Search found 12 matches
- Wed Jun 10, 2009 9:51 pm
- Forum: Programming Discussion
- Topic: Algorithms
- Replies: 3
- Views: 501
Re: Algorithms
o' A* is beautiful and so much fun to play around with.
- Thu Apr 16, 2009 11:50 pm
- Forum: Programming Discussion
- Topic: My latest project.
- Replies: 12
- Views: 1184
Re: My latest project.
If you're interested in SDL i found this example to be AMAZING for learning basic SDL
http://cone3d.gamedev.net/cgi-bin/index ... fxsdl/tut3
i hope you find this valuable =)
http://cone3d.gamedev.net/cgi-bin/index ... fxsdl/tut3
i hope you find this valuable =)
- Tue Apr 14, 2009 12:21 am
- Forum: Programming Discussion
- Topic: OOP Help
- Replies: 20
- Views: 2269
Re: OOP Help
I think it's a really bad idea having the Character class draw itself. Seems like in the long run you're just going to cause more headaches than anything else. I understand you're trying to make sense of it and your willingness to learn is excellent. I feel though you're going to end up doing someth...
- Tue Apr 14, 2009 12:07 am
- Forum: Programming Discussion
- Topic: Before I get Much Further Into Development...
- Replies: 14
- Views: 1257
Re: Before I get Much Further Into Development...
=) i think you're getting it pretty well. You don't need to #include <iostream> in NewGame.cpp, because it has already been included in NewGame.h (which is the correct place to put it). Anything you include in NewGame.h, your Newgame.cpp will also have it included :) Before you get started i'd like ...
- Sun Mar 29, 2009 2:36 pm
- Forum: Programming Discussion
- Topic: OpenGL + Loading 3ds models
- Replies: 2
- Views: 546
Re: OpenGL + Loading 3ds models
for 3d i really liked irrlicht. It loads a lot but i think it may be too much for what you want? It's kind of like SDL, it has window creation and all that.
but it's really fast and well done, with lighting shadows etc. Might be worth checking out?
but it's really fast and well done, with lighting shadows etc. Might be worth checking out?
- Wed Mar 25, 2009 3:03 pm
- Forum: Programming Discussion
- Topic: Efficiently Displaying Objects?
- Replies: 11
- Views: 1036
Re: Efficiently Displaying Objects?
yea thats exactly what i was thinking. The problem seems to be that OpenGL doesnt give you control over the idol time. Thats why i have been trying to get it working fast between threads. I'll look into trying to possibly change the frame rate of opengl though.
- Wed Mar 25, 2009 2:27 pm
- Forum: Programming Discussion
- Topic: Efficiently Displaying Objects?
- Replies: 11
- Views: 1036
Re: Efficiently Displaying Objects?
So after playing around i found that OpenGL limits the frame rate based on the display rate of a monitor. The reason i was reportedly getting over 60fps was the fps counter averaged between the times i didnt step the program and the times i did. The problem is that OpenGL is slowing down my program ...
- Sun Mar 15, 2009 6:22 pm
- Forum: Programming Discussion
- Topic: Opengl + win32, sprite sheet solutions
- Replies: 2
- Views: 436
Re: Opengl + win32, sprite sheet solutions
i believe that using the uv/rts coordinates is more efficient. Especially if you use display lists i don't think you'll have a problem. But any additional time it would take to pull up the coordinates i think would be outweighed by the amount of memory you'd be saving.
- Fri Mar 13, 2009 9:53 pm
- Forum: Programming Discussion
- Topic: Efficiently Displaying Objects?
- Replies: 11
- Views: 1036
Re: Efficiently Displaying Objects?
I don't push every frame... kinda? I only push the items that have been updated. So if and item is picked up, or a character moves i tell the display to add or remove, or to update the item position. See all of my objects are serialized so keeping track of them becomes very easy and allows me to upd...
- Tue Mar 10, 2009 9:00 pm
- Forum: Programming Discussion
- Topic: Efficiently Displaying Objects?
- Replies: 11
- Views: 1036
Re: Efficiently Displaying Objects?
Alright i played around with it for a bit, and the 2d array seems quite a bit faster. I'm going to have to play around with it some more, but i don't think i'll have much free time till friday. The one problem i'm having is my array of object pointers. It works for the current map, but if i have mul...
- Sun Mar 08, 2009 1:05 am
- Forum: Programming Discussion
- Topic: Efficiently Displaying Objects?
- Replies: 11
- Views: 1036
Re: Efficiently Displaying Objects?
You understand the problem exactly! I tried what you said with having an array of the objects and only calling the visible ones (which does work). I use a 1D array, i was under the assumption that this was a better practice? Although im beginning to believe i'm mistaken? Because when i tried what yo...
- Fri Mar 06, 2009 9:57 pm
- Forum: Programming Discussion
- Topic: Efficiently Displaying Objects?
- Replies: 11
- Views: 1036
Efficiently Displaying Objects?
So i'm programing a 2d isometric game. I'm using C++ and OpenGl. And it's been going really good, except now i've hit a problem where i can not figure out a fast technique for displaying my map. In the past two days i've come up with four or so completely different ways of storing all the objects an...