Search found 164 matches

by Nokurn
Wed Feb 20, 2013 8:06 pm
Forum: General Gaming
Topic: Post every time you beat a game.
Replies: 629
Views: 854660

Re: Post every time you beat a game.

Bastion. Saw it on sale for $4 on Steam, thought it looked cool, couldn't stop playing til I beat it. It's very slick, very smooth, very polished, the graphics are fucking amazing, the narration is great, the gameplay is fun and the combat is satisfying. It's the first indie game I've ever played t...
by Nokurn
Tue Feb 19, 2013 7:21 pm
Forum: General Gaming
Topic: Post every time you beat a game.
Replies: 629
Views: 854660

Re: Post every time you beat a game.

Bastion. Saw it on sale for $4 on Steam, thought it looked cool, couldn't stop playing til I beat it. It's very slick, very smooth, very polished, the graphics are fucking amazing, the narration is great, the gameplay is fun and the combat is satisfying. It's the first indie game I've ever played th...
by Nokurn
Tue Jan 01, 2013 4:54 pm
Forum: Programming Discussion
Topic: How do you name your classes and structure your project
Replies: 13
Views: 4953

Re: How do you name your classes and structure your project

In my opinion, if you have more than one layer of namespacing, you're doing it wrong. It becomes a goddamn nightmare. I have to disagree slightly here. I think you're doing it wrong if you have more than one layer of public namespaces. When you're working with templates, all of your template helper...
by Nokurn
Sun Dec 30, 2012 8:41 pm
Forum: Programming Discussion
Topic: How do you name your classes and structure your project
Replies: 13
Views: 4953

Re: How do you name your classes and structure your project

You should have the same namespace nesting in your CPP file as you have in your header file. Thanks for your answer. Now, can you tell me why? So that you don't have COMPANYNAME::PRODUCTNAME:: in front of every function implementation in your codebase. Compare: #include <company/product/object.hpp>...
by Nokurn
Sat Dec 08, 2012 2:57 pm
Forum: Game Development
Topic: std::cout wapper
Replies: 9
Views: 4360

Re: std::cout wapper

While dandymcgee's reasons are perfectly valid, I would try to avoid fiddling with std::cout as much as possible. Here's a class I wrote a while ago for doing C++-style logging with time stamps and the option to stream to std::cout as well: https://gist.github.com/4241898. It's used like this: Log d...
by Nokurn
Mon Aug 20, 2012 12:31 pm
Forum: Programming Discussion
Topic: OpenGL Failure
Replies: 11
Views: 4055

Re: OpenGL Failure

Don't call glLoadIdentity after glOrtho while you're still using the projection matrix. You're overwriting your orthographic projection matrix with the identity matrix. Call glLoadIdentity before glOrtho to avoid mixing ortho with the old projection matrix.
by Nokurn
Sun Aug 19, 2012 2:54 pm
Forum: Programming Discussion
Topic: C++ Template DataTable Class Need Feedback
Replies: 12
Views: 4922

Re: C++ Template DataTable Class Need Feedback

This class will not work the way you expect it to. You claim that it's an efficient way of handling data (misuse of the word efficient --you meant easy-to-use) because you can check whether values/labels exist. Your code code not check whether values/labels exist, it checks if they evaluate to true....
by Nokurn
Sat Aug 18, 2012 8:37 pm
Forum: Programming Discussion
Topic: C++ SDL Colour Keying Tutorial
Replies: 3
Views: 1883

Re: C++ SDL Colour Keying Tutorial

dandymcgee wrote:Great tutorial. It's worth noting that for more advanced applications one should look into alpha blending. ;)
This. The biggest drawback of color keying is that you can't antialias your images.
by Nokurn
Thu Aug 16, 2012 3:42 pm
Forum: Game Development
Topic: Stack of game states
Replies: 6
Views: 2741

Re: Stack of game states

I wrote a post about this very recently that you might want to take a look at.
viewtopic.php?f=13&t=7860&p=82907#p82801
It's a bit more detailed than your design, but you might find it useful.
by Nokurn
Thu Aug 16, 2012 3:41 pm
Forum: Programming Discussion
Topic: C++0x
Replies: 2
Views: 1663

Re: C++0x

I use C++11 extensively.
by Nokurn
Fri Aug 10, 2012 3:37 am
Forum: Game Development
Topic: Few problems :)
Replies: 17
Views: 6558

Re: Few problems :)

Found another problem. When I am drawing some moving SDL_Surface it is tearing. Well part of that surface stays and another part goes on. I use SDL_image to load pictures. SDL_Init(SDL_INIT_EVERYTHING); SDL_SetVideoMode(w,h,bpp,SDL_HWSURFACE|SDL_DOUBLEBUF); and in draw fuction i use SDL_Flip(screen...
by Nokurn
Fri Aug 10, 2012 1:04 am
Forum: Programming Discussion
Topic: Project directory structure
Replies: 1
Views: 1195

Re: Project directory structure

For me, it depends on the project. I use a different structure for Nam than I use for my internal projects, and I don't always use the same structure for all of my internal projects. The game that I am currently working on uses a structure like this: Assets/ Sources for asset files (psd, ai, blend, ...
by Nokurn
Fri Aug 10, 2012 12:45 am
Forum: Game Development
Topic: Few problems :)
Replies: 17
Views: 6558

Re: Few problems :)

I've spent a lot of time thinking about how to do state management in a flexible, generalized way. My current state system is (obviously) the best solution I've come up with so far, and I am fairly pleased with it. Each State is separated out into its own class (MainMenuState, PlayState, PauseMenuSt...
by Nokurn
Mon Aug 06, 2012 1:13 am
Forum: Current Events and Science/Technology
Topic: Curiosity Lands on Mars
Replies: 4
Views: 8263

Curiosity Lands on Mars

And more importantly, it isn't broken.

Article by LA Times
Mars Science Laboratory at NASA
Curiosity on Twitter

It was really cool watching the landing live. Everyone at JPL Mission Control was going insane. I get the feeling that many life-long dreams were fulfilled today.
by Nokurn
Fri Aug 03, 2012 6:27 pm
Forum: Programming Discussion
Topic: Increase x to y withing w milliseconds
Replies: 6
Views: 2926

Re: Increase x to y withing w milliseconds

A common approach I've seen to doing something like this (which is also the approach I use) is to have a position and a velocity (and usually an acceleration as well, for smooth movement): float x, y; // position float vx, vy; // velocity [units / sec] Calculate the velocity to move from <x,y> to <x...