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Artur Corrêa

Member Since 02 May 2008
Offline Last Active Feb 20 2014 06:04 AM
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Posts I've Made

In Topic: Building a GUI system ( Maybe from scratch)

11 February 2014 - 06:32 AM

Thanks for the answers people
 
DTR666 , Mixing two approaches. Nice sugestion,  I have considered  something a bit different: Using approach 2 for the most complex elements, like text, those would be rasterized on a proper texture. The others could use approach 1. 
 
Seam, Thanks. I will do some research about Chromium Embbeded Framework. 
 
Vilem, Thanks for the advice, You are right. I think I will not create or use a language for describing the GUI. I think I will do it programmatically, with C++ interfaces and objects. But It will for sure have the degree of  complexity you sugest. 

In Topic: Correct Input handling algorithm in game

14 May 2013 - 06:50 PM

I had this problem before. The solutin was a table.
On the API I was using at the time, keyboard input was made calling a device update method and than checking if a key is active by its code . for instance Readkey('a') would return true if a is active.

I made a wrapper for this API. Inside this class was a table that associates standard keys ( like up for walk and space for jump) with user defined keys. The class had a readkey(method) that receives a standard key and returns the status of the mapped user defined key, by calling the API method.

So, in my game code, I ever check the status of standar keys leting the translation work for the wrapper.

In Topic: Skeletal animation - blender & opengl

05 March 2012 - 06:54 PM

To import your model in order to read it in c++, you can use assimp.
http://assimp.sourceforge.net/.

In Topic: Skeletal animation - blender & opengl

05 March 2012 - 06:53 PM

To import your model in order to read it in c++, you can use assimp.
http://assimp.sourceforge.net/.




In Topic: Would this be a good way to handle terrain transitions

27 February 2012 - 06:03 PM

Well...

May be you should send the textures with a lower resolution during the fade...

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