Search found 22 matches
- Thu Jun 27, 2013 2:04 pm
- Forum: Game Development
- Topic: Software Engineering Philosophical Crisis
- Replies: 11
- Views: 18389
Re: Software Engineering Philosophical Crisis
This is why I am a C fan. This is why I will always suggest learning C before C++. Rather than running around in circles, blindly adhering to some object-oriented philosophy, C promotes actually writing the goddamn code . You spend less time worrying about bullshit and more time achieving the task ...
- Sat Jul 21, 2012 9:21 pm
- Forum: Programming Discussion
- Topic: Accessible Object Storage In a Game Engine
- Replies: 12
- Views: 5141
Re: Accessible Object Storage In a Game Engine
If you're having problems with memory management you could always start using std::shared_ptr / std::unique_ptr.
- Thu Jun 14, 2012 2:24 am
- Forum: Programming Discussion
- Topic: can you render point sprites with transformed vertices?
- Replies: 11
- Views: 3017
- Wed Jun 13, 2012 2:11 am
- Forum: Programming Discussion
- Topic: can you render point sprites with transformed vertices?
- Replies: 11
- Views: 3017
Re: can you render point sprites with transformed vertices?
and what are you basing this on exactly?qpHalcy0n wrote:<_< .... I'm aware of that damnit. I'm saying its the same person.... >_>
- Tue Jun 12, 2012 2:53 am
- Forum: Programming Discussion
- Topic: can you render point sprites with transformed vertices?
- Replies: 11
- Views: 3017
Re: can you render point sprites with transformed vertices?
Thats because you're rendering in completely different spaces. You've just admitted to having done no research which is precisely what I told you to do in the prior thread when you were having problems. You need to read THOROUGHLY about the transformation pipeline..... Direct3D does not hold your h...
- Sat Jun 09, 2012 5:01 pm
- Forum: Programming Discussion
- Topic: can you render point sprites with transformed vertices?
- Replies: 11
- Views: 3017
can you render point sprites with transformed vertices?
I'm trying to make a particle system in direct3d9 using point sprites. When I use D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_POINTS|D3DFVF_DYNAMIC as the vertex format it works, but when I switch D3DFVF_XYZ for D3DFVF_XYZRHW nothing shows up. I haven't read anything in Microsoft's documentation that forbids u...
- Wed Feb 29, 2012 10:25 pm
- Forum: Programming Discussion
- Topic: Microsoft Visual Studio 2012?
- Replies: 3
- Views: 1385
Re: Microsoft Visual Studio 2012?
from what I've seen if your program crashes, it'll almost always take VS down with it. aside from that I like syntax coloring and the intellisense improvements. now if they could get member listing based on context rather than just listing all of them I'd be happy
- Fri Oct 21, 2011 10:22 pm
- Forum: General/Off-Topic
- Topic: Platform vs. Failform trolling
- Replies: 9
- Views: 3376
Re: API vs. API trolling
COMObscurity wrote:Why do you hate DirectX? Is there any particular reason behind that statement? If there is, I'd be delighted to know.LeonBlade wrote:I hate DX, this was pretty funny though
- Tue Sep 27, 2011 2:29 pm
- Forum: Programming Discussion
- Topic: Clash of the IDE's
- Replies: 61
- Views: 14217
Re: Clash of the IDE's
Interesting... I LOVE the Solution/Project approach in VS2010. As a matter of fact, I just spent HOURS last night trying to emulate something like a solution with multiple projects dependent on one another last night in XCode4... The only time I ever found it useful was when I was building the lua ...
- Mon Sep 26, 2011 1:17 pm
- Forum: Programming Discussion
- Topic: Clash of the IDE's
- Replies: 61
- Views: 14217
Re: Clash of the IDE's
I started out using devc++ and moved on to codeblocks after I couldn't get SDL to work. After using codeblocks for a while I decided to try VS express 2010. My biggest problem at the time with it was the fact that it ran slow as shit and I couldn't run nearly anything else at the same time because i...
- Fri Aug 26, 2011 12:03 am
- Forum: Programming Discussion
- Topic: ASM and C++
- Replies: 10
- Views: 1479
Re: ASM and C++
How do I go about doing that but changing step 2 from GetProcAddress() to using a pointer I already have? -Reading up on function pointers, I think this is the information I've needed. -edit Okay a few minutes of reading and this is what I've got compiled with no errors. void DLL_EXPORT SomeFunctio...
- Tue Aug 16, 2011 12:23 am
- Forum: Programming Discussion
- Topic: C++11 (aka C++0x) officially approved
- Replies: 12
- Views: 1679
Re: C++11 (aka C++0x) officially approved
Does anyone know of a better explanation of how lambda expressions work than the one on Wikipedia? They are just functions without a name. You often use them to pass to functions that take other functions. (higer order functions). I don't really know if this explanation is better though.. ;) I unde...
- Mon Aug 15, 2011 11:57 pm
- Forum: Programming Discussion
- Topic: C++11 (aka C++0x) officially approved
- Replies: 12
- Views: 1679
Re: C++11 (aka C++0x) officially approved
Does anyone know of a better explanation of how lambda expressions work than the one on Wikipedia?
- Wed Jul 27, 2011 7:07 pm
- Forum: Programming Discussion
- Topic: My Own Lua Graphics Thing
- Replies: 29
- Views: 5379
Re: My Own Lua Graphics Thing
Ahh, so I read this, but it appears that you can convert .love files into .exe's because the game I downloaded made in love2D was a .exe file You can't convert renamed zip folders into .exe files. You would have to include it in the .exe by using a resource script. Whether the game data is stored i...
- Sat Jul 23, 2011 3:03 pm
- Forum: Programming Discussion
- Topic: My Own Lua Graphics Thing
- Replies: 29
- Views: 5379
Re: My Own Lua Graphics Thing
Here's something quite similar to what you're asking. Love 2D I just discovered it a few days ago. It's really quite interesting but as Falco has already stated having that much functionality and having lua handle all of it is really not a good idea because it will most definitely slow down your en...