Search found 387 matches
- Fri Feb 04, 2011 2:45 pm
- Forum: Programming Discussion
- Topic: Keeping teams motivated
- Replies: 20
- Views: 2426
Re: Keeping teams motivated
It'll ebb and flow like anything else, sometimes you're high sometimes you're low. There is not too much that will motivate members who are unmotivated. Two of the chief forces behind inspiration are just having it to begin with or the evidence of progress. This is what I've found anyways. I think t...
- Mon Jan 24, 2011 12:00 am
- Forum: Programming Discussion
- Topic: [SOLVED] Spawn entities along bezier curve
- Replies: 9
- Views: 967
Re: Adventures in n00b development
You got it ;] x and y are both bound by that equation. So if for example you wanted to spawn 25 enemies along said path. The time interval is 1/25, if you want 30 enemies then the time interval is 1/30. Enemy 0 starts at P0. Enemy 1 follows at time = 1/25. Enemy 2 follows at time = 2/25, Enemy 3 fol...
- Sun Jan 23, 2011 8:03 pm
- Forum: Programming Discussion
- Topic: [SOLVED] Spawn entities along bezier curve
- Replies: 9
- Views: 967
Re: Adventures in n00b development
What you could do for the placement is form a line against which the units will be placed. Break it up into perhaps 5 control points along the line. Displace the control points in some direction in some random length away from the line. The control points could also be hard coded into some static ar...
- Sun Dec 19, 2010 2:21 pm
- Forum: Programming Discussion
- Topic: [SOLVED] Singleton Patterns - Controversy
- Replies: 33
- Views: 6265
Re: [SOLVED] Singleton Patterns - Controversy
Writing code that does as it is intended to do does not preclude code that presents itself in such a manner as you have described. Many times the code will undergo multiple metamorphoses before presenting itself as an extensible and elegant API. Each time this process presents new problems, but each...
- Sun Dec 19, 2010 1:28 pm
- Forum: Programming Discussion
- Topic: [SOLVED] Singleton Patterns - Controversy
- Replies: 33
- Views: 6265
Re: [SOLVED] Singleton Patterns - Controversy
I wouldn't say that "just works" is a bad thing. I'm the biggest fan of "just works". The #1 thing that you should do as a programmer is make it "just work". That is job numero uno, always. Debugging, refining, and profiling all come subsequently. It's difficult to atte...
- Thu Dec 16, 2010 12:13 am
- Forum: Programming Discussion
- Topic: [SOLVED] Singleton Patterns - Controversy
- Replies: 33
- Views: 6265
Re: Singleton Patterns - Controversy
I can only think of one acceptable usage for a singleton and that is a logger of some sort. The problem with them is that on the surface they seem very benign. I can't help but note the amount of times you've said "seems to work fine" in your post there. On cursory glance, this may be true...
- Tue Dec 14, 2010 10:58 pm
- Forum: Programming Discussion
- Topic: OpenGL Texture to SDL_Surface
- Replies: 24
- Views: 2571
Re: OpenGL Texture to SDL_Surface
If indeed your handle is zero, then you have not generated a texture handle or the img load (glTexImagexxxx) was passed an invalid parameter. This will result in a failure to apply the texture. It's also possible that your blend mode does not agree with your pixel format. You need to have a valid fo...
- Tue Dec 14, 2010 11:58 am
- Forum: Programming Discussion
- Topic: [SOLVED]Import class/struct from a DLL?
- Replies: 4
- Views: 740
Re: Import class/struct from a DLL?
This method's a little more difficult. EXPORT #ifdef EXPORT #define EXPORTSHIT __declspec(dllexport) // Define EXPORT in your symbols only when actually exporting #else #pragma comment(lib, "libname.lib") #define EXPORTSHIT __declspec(dllimport) #endif class shit { public: shit(); ~shit();...
- Sun Dec 12, 2010 9:42 am
- Forum: Programming Discussion
- Topic: OpenGL Texture to SDL_Surface
- Replies: 24
- Views: 2571
Re: OpenGL Texture to SDL_Surface
You should contact me on that. I posted a solution for ya. OpenGL will facilitate for you all of the information you need to retrieve the texture, load it into an SDL_Surface or what have you.
It would be difficult to say why the load fails without code, there's a couple reasons it would.
It would be difficult to say why the load fails without code, there's a couple reasons it would.
- Sat Dec 11, 2010 3:20 pm
- Forum: Programming Discussion
- Topic: OpenGL and Windows 7
- Replies: 8
- Views: 843
Re: OpenGL and Windows 7
In transitioning from WVDDM (Vista) to WDDM (Win7) the driver model was revamped quite a bit. WVDDM did change the driver model up a bit, but it didn't really come to fruition until WDDM and especially WDDM 1.1 (Introduced w/ Win7). You dont have to justify your response, Falco. Nobody's saying anyt...
- Thu Dec 09, 2010 11:28 pm
- Forum: Programming Discussion
- Topic: OpenGL and Windows 7
- Replies: 8
- Views: 843
Re: OpenGL and Windows 7
There are a multitude of differences actually, and this is incurred by the WDDM. There were a lot of changes there primarily in the video memory model, the video scheduler, and the way that the buffers are shared across resources that primarily have performance implications. There is also a VSync im...
- Thu Dec 09, 2010 2:57 pm
- Forum: Programming Discussion
- Topic: Mandelbrot + SFML
- Replies: 4
- Views: 752
Re: Mandelbrot + SFML
Well the reason your color gradient is not working is because iteration / max_iteration is an unsigned integer division which will ALWAYS result in 0 since iteration is ALWAYS less than max_iteration. Cast either one of those values to float and you should see the greyscale gradient. The code appear...
- Thu Dec 09, 2010 12:16 am
- Forum: Programming Discussion
- Topic: Mandelbrot + SFML
- Replies: 4
- Views: 752
Re: Mandelbrot + SFML
It does not appear that your code is wrong. However, your color logic appears to be flawed. You should pass black (255, 255, 255) if it's reached a max iteration. The colors are usually done from a LUT. So before you start the calculation you can either read in a real pretty color gamut texture, or ...
- Tue Dec 07, 2010 2:35 pm
- Forum: Programming Discussion
- Topic: OpenGL Texture to SDL_Surface
- Replies: 24
- Views: 2571
Re: OpenGL Texture to SDL_Surface
To the OP: What you're looking for here is an OpenGL extension called "WGL_ARB_pbuffer" (for windows) or "GLX_SGIX_pbuffer" (for X11). What this does is allows you to do asynchronous DMA of the front buffer to client memory. Asynchronous means that it will happen without hogging ...
- Thu Dec 02, 2010 2:28 pm
- Forum: Programming Discussion
- Topic: OpenGL and Vsync
- Replies: 31
- Views: 3438
Re: OpenGL and Vsync
I'd definitely test it on a couple systems if you can. The last time I monkeyed with the Intel GPU driver I was unable to retrieve a working implementation of the swap interval routine, so give it a whirl and see what happens.