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1641
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Developer / Technical / Re: need help with this program
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on: February 04, 2010, 02:21:56 PM
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so nice of you to introduce yourself and to post a question that looks like a business or school assignment  generally, its also a good idea to have some code you've tried to work on yourself, instead of just saying "write this for me" in your first post.
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1643
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Player / General / Re: What are you reading?
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on: February 03, 2010, 10:00:09 AM
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Discrete Mathematics for new technology" by R Garnier and J Taylor
Its pretty useful for programming, especially its graph theory and matrix algebra sections, although its initial logic chapters are pretty dull.
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1644
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Developer / Technical / Re: XNA on PC - Better yet?
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on: February 01, 2010, 10:08:01 AM
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C# is a fantastic language, .NET an excellent library with the bonus that many(most?) already have it installed, and only need to once, and XNA is a fine game engine. Who cares if you're GIVING INTO TO THE MICRO$OFT MONOPOLY, use what works for you. When they come out with the, say, .COM framework, I for one won't mind installing it if it means it makes the programmer's lives easier and lets them get on with writing their game code easily and efficiently.
All lies truth. Use Burn Obj-C and Apple products. fix'd
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1645
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Developer / Technical / Re: What custom editors have you written or needed, and why?
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on: January 31, 2010, 06:06:12 AM
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for my last project I had a simple 2d polygon-based level design/structure, so instead of writing a whole level editor, I wrote a parser for svg files which would turn them into levels for my game. this way I could use a simple svg editor which supported labels (like inkscape) to create a full level, then run it through the program and come up with a full level. This was probably way slower than writing my own level editor, but it did the job and was quicker than writing them by hand.
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1646
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Developer / Technical / Re: XNA on PC - Better yet?
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on: January 31, 2010, 05:51:47 AM
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I personally would like to able to distribute my game to friends in a zip folder and allow them to play it on any windows box they want, without having to download any libraries or anything. I found that when I used xna no-one had what was needed to be able to play it, but only other people who had the xna development kit.
Now, however I use c++ and opengl, which are already installed by default on windows machines and all I need to include is the SDL.dll library in the same folder as my game, and everybody can play it.
However, Its all subjective. I personally probably wont be developing for the xbox any time soon, but someone else may want the windows/xbox crossover.
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1647
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Feedback / Finished / Re: Entar's Terrain Editor Project
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on: January 24, 2010, 09:15:04 AM
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nice, what kind of format are the models/maps going to be in? are you planning on releasing libraries for their use in games?
anyway, looks really nice, good work!
(also, I'm sure us in technical would like to know about it)
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1650
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Developer / Art / Re: show us some of your pixel work
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on: January 22, 2010, 09:27:08 AM
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I'm a programmer usually, but there comes a point when you need some art for your project. I've made this, for a kind of top down, light-based stealth game, and overall I'm pretty happy with it. However I know the feet need quite a lot of work, and there's probably quite a lot of critique you artists could give me.  Anyway, I've followed this thread for a bit, and I'm amazed by all your work. You put me to shame!
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1652
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Developer / Technical / Re: The happy programmer room
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on: January 19, 2010, 01:03:12 PM
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I just got my most complex line of code I've possibly ever written yet working: thiscpu.interpret(thiscpu.memory[thiscpu.threads[i]].instr, thiscpu.memory[thiscpu.threads[i]].param0, thiscpu.memory[thiscpu.threads[i]].param1, thiscpu.memory[thiscpu.threads[i]].param2); Remember: more complex != better.  But it is always satisfying getting a fucked up chunk of code working. Here's my most complex brick of code that I've ever gotten to work: // big brick of code to find the matching state within the sprite file and match it up with the state to change to; lots of mudkips staring at you for (i = 0; i < window[game.sprites[object.graphic[1][0]][0] + '_' + game.sprites[object.graphic[1][0]][object.graphic[1][1] + 1][0]].sprite.length - 1; i++) { if (window[game.sprites[object.graphic[1][0]][0] + '_' + game.sprites[object.graphic[1][0]][object.graphic[1][1] + 1][0]].sprite[i].state == state) { object.state = window[game.sprites[object.graphic[1][0]][0] + '_' + game.sprites[object.graphic[1][0]][object.graphic[1][1] + 1][0]].sprite[i]; if (object.lastState != object.state.state) { for (q = 0; q < window[game.sprites[object.graphic[1][0]][0] + '_' + game.sprites[object.graphic[1][0]][object.graphic[1][1] + 1][0]].sprite.length - 1; q++) { if (window[game.sprites[object.graphic[1][0]][0] + '_' + game.sprites[object.graphic[1][0]][object.graphic[1][1] + 1][0]].sprite[q].state == object.state.state) { // if the sprite state matches for (s = 0; s < window[game.sprites[object.graphic[1][0]][0] + '_' + game.sprites[object.graphic[1][0]][object.graphic[1][1] + 1][0]].sprite[q].directions.length - 1; s++) { if (window[game.sprites[object.graphic[1][0]][0] + '_' + game.sprites[object.graphic[1][0]][object.graphic[1][1] + 1][0]].sprite[0].directions[s].direction == object.direction) { // if the sprite direction matches object.directionInfo = window[game.sprites[object.graphic[1][0]][0] + '_' + game.sprites[object.graphic[1][0]][object.graphic[1][1] + 1][0]].sprite[q].directions[s]; break; } } } } object.frame = object.directionInfo.frames[0] + game.sprites[object.graphic[1][0]][object.graphic[1][1] + 1][1]; object.sampler.texture = g_textures[object.frame]; } object.lastState = object.state.state; return; } }  Fortunately I've since restarted the project using better coding practices. I love the singe "break;" there in the middle, it looks so lonely... anyway, I'm happy because I've managed to write about 300 lines of code then hit compile and get NO ERRORS
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1653
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Developer / Technical / Re: Momentum and acceleration in 2d Shooter
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on: January 19, 2010, 11:31:56 AM
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Id also recommend using free body diagrams to help with Physics Modeling. VERY USEFUL! I can't stress enough in this post how useful they are when solving Physics problems involving multiple forces. Seconded, even if they don't really help you with the hardcore mathsy side of things, they are an excellent way of getting your head round a problem...the number of times in exams I've sketched out one for a seemingly unsolvable problem only to suddenly have a idea of how to solve it.
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1654
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Player / General / Re: post random funny stuff here (instead of just creating a new thread)
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on: January 19, 2010, 06:15:10 AM
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you can still do it, one of my friends did a while load of photos where it was just one person repeated in a scene
in other news:
first came pirate....
now comes, FACEBOOK IN LEET-SPEAK
I was much overjoyed at seeing it.
what are you TALKING ABOUT You can set your facebook language to leet-speak, and i was surprised...
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1657
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Developer / Technical / Re: Problems with using opengl displaylists in a class
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on: January 18, 2010, 10:56:58 AM
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It works without display lists, but I will try and check the error codes, thanks
Also, msqrt, its heartening that it does work for you, that means that its something else in my program that's broken.
[EDIT]
I've run some tests, and the drawing code and everything is fine. Going by what msqrt said, it should work.
When checking for the last error using glGetError() it returns error code 1281, meaning over-large texture (or words to that effect) which I'm very confused by.
also, msqrt, when you got it working, how did you do it? It simply doesnt work for me, even when reduced to loadIdentity() glTranslatef(0,0,-10)
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1658
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Developer / Technical / Problems with using opengl displaylists in a class
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on: January 18, 2010, 09:26:50 AM
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I've got a rendering class (or the start of one at least) to aid with streamlining and simplifying rendering in my engine. I would like to use display lists with my vertex operations because of the speed boost that they give, however when I try to use them with my class they fail... The class is this: #ifndef RENDERER_H #define RENDERER_H
#include <SDL_opengl.h> #include <GL/gl.h> #include <GL/glu.h> class Renderer { public: Renderer() { OutLine = glGenLists(1); glNewList(OutLine,GL_COMPILE); glBegin(GL_LINES); glColor4f(1.0,1.0,1.0,1.0); for (float x = -5;x<=5;x+=0.1) { glVertex3f(x,-5,0.0); glVertex3f(x,5,0.0); } for (float y = -5;y<=5;y+=0.1) { glVertex3f(-5,y,0.0); glVertex3f(5,y,0.0); } glVertex3f(-0.05,-0.05,0.0); glVertex3f(-0.05,0.05,0.0); glVertex3f(0.05,-0.05,0.0); glVertex3f(0.05,0.05,0.0); glVertex3f(-0.05,-0.05,0.0); glVertex3f(0.05,-0.05,0.0); glVertex3f(-0.05,0.05,0.0); glVertex3f(0.05,0.05,0.0); glEnd(); glEndList(); } virtual ~Renderer() { glDeleteLists(OutLine,1); } GLuint OutLine; void Compile() {
} void DrawOutline() { glCallList(OutLine); } protected: private:
};
#endif // RENDERER_H and I render it every frame with: RENDERER.DrawOutLine() This code simply displays nothing when called, and gives no compile-time errors either. When I check to see if the GLuint has been initialised as a DL it says that it hasn't, even though I know that it has. Any thoughts? Thanks.
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