Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!

1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


Member Since 17 Jan 2010
Offline Last Active Yesterday, 08:36 AM

#5221487 Visual Novel Mechanics in Unreal Engine

Posted by DoctorGlow on 05 April 2015 - 11:04 AM

Since you already using EU4, I would use Blueprints to at least a prototype. It seems that your project would fit well in BP and they are pretty powerful and you can do a lot. For any harder problems or performance issues, you can always step into C++.

#5219772 Safe Property System

Posted by DoctorGlow on 27 March 2015 - 10:24 PM

My approach lately has been to use google proto buffers for saving and loading to and from disk, and then actually create sqlite db in memory to represent that data during run time, and rest of the system then deals only with that database. By using sqlite for data representation, it gave me quite bit of flexibility and it seems easier to deal with changes. In most case it usually only required small adjustment to query as the needs grew or changed. The actual conversion to and from proto buffers is contain only in one file. And to top it off, by using sqlite (mostly as intermediate format here), it allowed me to add more verification and validation by using sqlite language, like constraints, triggers, etc, so data become even more validate with almost no work on my end.

#5219465 Win 7 crash without error message

Posted by DoctorGlow on 26 March 2015 - 04:23 PM

What about trying to log to a file and at various locations and bits of your program, it may generate large file. Other option is to build with pdb file even in release and then run it under debugger or attach debugger and hopefully when it crashes you may get "decent" stack.

#5207574 Profiling tools

Posted by DoctorGlow on 29 January 2015 - 06:36 PM

Sleepy possibly?


#5190204 How do you transform objects to screen?

Posted by DoctorGlow on 30 October 2014 - 02:18 PM


Best way is to forget all the transforms and provide vertex position coordinates in projection space - that is, in range [-1.0, -1.0, 0.0, 1.0] to [1.0,1.0, 1.0, 1.0].

i think i can make that work by making a separate shader that does not have any world transforms, but i am re-using the same shader for many things, how can i set a world matrix to have no effect when it is used?


Identity matrix (http://en.wikipedia.org/wiki/Identity_matrix).

#5172310 Visual Programming

Posted by DoctorGlow on 08 August 2014 - 10:20 AM

I think true tests for this would be to "eat your own dog food". IOW, try to make a game with this and see how well it works out, and I mean something more complicated, rather then simple pong or Tic-Tac-Toe. This should give you good insight into your project/library, how well it works, how much changes, custom code you had to do, etc. Once you finish, you can try another different game and then you end up with cool and useful samples code for your perspective customers.

#5172124 Debugging a system hang (entire OS freezes)

Posted by DoctorGlow on 07 August 2014 - 02:57 PM

I would try to log as much as I could to a file (flush it out or close the file after each write). Then when it hangs, reboot, and look over the log file. This may give you at least approximate area where it hags.

#5157097 Creating a code editor/IDE

Posted by DoctorGlow on 30 May 2014 - 10:48 PM

Did you find this: http://www.scintilla.org/ScintillaDoc.html#Autocompletion

#5156502 Why is Array highlighted in blue (Visual Studio 2007)

Posted by DoctorGlow on 28 May 2014 - 10:10 AM

It does not exist, maybe you meant 2005 or 2008 (http://en.wikipedia.org/wiki/Microsoft_Visual_Studio). And it's 2014 dry.png

#5137907 Need help embedding python script in c++

Posted by DoctorGlow on 10 March 2014 - 02:21 PM

Probably not a help with your current problem, but I have used boost python on several occasions embedding in different professional engines and always had good experience. Of course YMMV.

#5106046 cache friendly lock free concept?

Posted by DoctorGlow on 31 October 2013 - 02:22 PM

I mark lockstate as violatile, which ensures it is usable for memory locking in this example.


This is wrong assumption. From many links about, I picked one, http://en.wikipedia.org/wiki/Volatile_variable



Operations on volatile variables are not atomic, nor do they establish a proper happens-before relationship for threading. This is according to the relevant standards (C, C++, POSIX, WIN32),[2] and this is the matter of fact for the vast majority of current implementations. Thus, the usage of volatile keyword as a portable synchronization mechanism is discouraged by many C/C++ groups.[3][4][5]

#4972305 Using New and Delete in inherited classes and stored pointers to the new object

Posted by DoctorGlow on 22 August 2012 - 12:38 PM

[source lang="cpp"]Entity::EntityList[i]->OnCleanup();if(Entity::EntityList[i]->Type == ENTITY_TYPE_BULLET_PLAYER){ delete Entity::EntityList[i];}[/source]

Just to clarify here.
when you call OnCleanup() method, you said that you are doing this in it: delete this. This will delete that instance of an object which in your case is object at Entity::EntityList[i], but after that you are trying to access member variable with this line:
[source lang="cpp"]Entity::EntityList[i]->Type[/source]
and then you end-up deleting that object
[source lang="cpp"]delete Entity::EntityList[i];[/source]
which was already deleted by using delete this, hence you will get undefined behavior here.

If you goggle delete this you will find allot of resources and explanations. Here is a first one to get you started: http://www.parashift...elete-this.html

#4972207 Using New and Delete in inherited classes and stored pointers to the new object

Posted by DoctorGlow on 22 August 2012 - 08:30 AM

If I understand correctly, the Entity was deleted by using delete this inside OnCleanup() method, but have you removed that pointer from the list Entity::EntityList? If you did not, then you have what is called dangling pointer. It underscores what SiCrane was saying about using smart pointer to manage memory and life time of objects.


#4970662 Embedded Help!

Posted by DoctorGlow on 17 August 2012 - 02:30 PM

And yes it is the board's fault, I suggest before being condescending you just help out and not assume. Thank you.

Then why code snippet from ReaperSMS has spaces and it looks readable?

#4956004 C++ not initilizing

Posted by DoctorGlow on 05 July 2012 - 09:20 AM

Look up http://en.wikipedia....ard_declaration (Forward declaration)