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Waaayoff

Member Since 11 Sep 2009
Offline Last Active Dec 17 2014 11:04 AM

Topics I've Started

Parameter/Value lists when values can have different types?

19 July 2014 - 06:01 AM

Right now in my editor i have a map of parameters that the user can set. A parameter is a simple structure containing the data type and a void* pointing to the data. I inherit different types from it like FloatParam, VectorParam, etc..

 

When i need to set/retrieve the data, i always have to cast it. What would be a better way of doing this?

 

 

Another way that i can think of is to just hardcode all the parameters as class members and i would have a setParam function that consists of a giant switch statement to set the (cast) value to the correct class member


Using same graphics framework across different projects?

27 April 2014 - 10:50 AM

I want to make games but i also like doing the graphics stuff myself. Over time i wrote a small graphics engine that i continuously add new features to. Up till now I've been copy/pasting the engine code between projects but I want to have the graphics code in just one place and use it across different projects. I also want to keep adding new features to the engine such that the changes affect the engine code in all projects.

 

How can i do this?


How hard is it to get a programming job as an energy engineer?

13 December 2013 - 05:47 AM

I'm currently doing my bachelor's in energy engineering. I'm doing pretty good (2nd in my class) but i just don't like it. I have 3+ years of programming experience but i haven't finished any projects, which is obviously stupid of me. If i do build a portfolio, how hard is it to get into professional game programming without a degree in CS?

 

I think my problem is doubled by the fact that i live in Jordan where the game industry is nonexistent, making it very difficult to obtain the work experience i presume is needed for a work permit in another country.

 

Thoughts?


Storing value across two texture channels?

30 October 2013 - 01:13 PM

I want to have an R8G8B8A8 texture where 2 channels hold IDs and i want the last 2 channels to hold a weight. How do i do that? 


When the class name is the same as its instance...

25 October 2013 - 11:10 AM

I run into this problem a lot. Sometimes a class's name is very simple. Like Renderer, Terrain, Brush, etc... Now you want to have an instance of that. What makes it harder for me is that i use upper camel case for members!

 

Suggestions?


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