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mk1x86

Member Since 16 May 2007
Offline Last Active Jun 02 2014 04:35 PM

#5083851 External functions?

Posted by mk1x86 on 07 August 2013 - 06:31 AM

As the previous poster already stated, you're looking for an embedded scripting language. To use it you need to bind portions of your game to the scripting engine. To get started, take a look at these two scripting languages:

The latter has its own subforum here on gamedev and it's fairly easy to bind C(++) functions to it.

 

I don't recommend you to write your own parser/lexer, as you need quite some knowledge to do that and it seems you're a beginner.




#5056645 Particle parameter interpolation strategies

Posted by mk1x86 on 25 April 2013 - 08:16 AM

Usually a third degree polynomial is sufficient. You can edit it by changing the tangents of the start and end point. Then there's (B-)splines obviously, but that requires a fair amount of calculation time. You can also take a look at Lagrange interpolation.

 

The best thing you can do is to write an editor that allows different interpolation types for pieces of your timeline.




#5021734 about "delete" and "delete []"

Posted by mk1x86 on 15 January 2013 - 03:13 AM

The only difference between delete and delete[] is, that in the latter case the object destructor isn't called for the pointer address only but all subsequent "positions" in the array until the end of the memory block is reached. In theory it should be save to always call delete[] since the memory block would have only sizeof(object). But it's better to follow the rules to ensure compiler compability. You should also consider using dynamic arrays like std::vector which does the gritty things for you.




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