Search found 387 matches
- Wed Oct 13, 2010 5:52 pm
- Forum: Programming Discussion
- Topic: OpenGL Textures Disappear
- Replies: 17
- Views: 1734
Re: OpenGL Textures Disappear
This isn't actually an OpenGL problem in itself. Your GL driver automatically backs up all resources and assets in what DX would call "managed" memory, which is normally mapped directly to system memory. So when resize events happen, the device is able to restore the assets and you don't h...
- Mon Oct 11, 2010 10:05 am
- Forum: Programming Discussion
- Topic: F***ing C#, F***ing Microsoft
- Replies: 17
- Views: 2049
Re: F***ing C#, F***ing Microsoft
Absolutely yes! You can write whatever it is that you need to write in Java. I try to tell people that language is second to concepts. To that extent, there has not been a single thing that I have not been able to write in Java that I've written in C, C++, or whatever language. What will happen thou...
- Thu Oct 07, 2010 11:00 am
- Forum: Game Development
- Topic: Messaging/Event System (Idea... Critique?)
- Replies: 18
- Views: 3227
Re: Messaging/Event System (Idea... Critique?)
That's called downcasting. Going the other way is upcasting.
You don't HAVE to use dynamic_cast. You can use a regular typecast, however the dynamic_cast checks type at runtime and incurs some overhead and will throw a null reference or runtime exception if the types are incompatible.
You don't HAVE to use dynamic_cast. You can use a regular typecast, however the dynamic_cast checks type at runtime and incurs some overhead and will throw a null reference or runtime exception if the types are incompatible.
- Sun Oct 03, 2010 6:43 pm
- Forum: Game Development
- Topic: Prelimse Studios Youtube Series: Development of a Game.
- Replies: 36
- Views: 5692
Re: Prelimse Studios Youtube Series: Development of a Game.
Excellent. Another Dallas-ite :] Good work.
- Thu Sep 30, 2010 1:10 pm
- Forum: Programming Discussion
- Topic: Can someone explain this?
- Replies: 7
- Views: 550
Re: Can someone explain this?
It could be a 24-bit integer converter - sometimes this is used when specifying image colours, RGBA. That could take the 4 byte size components of colour... red, green, blue, and alpha - then store them in a double word integer. yeah... but it's not exactly the best idea... it should be shifts and ...
- Tue Aug 31, 2010 10:38 pm
- Forum: Game Development
- Topic: Question about Elysian Shadows?
- Replies: 64
- Views: 9396
Re: Question about Elysian Shadows?
You've completely misconstrued my post. This isn't a "Code of conduct" for professional demeanor. It means to say that the harsh reality is that in terms of independent game development (which is itself a pretty small group), you've been cornering yourselves into an EXTREMELY small niche g...
- Tue Aug 31, 2010 2:00 pm
- Forum: Game Development
- Topic: Question about Elysian Shadows?
- Replies: 64
- Views: 9396
Re: Question about Elysian Shadows?
You know, I have to say this. Hopefully you'll take it not as a jab, but as some constructive criticism. If THIS kind of thread is all it takes to irritate you, then I can absolutely guaran-frickin-tee you that you are NOT ready to go into the foray of trying to go to some of the higher traffic game...
- Tue Aug 31, 2010 9:38 am
- Forum: Programming Discussion
- Topic: namespace, seperating decleration and implementation
- Replies: 6
- Views: 1297
Re: namespace, seperating decleration and implementation
Yes, well what's happening is this. If you export the symbols in a DLL project (as opposed to a statically linked DLL, which requires a LIB...you can still generate a lib from a DLL project as well), it requires some extra steps to load the function symbols into the invoker's memory. (The executable...
- Mon Aug 30, 2010 10:34 pm
- Forum: Programming Discussion
- Topic: namespace, seperating decleration and implementation
- Replies: 6
- Views: 1297
Re: namespace, seperating decleration and implementation
Yes, it most certainly DOES matter that you're trying to export to a DLL. That changes some things. The first thing I'm noticing is that it's not evident that you're actually exporting or importing the namespace functions. Namespace components are visible, functions must be exported when building a ...
- Sat Aug 28, 2010 12:00 pm
- Forum: Programming Discussion
- Topic: Double Buffering in OpenGL.
- Replies: 5
- Views: 497
Re: Double Buffering in OpenGL.
Because you have a 45msec sleep time in there. This is a tremendous amount of time. Assuming the granularity of the timer is decent (which SDL's is NOT), you'd get somewhere around 22fps. Maybe more, maybe less. My suggestion would be to ditch that and write your own timer to get the app to run at s...
- Mon Aug 16, 2010 11:39 am
- Forum: Programming Discussion
- Topic: Extending a class with pure virtual functions
- Replies: 11
- Views: 1902
Re: Extending a class with pure virtual functions
You can not instantiate a pure virtual class object. This is called an abstract class or "interface".
They can not be instantiated.
They can not be instantiated.
- Sun Aug 15, 2010 10:15 pm
- Forum: Programming Discussion
- Topic: mvEngine Development Thread
- Replies: 115
- Views: 8093
Re: mvEngine Development Thread
Under the presumption that the world doesn't change, then the absolute fastest course of action would be a hardware buffered resource. In a tiled world, the index buffer is ultra-predictable and can be procedurally generated. The vertex buffer can be uploaded at one time and you only really need one...
- Tue Aug 10, 2010 8:28 pm
- Forum: Programming Discussion
- Topic: program breaks after awhile
- Replies: 6
- Views: 1008
Re: program breaks after awhile
A 0c5 error indicates that you're trying to access memory that does not exist (was never allocated, or was already freed) whether it be attempting to delete memory that does not exist, trying to de-reference, call functions from...etc etc. "...reading location 0x00000000" indicates that th...
- Sat Aug 07, 2010 1:04 am
- Forum: Programming Discussion
- Topic: mvEngine Development Thread
- Replies: 115
- Views: 8093
Re: mvEngine Development Thread
You need to make a habit of checking the GL error string occasionally or after functions that are most likely to cause problems....especially when loading assets, like textures. In this case, the 3rd parameter to glTexImage2D is invalid. It won't fail, but if you were to query the error string, you'...
- Fri Aug 06, 2010 11:49 pm
- Forum: Programming Discussion
- Topic: mvEngine Development Thread
- Replies: 115
- Views: 8093
Re: mvEngine Development Thread
I'm very sorry. That should read "pixmapSize"