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1076054 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 06:39:54 AM
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361  Developer / Technical / component based architecture on: April 10, 2013, 08:24:33 AM
So I've reorganized quite alot of my program into an component based system.

Now I run into something where I could go a few different routes and I was wondering if there is a 'best'.

In my program a gameObject can have a physics component and a steering component. (amongs many others)
If a gameObject has both (steering&physics) I have to get the desired steering forces and apply it as impulse forces in the physics component.

atm I have a check that looks like
Code:
if (HasSteeringComponent) {
  // do some simple steering

     if (HasPhysicsComponent){
         // do some impulse based steering over the physics component
     }
}

this doesn't seem the right way,I see a few options :
- I could have one special component 'physicsEnabledSteeringComponent'
- I could just do it like above.
- ?

both options seem funny... what would you do ?
362  Feedback / DevLogs / Re: moonman (v0.3 win+osx 01/02/13) on: April 10, 2013, 12:51:29 AM
dancing mooncousin to this http://youtu.be/MPkhhLC1tf8  perhaps ? (ps play in 240p)
363  Player / Games / Re: Ouya - New Game Console? on: April 08, 2013, 05:07:16 PM
mm well kotako, techradar and the verge have other info

364  Developer / Technical / probably overengineering this 2d game engine thingie but on: April 08, 2013, 03:10:01 PM
After some spaghetti troubles and some change of OS I decide to try to abstract away some stuff in my current project.

the thing I am building now roughly looks like
Code:
class Engine
{
   PhysicsController physics;
   SteeringController steering;
   SoundController  sound;
   InputController  input;
   FileController  file;

   StateMachine  fsm;
   GameScene  currentScene;
}

class GameObject
{
   PhysicsComponent  physics;
   SoundEmittingComponent  sound;
   SteeringComponent  steering;
}


in the game engine the different parts (physics, steering etc) communicate by sending events up into the engine. Up in the engine I can call the different parts obviously.

The reason why I am posting is because I am now trying to work in a general state machine to do the part that handles : intro, initial settings, load/save screen, in game, pause, inbetween levels, overworld, special settings etc.

when I think about it all these individual things would be scenes (GameScene), but I think I am overcomplicating it and have lost my own train of thought...
I think my question is : would you use states for handling that, if so would it be something you would implement in a subclass of the engine ?
like MySuperGameEngine : Engine .
Or am I being silly and is it ok where this is going ?

365  Player / Games / Re: Ouya - New Game Console? on: April 08, 2013, 01:59:44 PM
sure you can; if you buy a nice machine called a computer to do the actual work on the side.
while a steambox would be an actual computer.
366  Developer / Technical / Re: FlashPunk rotate hitbox's on: April 08, 2013, 07:39:28 AM
Quote
...just use bounding circles instead...
Quote
Erm, Im a little new to this, how would I do that?

if you have a circle for a hit'box'  then it's just a matter of checking if two circles overlap, and that  is basically the same as :
centre points of two circles that are closer together then the two radii added.
367  Feedback / DevLogs / Re: moonman (v0.3 win+osx 01/02/13) on: April 08, 2013, 01:50:08 AM
congrats on release !
i hope you two make big big buckazoids so you can au revoir the day jobs.
368  Developer / Technical / Re: Import maps in SFML on: April 08, 2013, 01:42:26 AM
I don't know the specific as I don't work in c++ and or SFML and Tiled but here are some ports of the tiled file format

https://github.com/bjorn/tiled/wiki/Support-for-TMX-maps

I suspect by your questions that you are a beginner and as such you might gain something usefull by implemeting a very simple leveleditor / loading routines .
it's also good if your not a beginner.

in the most cases the bestest level editors are just the game in a special editing mode.
just save your level in xml and be done


369  Developer / Technical / Re: plaid/audio 0.1.0, a free portable audio framework on: April 05, 2013, 11:21:04 PM
slightly op but :

what are these openAL multi-platform inconsistencies ?
I'd like to know that before sinking more time in openAL atm.
370  Player / General / Re: 8-bit is more popular than cutting-edge? on: April 03, 2013, 09:27:19 AM
It's like when you buy new shoes.

you suddenly look at all the shoes people are wearing and notice them.

that's you and '8bit gaem' atm
371  Hidden / Unpaid Work / Re: Programmer and Artist Needed - DJ Graffiti Blade on: April 03, 2013, 06:49:59 AM
I think you should try to create some mockups.

you say vector instead of bitmap for characters , well whats stopping you ?
your charachter drawings look delicious, When you play with some animation tools / vector tools to translate a few of those charactes to some short animations/ breathing poses you've got sexy gold.

Now these posts and your programmer ad on that other page looks a bit too much like an overenthusiastic aspiring talented person, without real skills.

While it's obvious you've got them.

I would say, get flash or starling or something and build some prototype with these sexy littl drawings

after that it'll be alot easier to get help i would say

372  Developer / Business / Re: Reliable Programmers? Where? on: April 03, 2013, 06:26:11 AM
what sort of websites do you mean ?

because the ones listed here : http://en.wikipedia.org/wiki/List_of_most_popular_websites
are build with 'coding' as far as I know.

do you mean stuff like tumblr blogs and forums like here ?

or do you mean drupal and etc being used in large websites ?




373  Developer / Business / Re: Reliable Programmers? Where? on: April 03, 2013, 02:58:53 AM
Code:
we're getting into a world in which programming skills are not always needed.

sure, me I usually just think of something and then my computer does it for me, occasionaly I write some ones and zero's on a piece of paper just so I feel needed.

374  Developer / Technical / Re: starting out in openAL (with openTK) on: April 02, 2013, 02:47:35 PM
So I finished the tutorials for jlwgl openAL and have a little soundsystem going.

the next step is to get some effects and filters and now I am stuck again
examples that I found that ought to learn me reverb and lowpass filters don't appear to do anything.

I've read about openAL soft and have installed it in the system32 folder.

when I run a diagnostic tool it gives me this output
Code:
Launching sample: "OpenAL diagnostics"

This application is currently running as x86
--- Device related errors ---
--- Device related analysis ---
Default playback device: Speakers (High Definition Audio Device)
All known playback devices:
Speakers (High Definition Audio Device)
Speakers (High Definition Audio Device)
Default recording device: Microphone (High Definition Audio Device)
All known recording devices:
Microphone (High Definition Audio Device)
--- Alc related errors ---
--- Alc related analysis ---
Alc Version: 1.1
Efx Version: 1.0
Efx max. Auxiliary sends: 4
Alc Extension string: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_DEDICATED ALC_EXT_disconnect ALC_EXT_EFX ALC_EXT_thread_local_context ALC_SOFT_loopback
Confirmed Alc Extensions:
ALC_ENUMERATE_ALL_EXT: True
ALC_ENUMERATION_EXT: True
ALC_EXT_ASA: False
ALC_EXT_ASA_DISTORTION: False
ALC_EXT_ASA_ROGER_BEEP: False
ALC_EXT_BRS_GAME_LICENSE_REQUIRED: False
ALC_EXT_capture: True
ALC_EXT_DEDICATED: True
ALC_EXT_EFX: True
--- AL related errors ---
--- AL related analysis ---
Used Device: OpenAL Soft
AL Renderer: OpenAL Soft
AL Vendor: OpenAL Community
AL Version: 1.1 ALSOFT 1.15.1
AL Speed of sound: 343.3
AL Distance Model: InverseDistanceClamped
AL Maximum simultanous Sources: 128
AL Extension string: AL_EXT_ALAW AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFTX_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points AL_SOFT_source_latency
Confirmed AL Extensions:
AL_EXT_ALAW: True
AL_EXT_BFORMAT: False
AL_EXT_double: True
AL_EXT_EXPONENT_DISTANCE: True
AL_EXT_float32: True
AL_EXT_FOLDBACK: False
AL_EXT_IMA4: True
AL_EXT_LINEAR_DISTANCE: True
AL_EXT_MCFORMATS: True
AL_EXT_mp3: False
AL_EXT_MULAW: True
AL_EXT_OFFSET: True
AL_EXT_vorbis: False
AL_LOKI_quadriphonic: True
EAX-RAM: False
EAX: False
EAX1.0: False
EAX2.0: False
EAX3.0: False
EAX3.0EMULATED: False
EAX4.0: False
EAX4.0EMULATED: False
EAX5.0: False
--- Efx related errors ---
--- Efx related analysis ---
Efx Effects supported:
Autowah: False
Chorus: False
Compressor: False
Distortion: False
EaxReverb: True
Echo: True
Equalizer: False
Flanger: False
FrequencyShifter: False
PitchShifter: False
Reverb: True
RingModulator: True
VocalMorpher: False
Efx Filters supported:
Bandpass: False
Highpass: False
Lowpass: True
Efx max. Auxiliary Effect Slots: 4
--- X-RAM related errors ---
--- X-RAM related analysis ---
X-RAM extension is not available, skipping test.
--- AudioCapture related errors ---
--- AudioCapture related analysis ---
Using capture device: Microphone (High Definition Audio Device)
Buffer contents after capture was all 0's: False
Sample min/max in recorded data: -68 / 63


are there some obvious things wrong in there for the trained eye ?
are there modern (post 2009) examples of using filters and sounds with openAL and openTK.

are these problems the same when using c++, and if so
how to solve ?


or how to diagnose more precisely to my problem. because atm I don't know where to go
375  Developer / Technical / Re: SFML Window in C# Interface on: April 02, 2013, 12:40:42 PM
so it's more like How can I embed an unmanaged C++ form into a .NET application? this ?
376  Developer / Technical / Re: Problems with GameSalad games after HTML5 publishing on: April 02, 2013, 12:21:18 PM
mmm Pang.

maybe you could use a browser debugger ?
I don;t know gamesalad so can't be of any real use actually.
377  Developer / Technical / Re: SFML Window in C# Interface on: April 02, 2013, 12:16:51 PM
do you mean like How to Integrate C# Window in C++ Project ?
378  Developer / Technical / Re: Enemy crowding on: April 02, 2013, 12:14:04 PM
Quote
I would like to implement flocking behavior for enemies akin to the examples shown in Paul's link, though I don't think I would have time...

then use an existing library ?
379  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: April 02, 2013, 11:55:47 AM
Hi there Germanunkol, fmauro, deadman7, Erric, FloatingCoder and pekkak!

welcome to the forums.

   
380  Developer / Technical / Re: Writing a 2D game engine / framework from scratch on: April 02, 2013, 11:16:57 AM
Quote
Currently, the API is as crappy as it takes to get the engine to do something in it's current state. When the engine will be usable, I'll probably do something to improve the API.

In my opinion this is backward.
I think the quote of the wise ones goes something like:
'write your code to your API not to your implementation.'

especcialy x1000 if the thing your making is something with a public API.



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