What? Who ever said that C++ was the supreme leader of programming? Perl can freaking OWN C++ at many things (but yes C++ generally pwnz perl).
Yes, show me how Perl can OWN C++. If perl were so powerful in game developement, it would be more widely used (I've never heard of using perl in with c++ for game dev). Show me examples foo.
BTW Arce, what were you talking about? An interpreter?
Small girl at the harbor wrote:Look Brandon, that crab's got ham!
Obviously, the break has been over for a while. What should I be doing? I've been perling my ass off though. The day after tomorrow, I'll show you guys my results.
I don't know what to be working on for NEStix. I was thinking that once the level editor was done, we'd make one level. Then, we'd go through the level. If we see "hrm... Mario doesn't die when he falls off cliffs yet", we make him die. If we see "Umm... There needs to be a goomba here or somethign", we make goombas.
I don't know what order to be doing things right now. I was just thinking having an actual level will show us what needs to be done.
See thats the problem. If we want this to really be succesful, we HAVE to design almost everything before we start programming. Thats what the big guys do. But since we aren't working that way, we'll end up blindly programming stuff for the game that will either have to be accepted and possibly not wanted, or thrown out all together (waste of the little time we have).
Small girl at the harbor wrote:Look Brandon, that crab's got ham!
1) It's obvious that we're going to be using lots of linked lists here. I should make a generic linked list creater/updater or have 2 functions for every list?
2) What if I want something to belong to a belong to a class, but I don't really want every instance of it to have that variable. Like the base stats for goombas. I don't want their base stats to be reallocated into memory for every goomba, I'd like for them all to use one base stats. Any other way besides just using standard global variables?
GyroVorbis wrote:I've got a couple of things on my mind.
1) It's obvious that we're going to be using lots of linked lists here. I should make a generic linked list creater/updater or have 2 functions for every list?
vectors == linked lists
GyroVorbis wrote:2) What if I want something to belong to a belong to a class, but I don't really want every instance of it to have that variable. Like the base stats for goombas. I don't want their base stats to be reallocated into memory for every goomba, I'd like for them all to use one base stats. Any other way besides just using standard global variables?
void initialize() { //iow, only run once
GoombaBase GB = new GoombaBase; //error check for free mem
Goomba newGoomba;
for (i = 0;i < mapData.totalGoombas();++i) {
newGoomba = NULL;
newGoomba = new Goomba; //error check for free mem
newGoomba->setMaster(GB);
GB->addGoomba(newGoomba);
}
}
I realized the moment I fell into the fissure that the book would not be destroyed as I had planned.
At least unless GyroVorbis feels like installing a complete cygwin + newest KOS development version and do everything through a DOS console and text editor.