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Evolution SDK

Posted: Mon Jul 12, 2010 6:57 pm
by lotios611
I am developing a 2D SDK. The SDK consists of a reusable engine that uses SFML which draws heavily on Qt's design, and a level editor written in Qt.

Re: Dream Team SDK

Posted: Mon Jul 12, 2010 8:22 pm
by XianForce
Well uhh... would you like to expand upon that? I mean that's still a little vague...

Re: Dream Team SDK

Posted: Mon Jul 12, 2010 10:29 pm
by dandymcgee
And I aspire to be the king of England. Best of luck to both of us!

Re: Dream Team SDK

Posted: Mon Jul 12, 2010 11:35 pm
by LeonBlade
Image

Re: Dream Team SDK

Posted: Tue Jul 13, 2010 12:28 pm
by MrDeathNote
LeonBlade wrote:Image
Lol :lol:

Re: Dream Team SDK

Posted: Tue Jul 13, 2010 1:20 pm
by K-Bal
SPAM IT :nono: :nono: :nono: :nono: :nono: :nono: :nono: :nono: :nono: :nono: :nono: :nono: :nono:

Re: Dream Team SDK

Posted: Thu Jul 15, 2010 4:05 pm
by lotios611
I don't have much done yet, but you could check out the code I have at the google code page for this project.

Re: Dream Team SDK

Posted: Thu Jul 15, 2010 7:30 pm
by dandymcgee
lotios611 wrote:I don't have much done yet, but you could check out the code I have at the google code page for this project.
Glad you took our "advice" and posted SOMETHING other than "I'm making [insert seemingly random project here]". :lol:

Re: Dream Team SDK

Posted: Thu Jul 15, 2010 7:32 pm
by dejai
Unlike the others that scrape around your post looking for a laugh I think it is great that you are starting a 2D game engine it is a great learning experience. I have been writing one since February and it is around 10 thousand lines of C++ and has lua integration for scripting behaviors and xml for storing data (not ideal but works on an indie scale). Code speaks louder than words I have often not been able to articulate my intention to this crowd so I just started writing the code and it seems to turn out a lot better in the end. Screen shots usually help but when you are developing an engine and not a game, art is not really your priority. Anyway best of luck with it just be ready to write a lot of code over a long period of time. :-) Keep on coding.

Re: Dream Team SDK

Posted: Sat Jul 17, 2010 5:18 pm
by XianForce
dejai wrote:Unlike the others that scrape around your post looking for a laugh I think it is great that you are starting a 2D game engine it is a great learning experience. I have been writing one since February and it is around 10 thousand lines of C++ and has lua integration for scripting behaviors and xml for storing data (not ideal but works on an indie scale). Code speaks louder than words I have often not been able to articulate my intention to this crowd so I just started writing the code and it seems to turn out a lot better in the end. Screen shots usually help but when you are developing an engine and not a game, art is not really your priority. Anyway best of luck with it just be ready to write a lot of code over a long period of time. :-) Keep on coding.
Well yeah, I think we all wish the best of luck. But the post was just pretty vague. Really he/she just stated what tools he was utilizing, not really what he/she intended the engine to accomplish, or any other information really. I love seeing the progress of everyone's engines/games, and I just want more information on this project haha.

Re: Dream Team SDK

Posted: Thu Jul 22, 2010 9:02 am
by lotios611
I've decided to switch to SFML to decrease the amount of code I have to write. Also, "It's a boy!" was said at my birth.

Re: Dream Team SDK

Posted: Thu Jul 22, 2010 9:58 am
by XianForce
lotios611 wrote:I've decided to switch to SFML to decrease the amount of code I have to write. Also, "It's a boy!" was said at my birth.
Haha alright xD. I just don't want to make an assumption, and offend anyone haha

Re: Dream Team SDK

Posted: Fri Jul 23, 2010 1:12 pm
by lotios611
I'm having troubles with some code. I'm trying to implement a dynamic 2D vector class. I've been working on it for the past weeks, and nothing I've tried worked. I don't mind using pointers if It'll be easier that way.

Here's the code:

Code: Select all

#ifndef DYNAMIC_ARRAY_2D_H
#define DYNAMIC_ARRAY_2D_H

#include <vector>

template <class T>
class DynamicArray2D
{
public:
	DynamicArray2D() : numberOfRows(0), numberOfColumns(0)
	{
	}
	T& operator()(int row, int column)
	{
		if (numberOfRows < row)
		{
			numberOfRows = row;
			data.resize(numberOfRows);
		}
		if (numberOfColumns < column)
		{
			numberOfColumns = column;
 			data[numberOfRows].resize(numberOfColumns);
		}
		return data[row][column];
	}
	T operator()(int row, int column) const
	{	
		if (numberOfRows < row)
		{
			numberOfRows = row;
			data.resize(numberOfRows);
		}
		if (numberOfColumns < column)
		{
			numberOfColumns = column;
			data[numberOfRows].resize(numberOfColumns);
		}
		return data[row][column];
	}
private:
	int numberOfRows;
	int numberOfColumns;
	std::vector<std::vector<T> > data;
};

#endif

Re: Dream Team SDK

Posted: Fri Jul 23, 2010 3:06 pm
by Ginto8
lotios611 wrote:I'm having troubles with some code. I'm trying to implement a dynamic 2D vector class. I've been working on it for the past weeks, and nothing I've tried worked. I don't mind using pointers if It'll be easier that way.

Here's the code:

Code: Select all

[/quote]
ok first thing I noticed is that you're just encapsulating a vector<vector<T> >. Not a bad thing, but it also means you don't need to hold the width and height (if you're doing it in a [y,x] access style, which is how it usually is, the height is v.size() and the width is v[0].size()). Also, when you resize the width you have to resize EVERY vector in the vector<vector<T> > while for height you only have to resize the main one. I'm not really in the mood to write any c++ code atm, but I hope I gave you the idea.  ;)

Re: Dream Team SDK

Posted: Fri Jul 23, 2010 3:15 pm
by XianForce
Dang beat me to it Ginto xD.