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Member Since 12 Mar 2007
Offline Last Active Feb 16 2013 11:32 AM

Posts I've Made

In Topic: OOP with vectors

16 February 2013 - 01:53 AM

Thanks for the input.  


The base entity class is further inherited to become the various objects my world interacts with, and i have various bools set to say wether an object is interactive, or active at all, i had thought that it would be ok to make a for() loop and cycle through the entities and only apply the logic based on the individual objects relevance to the currently running instance of the class, but i'm guessing what you're suggesting is i have some kind of external class that governs logic and sweeps through my vector and applies logic externally, instead of the entities being in control of their own logic?


I am new at game internal design, this is a design i thought would be ok, but i'm not married to it :)

In Topic: OpenGL, C++, Scaling a texture within a quad.

03 January 2009 - 04:08 AM

Original post by swiftcoder
Original post by Gravious
I can offset the texture within the quad, but the problem is, the texture is scaled to fit inside the quad, showing the whole sprite sheet, how to i keep it from doing that?
Scale your texture coordinates. Typically one uses texture coordinates in the range [0, 1], which displays the entire texture. To display only the first half of your texture, halve the range: [0, 0.5].

There we go, thats what i wanted :D thanks

In Topic: SDL_Framerate.h

22 July 2008 - 10:23 AM

Hiya :)

Found this post on Google while looking for the SDL_gfx framerate manager, and its perfect for what i was after, except I'm intrigued by c-gibson-s's comment on a motion based framerate cap, can anyone elaborate on that?


In Topic: C++, DirectX 9/10 and Vista

12 March 2007 - 01:41 PM

Ok, thanks, i think i'll stick to DX9 though :)

So is there anything special i need to do if I'm on Vista using the DX10 SDK on Visual C++ 2005 to make/run the DX9 stuff, or can i just pickup any old DX9 tutorial and build/run it without issue?