Search found 75 matches
- Sun Jul 10, 2011 7:55 am
- Forum: Programming Discussion
- Topic: 2d Platform Slope Collision
- Replies: 24
- Views: 6287
Re: 2d Platform Slope Collision
There is no need to use either of those methods for simple 45 degree tile slopes. How I would do it: 1. Check if player is withing tile boundary box 2. If so, check if relative x >= relative y Most definitely yes. But if you're going to add 45 degree slopes, using this method you can add slopes of ...
- Sat Jul 09, 2011 1:36 pm
- Forum: Programming Discussion
- Topic: 2d Platform Slope Collision
- Replies: 24
- Views: 6287
Re: 2d Platform Slope Collision
There is no need to use either of those methods for simple 45 degree tile slopes.
How I would do it:
1. Check if player is withing tile boundary box
2. If so, check if relative x >= relative y
How I would do it:
1. Check if player is withing tile boundary box
2. If so, check if relative x >= relative y
- Sat Jul 09, 2011 9:39 am
- Forum: Programming Discussion
- Topic: Visual C++ 2008 Express And Templates
- Replies: 10
- Views: 1333
Re: Visual C++ 2008 Express And Templates
You can do it in source files if you know the types you are using. Also if you use a non-standard extension.
- Fri Jul 08, 2011 5:54 pm
- Forum: Programming Discussion
- Topic: Visual C++ 2008 Express And Templates
- Replies: 10
- Views: 1333
Re: Visual C++ 2008 Express And Templates
This is working fine for me on VS 2008: template <class T> class myClass { public: myClass() { } ~myClass() { } void doSomething(T *obj); }; template <class T> void myClass<T>::doSomething(T *obj) { // Whatever } int main () { int var; myClass<int> cl; cl.doSomething(&var); return 0; } Post the ...
- Thu Jul 07, 2011 11:28 pm
- Forum: Programming Discussion
- Topic: C++ boost alternitive.
- Replies: 7
- Views: 2158
Re: C++ boost alternitive.
Why do you need to use boost::any? You can probably achieve the same result using a different way.
- Mon Jul 04, 2011 2:49 pm
- Forum: Programming Discussion
- Topic: PTL Library
- Replies: 12
- Views: 1727
Re: PTL Library
I've run some quick tests, but there really is no good way to benchmark this sort of thing. Do some large scale insertion, deletion, and maybe even sorting (though this opens a whole subsection of extra benchmarking). The reason why they are meaningless is because the user is the one who will be de...
- Mon Jul 04, 2011 2:42 pm
- Forum: Programming Discussion
- Topic: How do YOU structure your game engine(s)?
- Replies: 16
- Views: 4370
Re: How do YOU structure your game engine(s)?
Keep sound/graphics/game-objects as separate components.
Decide what you need and stick to it. You don't need a fully-featured game engine for a tiny platformer.
Decide what you need and stick to it. You don't need a fully-featured game engine for a tiny platformer.
- Sun Jul 03, 2011 2:18 pm
- Forum: Programming Discussion
- Topic: PTL Library
- Replies: 12
- Views: 1727
Re: PTL Library
I took a closer look and put some more thought into evaluating your library's features, and I have to admit - it's pretty cool. The use of preprocessor macros to provide features reminds me of QObjects, and that's a good thing in my opinion. Keep up development, but don't disregard the importance o...
- Sat Jul 02, 2011 3:04 pm
- Forum: Programming Discussion
- Topic: PTL Library
- Replies: 12
- Views: 1727
Re: PTL Library
STD == STL ? STL usually refers to C++ STD's containers and algorithms, but I don't think it is an official term. I should probably take this opportunity to point out why standard containers are good: they are GUARANTEED to have certain functionality, no matter what platform you're on. All of the c...
- Fri Jul 01, 2011 3:57 pm
- Forum: Programming Discussion
- Topic: PTL Library
- Replies: 12
- Views: 1727
PTL Library
PTL is a library I am working on that provides similar functionality to STD containers, but it is designed to be extremely fast and extendable. Out of the box, PTL has a collection of simple containers: ptl::parray<typename>; ptl::pstack<typename>; ptl::pvector<typename>; ptl::plist<typename>; //etc...
- Thu Jun 30, 2011 6:52 pm
- Forum: Programming Discussion
- Topic: Signal/Slot Library Suggestion?
- Replies: 19
- Views: 4017
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.
I have never used them, but I always thought they were designed for GUI things.
- Sat Jun 25, 2011 3:55 pm
- Forum: Programming Discussion
- Topic: Pass a class object as a parameter? (C++/SDL)
- Replies: 6
- Views: 1201
Re: Pass a class object as a parameter? (C++/SDL)
Using a member function is read-only if it has const after it: void method() const {} (I forget the term for this) This is how you could use references: void foo(int& x) { x += 5; } int main() { int var = 10; foo(var); //var is now 15 } so, this would be correct? That wouldn't work. This should:...
- Sat Jun 25, 2011 3:09 pm
- Forum: Programming Discussion
- Topic: Pass a class object as a parameter? (C++/SDL)
- Replies: 6
- Views: 1201
Re: Pass a class object as a parameter? (C++/SDL)
References are like pointers, except they use a different syntax.
void option(Card &card); can do the same things that void option(Card *card) can.
A const reference is read-only. If you want to write, you generally use pointers instead, although references work too.
void option(Card &card); can do the same things that void option(Card *card) can.
A const reference is read-only. If you want to write, you generally use pointers instead, although references work too.
- Sat Jun 25, 2011 2:21 pm
- Forum: Programming Discussion
- Topic: Quick and easy prime number test because...
- Replies: 1
- Views: 600
Re: Quick and easy prime number test because...
sqrt() is slow. Especially math.h's version. There might be a builtin for finding next power of 2, but I forgot it. bool isPrime2(unsigned int n) { if (n % 2 == 0) return false; unsigned int nl = n; nl |= (nl >> 1); nl |= (nl >> 2); nl |= (nl >> 4); nl |= (nl >> 8); nl |= (nl >> 16); nl += 1; nl >>=...
- Fri Jun 24, 2011 1:28 pm
- Forum: Programming Discussion
- Topic: XNA FPS?
- Replies: 12
- Views: 2320
Re: XNA FPS?
2.5 FPS? What is that supposed to mean?
XNA is not the sort of thing you'd write a retro raycaster in - just use d3d as you would for a normal FPS.
XNA is not the sort of thing you'd write a retro raycaster in - just use d3d as you would for a normal FPS.