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| Some recent topics started on our forums | |
| How to avoid enum types. | Ok first let me explain the current system I have.I have a base Entity class in my game and other game objects derive from this class.Pretty standart stuff.The entity class has a pure virtual method called getType() every class that inherits from Ent... |
| Posted November 22, 2009 12:00:20 AM | |
| Dark Age Version 0.4.869 Released! | Released version 0.4.869 for Dark Age.Dark Age is a 3d roleplaying game you can get more information from the website. I need help with character models and animations so if you think you can help just drop a message or send an email. Download... |
| Posted November 15, 2009 1:58:13 PM | |
| for_each on class member | So I have a vector which holds shared_ptrs the objects are derived from a base GUIElement class,I tried to use for_each to call a render method of the renderer on the objects but Im getting a compile error.Here is the code std::vector<boos... |
| Posted October 24, 2009 10:55:28 PM | |
| Tessellation Video | video I really liked how surfaces are detailed.Its a bit overused on the ground which looks too rough but other than that it looks pretty nice.Lets hope it makes its way into games [smile] What do you think? |
| Posted October 23, 2009 10:37:10 AM | |
| Text file contents with C++ | I need to read a text file(GLSL shader) and pass it to glCompileShader but my current file reading method doesn't work as it returns a std::string.And all my attempts of converting it to a char array failed.It usually doesn't read new lines and doesn... |
| Posted September 22, 2009 9:12:38 PM | |
| Skip a pass of a technique. | Hey, Is it possible to skip the second pass of a technique based on a bool flag? Here is a small example : .. bool someFlag; // setable from app code .. .. technique fooTech { pass P0 { VertexShader = compile vs_2_0 myVerte... |
| Posted September 21, 2009 8:27:07 PM | |
| Fullscreen toggling and taskbar | I have some code that switches between fullscreen and windowed mode.It basically changes the window style.Here is the code that makes the window go fullscreen: //NOte: ChangeDisplaySettings is called before this point with a supported setti... |
| Posted September 20, 2009 1:23:14 AM | |
| OpenGL 3.2 on 8600M GS | Hey, After the releases of 3.0,3.1 and 3.2 I decided to play around with GL again.At the moment I don't have a desktop computer so I'm stuck with a acer notebook with geforce 8600m gs card.The driver from acers site is from 2007 and the latest beta... |
| Posted September 11, 2009 8:47:49 PM | |
| Need new Keyboard | Hi folks,I need to buy a keyboard with a large L shaped enter key and six buttons lined up as insert,home,page up in first row and delete,end,page down on second row.I dont need any funky function keys,I just need it to be comfortable.Where can... |
| Posted September 2, 2009 1:26:38 PM | |
| HLSL instruction count | I have piece of HLSL code and it works when compiled against shader model 2.0.When it I try compiling it for 1.1-1.4 it doesnt compile.Is there anyway to check the reason of this? How can I know if it is exceeding a limit of the shader model like ins... |
| Posted August 31, 2009 8:13:19 PM | |
| View All Topics Started By This User | |
| Some recent replies made on our forums | |
| peekmessage, mouse messages not received | What language is this? := reminds of Pascal. Anyway what happens when there are no messages? Is the PeekMessage inside a loop?And how does your WndProc look like? |
| Posted November 20, 2009 2:27:20 PM | |
| dynamic cast help | Is there anything else other than a virtual destructor for it to be a legal polymorphic base? Is this a legal polymorphic base? class bClass { virtual ~bClass(); }; class dClass : public bClass { }; bClass* b = new dClass; dClass* d... |
| Posted November 20, 2009 12:20:41 PM | |
| dynamic cast help | Now ? [smile] bClass* b = new dClass; dClass* d = dynamic_cast<dClass*>(b); if(d) { //d is derived from b } |
| Posted November 20, 2009 11:44:06 AM | |
| dynamic cast help | Shouldn't it be like this : bClass* b = new dClass; dClass* d = dynamic_cast<dClass>(b); if(d) { //d is derived from b } |
| Posted November 20, 2009 11:33:29 AM | |
| Dark Age Version 0.4.869 Released! | Yea probably.I had to use the documents folder because when I used the programfiles folder for the userPrefs.ini and the game is not in administrator mode you can't write to program files.So the save games and config files are under documents darkage... |
| Posted November 18, 2009 5:18:51 PM | |
| How would you construct a boost::shared_ptr. Assign regular pointer with boost::shar | get() method of shared_ptr gives you the raw pointer. |
| Posted November 18, 2009 4:32:38 PM | |
| Dark Age Version 0.4.869 Released! | Ok the userPrefs.ini should be inside the games folder, but it should be copied by the game to you documents folder under USER/Documents/Dark Age/userPrefs.ini Can you check if it exists?You can copy it manually from the game folder. |
| Posted November 18, 2009 4:20:23 PM | |
| Best way to return a Class object that is created inside a function also needs... | 1)Yes you can 2)It is one way,but know what is going on.You are creating a new instance in the function body which is local to that function.When returning it from the function it gets copied back and the local object is destroyed.Then it... |
| Posted November 18, 2009 1:46:11 PM | |
| Dark Age Version 0.4.869 Released! | Yea I am planning to add tons of quests in and around the city.There will some related to the mountain you climbed and also in a forest east of Karatin.They are planned out and written on my design notebook :) but not implemented yet. |
| Posted November 17, 2009 6:52:34 PM | |
| Correct use of Boost::Function? Define a function after the fact.... | Well you can try to do it with templates.As far as I know boost::bind is templated too.Why do you want to hide boost::bind?It is a part of the new C++ standard you know. |
| Posted November 17, 2009 3:29:30 PM | |
| View All Replies Made By This User | |