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Member Since 02 May 2006
Offline Last Active Yesterday, 10:59 PM

Posts I've Made

In Topic: Fast GUID generator

27 April 2014 - 11:56 AM

I thought about that, but object names aren't guaranteed to be unique. It's possible for two guns that have children named "foregrip" or "clip" for example. I ended up settling on patching local IDs based on an offset from the root of the hierarchy. That way my local ID links are still meaningful as long as I know the ID of the hierarchy's root.


You can hash the whole hierarchy string eg.

prefab: "starship/wing/leftgun"

object: "starship 1/wing/leftgun", "starship 2/wing/leftgun", "starship 3/wing/leftgun"

In Topic: Fast GUID generator

25 April 2014 - 04:29 PM

Did you thought about hash of objects name? In all games I work on, we are using names hash for distinguish objects.

Names can be automatic eg. prefab name "sword", objects names: "sword 1", "sword 2" itd.

In Topic: Audio/Video Playback . . .

24 March 2011 - 01:27 PM

XAudio2 for both win and xbox.

In Topic: Using MVC design pattern

17 February 2010 - 07:35 AM

You can use SelectedModel model which keeps your selected model, and has its own view (eg. box to indicate selected object if it is visual view)

In Topic: std::vector wierdness (UPDATE: now about memory not freeing)

31 January 2009 - 04:43 AM

It's normal, vector has never free memory. Method size() return number of elements in vector not size of it's storage. Look at method capacity()(Returns the maximum possible number of elements without reallocation) and resize to understand vector usage.