it's still nice to use certain aspects of it, especially with matrices and vectors
passing pointers around is also something i like less and less, since its so easy to pass references around
its just better code, with no effort
nice demo though
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Posted by Kaptein
on 05 May 2013 - 11:57 AM
Posted by Kaptein
on 19 April 2013 - 03:19 PM
Posted by Kaptein
on 18 April 2013 - 06:02 AM
Posted by Kaptein
on 13 December 2012 - 05:45 AM
Posted by Kaptein
on 10 December 2012 - 12:22 AM
Posted by Kaptein
on 09 December 2012 - 08:47 AM
Posted by Kaptein
on 06 December 2012 - 03:11 PM
Posted by Kaptein
on 05 December 2012 - 03:37 PM
Posted by Kaptein
on 04 December 2012 - 07:03 AM
Posted by Kaptein
on 27 November 2012 - 11:11 AM
Seeing you come from XNA I think you will feel more at home with DX11. That being said there is no reason to switch away from VS for OpenGL development just switch to C++ or use OpenTK in which case you can even stick with C#.
I've thought about it, but if I want to create a game for non-desktop platforms, C++ is more applicable . Also, I think that C++ is somewhat of industrial standard when it comes to game development, so with that in mind, I think it is better to use C++ than C#
Posted by Kaptein
on 25 November 2012 - 04:10 PM
Posted by Kaptein
on 23 November 2012 - 06:37 AM
if (_localtime - _lasttime(0) > timing_max_difference) _lasttime(0) = _localtime - timing_max_difference time_d_factor = 1.0 + (_localtime - (_lasttime(0) + movement_scale)) / movement_scale _lasttime(0) = _localtimenow you can just multiply everything (including floating point counters) with time_d_factor
Posted by Kaptein
on 21 November 2012 - 05:42 PM
Posted by Kaptein
on 20 November 2012 - 05:32 PM
Programming is not more important than design..
Posted by Kaptein
on 15 November 2012 - 09:17 AM