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Member Since 02 May 2006
Offline Last Active Today, 10:36 AM

#5171440 Where should I start? (2D Game Programming)

Posted by on 04 August 2014 - 11:17 AM

I get these errors in the Error list:

    1    IntelliSense: cannot open source file "boost/variant.hpp"    c:\Program Files\MySQL\Connector C++ 1.1.3\include\cppconn\connection.h    31    1    MySQL
    2    IntelliSense: name followed by '::' must be a class or namespace name    c:\Program Files\MySQL\Connector C++ 1.1.3\include\cppconn\connection.h    41    9    MySQL
    3    IntelliSense: expected an identifier    c:\Program Files\MySQL\Connector C++ 1.1.3\include\cppconn\connection.h    41    24    MySQL
    4    IntelliSense: identifier "ConnectPropertyVal" is undefined    c:\Program Files\MySQL\Connector C++ 1.1.3\include\cppconn\connection.h    43    35    MySQL
    5    IntelliSense: cannot open source file "boost/shared_ptr.hpp"    c:\Program Files\MySQL\Connector C++ 1.1.3\include\mysql_connection.h    31    1    MySQL
    6    IntelliSense: cannot open source file "boost/scoped_ptr.hpp"    c:\Program Files\MySQL\Connector C++ 1.1.3\include\mysql_connection.h    32    1    MySQL
    7    IntelliSense: cannot open source file "boost/scoped_ptr.hpp"    c:\Program Files\MySQL\Connector C++ 1.1.3\include\mysql_driver.h    30    1    MySQL
    8    IntelliSense: class "sql::mysql::MySQL_Driver" has no member "get_mysql_driver_instance"    c:\Users\Jeremy\Dropbox\C++\Projects\My


You really should start reading documentations and practice gogle fu. If you would ask google about "IntelliSense:" errors you would be know that they are not the real errors. Do you try to compile your program? If yes, are there any compile/linker errors? If yes, I guess that "cannot open source file "boost/variant.hpp" ; solution: you should give visual the path to the boost library.

#5149906 Fast GUID generator

Posted by on 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"

#5149495 Fast GUID generator

Posted by on 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.