up mess into beautiful code is very satisfying.
5  Developer / Technical / Re: Game Architecture on: July 16, 2010, 12:29:42 AM
I tend to just use global variables instead of singleton stuff.

Nasty.

Oh, come on. You're kidding yourself if you think that a singleton is anything other than a global variable in disguise.
6  Developer / Technical / Re: The happy programmer room on: July 16, 2010, 12:28:17 AM
Just coded a fluid dynamics particle system simulation. It uses Navier-Stokes equations to apply wind velocities.

Video here: http://vimeo.com/13341136

Woopee!!

That's really neat! What kind of solver did you use? Did you use that "Real-time fluid dynamics for games" paper that everyone seems to be using, or are you doing your own thing?

(Nice choice of music by the way.)
7  Developer / Technical / Re: Game Architecture on: July 15, 2010, 10:01:53 AM
Where do you guys tend to stick your menus in the hierarchy of things? I usually use a structure similar to the one championed here, and it's usually a part of "game" parallel to "level"

I tend to have a stack of "screens", which have update and render methods. For instance, you'd have a TitleScreen, MainMenuScreen, OptionsScreen, and so on. Every screen can choose to push a child screen onto the stack or replace itself with a successor screen. You can also implement a system of "transparent" screens such that you can, for instance, render a PauseScreen on top of your main Game screen.
8  Player / General / Re: High-calorie foods on: July 15, 2010, 12:51:35 AM
People say that British food sucks, and for the most part they are right.. we weren't fortunate enough to have either potato or rice indigenously here, so only the rich could eat nice food like beef.

How does not having access to rice/potatoes cause a price hike for beef?

I think the point was that beef is inherently expensive, but the cheap substitutes rice and potatoes were not available.
9  Developer / Technical / Re: Pointer or Reference? on: July 14, 2010, 02:10:10 PM
Code:
       f3(*p); // Must dereference the pointer to call f3! This calls the copy constructor, which I might not want! (Doesn't it?)

No, it doesn't. The copy constructor would only be called if f3 took its parameter by value, but it takes it by reference. What essentially happens in the code you posted is a conversion from one reference type (a pointer) to another one (a reference), which here is a no-op for everything but the type system. So it's perfectly fine to do this (as long as you made sure that p is not null).

Quote
If I have a global vector of entities in my game, they can't very well be a vector of objects, or they'd get reallocated every time the vector grows.

Theoretically they could be, if you implement your copy constructor, assignment operator and destructor properly. (In other words, give them proper value semantics.) However, you lose polymorphism, and it could get quite inefficient if your entities are not small.

Quote
Code:
void Normalize(const Vector& vecNormalize) { ... }

What does that do? It can't change the vector since it's a const reference, and it doesn't return anything.
10  Developer / Technical / Re: Directx 3D Game - Help :'( on: July 14, 2010, 11:48:32 AM
No, DLLs get compiled into machine code just like executables do, there should be no appreciable performance difference. There might be an ever so slight performance hit from the indirection you have to go to to call a DLL function, or from decreased code locality, or from the fact that DLL functions can't be inlined, but in practice you won't notice this as long as you don't call a DLL function in a tight inner loop.
11  Player / General / Re: Engineer on: July 14, 2010, 05:55:59 AM
No respectable multiplayer game that isn't a stupid MMO holds content back on the meta-game level. Name one, I dare you.
Modern Warfare/Battlefield, you're welcome.
Also http://www.leagueoflegends.com/.
12  Player / General / Re: Staying motivated when making games on: July 14, 2010, 01:23:00 AM
Some people have suggested that before, but it's just not me. I've always liked rich graphics and I'd like them in my games too.

Then cooperate with an artist?
13  Developer / Technical / Re: Pointer or Reference? on: July 14, 2010, 12:02:31 AM
Pointers can be dangerous, so the solution to that is to be a thorough programmer

Yeah, we know how well that "solution" works. That's why Ubuntu still gives me daily security updates for software which has been around for decades.

I'm with those who say that the use of pointers should be minimized in modern usage of C++.
14  Player / General / Re: 0.999... on: July 13, 2010, 02:21:32 PM
@muku

okey  Beer!

Wait, what.... I convinced someone in an online argument?

What's this world coming to? Epileptic

Round about now hell should be freezing over.
15  Developer / Technical / Re: Game Architecture on: July 12, 2010, 11:33:52 PM
What I generally do is make the main game class a global or singleton. Via that, all game objects can access the level, the timer and whatever else they may have a need for.

Yeah, sue me. Tongue

But in all honesty, there will only ever be one game running at a time, so I don't want to go to the hassle of passing what is logically a global around to all game objects. Just not worth it.
Pages: [1] 2 3 ... 109
Theme orange-lt created by panic