Search found 387 matches
- Thu Nov 01, 2012 9:17 pm
- Forum: Game Development
- Topic: My Thread
- Replies: 6
- Views: 2477
Re: My Thread
There isn't a course in college that will teach you how to make games. However, almost every single one will arm you with tools necessary to tackle the problems inherent in game development. That said, I would try to challenge yourself. I would say, sure...make Pong, or some simple game. Here you wi...
- Thu Nov 01, 2012 11:01 am
- Forum: Game Development
- Topic: My Thread
- Replies: 6
- Views: 2477
Re: My Thread
Definitely pay attention in Data Structures/Algorithms. It will form the basis of virtually every single thing you do in game development. Your knowledge of language is of secondary importance. Making a "whole game" now is fairly complex to the point that you might want to specialize in so...
- Mon Oct 01, 2012 10:16 pm
- Forum: Programming Discussion
- Topic: How to store unit data
- Replies: 9
- Views: 5012
Re: How to store unit data
SFML is likely grabbing them directly from system calls. In this case they will always be screen relative. EX: In Win32, you might use "GetCursorPos", it does not take a HWND (window handle) parameter. How would it know to which window the cursor is relative to?? Point being, except global...
- Wed Sep 19, 2012 12:14 pm
- Forum: Current Events and Science/Technology
- Topic: The politics of Software Engineering
- Replies: 4
- Views: 8437
Re: The politics of Software Engineering
FAR more liberal.
- Fri Sep 07, 2012 11:57 pm
- Forum: General/Off-Topic
- Topic: Professors who know everything
- Replies: 1
- Views: 2137
Re: Professors who know everything
2 years is not very long.
Where do you work and what is your job title?
Where do you work and what is your job title?
- Mon Aug 27, 2012 12:04 pm
- Forum: Programming Discussion
- Topic: C++ Template DataTable Class Need Feedback
- Replies: 12
- Views: 4925
Re: C++ Template DataTable Class Need Feedback
Who in the HELL ever said that?!Debugging is twice as hard as writing the code in the first place. Therefore, if you write the code as cleverly as possible, you are, by definition, not smart enough to debug it.
- Sun Aug 26, 2012 1:46 am
- Forum: Programming Discussion
- Topic: OpenGL Failure
- Replies: 11
- Views: 4055
Re: OpenGL Failure
Poor render state or bad calls between a begin/end pair. Check for errors thrown by the GL. You don't know that its not rendering, but you do know it's not doing what you want. There's a big difference. Deprecation is possible, but I've yet to see a driver enforce it...
- Sat Aug 25, 2012 6:15 pm
- Forum: Programming Discussion
- Topic: OpenGL Failure
- Replies: 11
- Views: 4055
Re: OpenGL Failure
What is it you're trying to do?
Help us help you. I just see a picture of a red square on a black canvas. For all I know you want tons of red squares everywhere, maybe one big red square covering the whole screen, perhaps just a black screen.
No clue what it is you're doing here.
Help us help you. I just see a picture of a red square on a black canvas. For all I know you want tons of red squares everywhere, maybe one big red square covering the whole screen, perhaps just a black screen.
No clue what it is you're doing here.
- Sat Aug 25, 2012 2:27 pm
- Forum: Programming Discussion
- Topic: OpenGL Failure
- Replies: 11
- Views: 4055
Re: OpenGL Failure
Your state management looks absolutely atrocious. You have LoadIdentity's and PushMatrix's all over the place and in non-sensical places. I have no idea what you're trying to do, what it's supposed to do, or what other varieties of jacked up states you've got going on there from other places. .....b...
- Wed Aug 22, 2012 11:29 am
- Forum: Programming Discussion
- Topic: OpenGL/TK Texture Animation Problems
- Replies: 1
- Views: 1329
Re: OpenGL/TK Texture Animation Problems
Your texture selection is frame limited, if the primitive rendering isn't limited by that EXACT same limiter, then you can run into this problem. Where your primitives are coming down the pipeline willy nilly, but your texture selection is inconsistently limited. From what I can see, your limiter lo...
- Mon Aug 20, 2012 3:07 pm
- Forum: Programming Discussion
- Topic: C++ Small Advanced Project Ideas
- Replies: 5
- Views: 3054
Re: C++ Small Advanced Project Ideas
Game programming is full of very complex problems in every specialization. It might help if you specialize in an area that you're genuinely interested in. When you run into road blocks (which you will), your interest should be enough to keep you going. If you're not interested, you're more likely to...
- Mon Aug 20, 2012 2:42 pm
- Forum: General/Off-Topic
- Topic: What influenced you to become a geek/nerd?
- Replies: 20
- Views: 6525
Re: What influenced you to become a geek/nerd?
^ this code is bad. :]
- Fri Aug 17, 2012 1:08 pm
- Forum: Programming Discussion
- Topic: [Solved] OpenTK Static VBO Help
- Replies: 7
- Views: 3415
Re: OpenTK Static VBO Help
Try not to think of it as "I need a position buffer, a normal buffer, a texture buffer, etc..." Back in the day we had static "vertex formats", which helps sortof bridge the gap. It used to be that you could not specify custom vertex formats. Now that you can, it's important to r...
- Fri Aug 17, 2012 1:05 pm
- Forum: Programming Discussion
- Topic: [Solved] OpenTK Static VBO Help
- Replies: 7
- Views: 3415
Re: OpenTK Static VBO Help
I'm not sure how OpenTK is organized, but it looks like this SHOULDN'T work. Essentially with a simple C implementation, the buffers are never bound at the SAME time. This is required for rendering. Because what would happen here is that the texture buffer would kick the vertex buffer out. You need ...
- Thu Aug 16, 2012 10:16 am
- Forum: Programming Discussion
- Topic: [Solved] OpenTK Static VBO Help
- Replies: 7
- Views: 3415
Re: OpenTK Static VBO Help
Did you just take bits and pieces from the tutorial they gave you so that you wouldn't have to deal w/ interleaved arrays? The code above is pretty incomplete. Remember that when you bind an object as ElementArrayBuffer, it remains current until kicked out by binding a different handle to ElementArr...