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Member Since 24 Oct 2010
Offline Last Active Jan 28 2015 11:38 AM

#5204240 A good engine for a space game?

Posted by EddieV223 on 14 January 2015 - 11:21 AM

Low level graphics apis almost always use floats in their calculations anyways due to shaders. There maybe a way to do it with double in shader but it doesn't matter.

You can use Unity and in your scripts use doubles to track the data, then convert to float and send unity that data. I've done this with a gravity simulator. In this way your calculations are double accurate, but then you just send the renderer the float approximation.

#5165696 c++ help

Posted by EddieV223 on 08 July 2014 - 06:05 PM


I'll explain.
Upvote for Seinfield.


Sometimes it's best to lead the student without simply giving the answers.


And no I didn't down vote you.

#5165599 c++ help

Posted by EddieV223 on 08 July 2014 - 11:57 AM

Of course it is possible though text processing can be difficult.   The simplest way to do this is a text in stream.  These classes have very similar syntax to your console streams.




Then you need to come up with a format.


Here is an example



Beer 12 pack




Beef Jerky




As you can see there is a repeating format here.  Every data field has it's own line ( the delimiter ).  Each product has its string name, and its price.


When you parse this you can create a vector of products ( think Products class or struct ) to hold your data.


Bonus points, give each product a uniqueID ( not a string ) that can be used for identification within your app.

#5164918 c++ basics

Posted by EddieV223 on 05 July 2014 - 12:57 PM

Try these video tutorials.



#5163651 Game engine for beginners, details here...

Posted by EddieV223 on 29 June 2014 - 11:43 AM

Obviously unity is your best choice, but something you didn't mention is this,


Game Studio A8 http://www.3dgamestudio.com/



PS go with unity.

#5142662 A little help. Is this 3D or 2D?

Posted by EddieV223 on 27 March 2014 - 01:15 PM

Since you say you have done 2d already I would suggest learning a 3d engine like Ogre3d or Irrlicht.  Don't try to write your own engine using low level api like directx/openGL.  That not only would take a very long time for one person to write but require a very high skill level.


If you still want to hang around 2d for a while use sfml 2.

#5139790 C# FPS, where do I start?

Posted by EddieV223 on 17 March 2014 - 02:22 PM

The true definition of an infinite loop is one that never ends.  You don't want to write an infinite loop, you must break out of this at some point, say when the game ends or the player chooses to exit.


There is a article on this site about component architecture, and also several books that cover it in a chapter.  Such as Game Programming Gems 6 chapter 4.6 .


You really should start reading books on the subject of making games as all this will be explained within.  A good book about 2d ( which is a good place to start ) is SFML 2 game development, check my sig for the link.  If that's not what you want then search amazon for what you are looking for.

#5139535 [SFML]Impementing movement for a 2d car

Posted by EddieV223 on 16 March 2014 - 01:58 PM

Do you want the car to rotate when turning?  It doesn't really need to unless you want the car to actually turn at an angle.  You could always keep it forward and just slide it to the left or rigth a bit when steering and moving forward.  This will allow you to use FloatRect to do collisions.  Otherwise you will need to create a rotated box class for collisions.


That said you can get from the transform the direction this object is facing and then use that to move the object forward, and rotate it a little when you want to turn.

#5135964 1 language to rule them all?

Posted by EddieV223 on 02 March 2014 - 08:23 PM

I suggest learning Unity first, this way you see what a real engine looks like, how it behaves, and what it's capable of.  Also it gives you a platform to learn within.

#5135904 Please help me get past the tool stage

Posted by EddieV223 on 02 March 2014 - 02:32 PM

Switching libraries is quite common as you have to work with an api to find out if it fits your needs or not.  Once you realize it doesn't then you have to move on.  



I'm going to layout two of the best paths I know of.  The first one is the more popular easier path the second is a bit harder however most who successfully hike that path say it's more rewarding.  Since you were kind of vague in describing your skill level I will pretend you are a complete beginner.


Path 1.  C# and Unity


Unity is a 2d/3d game engine.  C# is one of the languages you can script that engine with.  There is a free version of unity to get your feet wet.

Here is a pretty good book on programing c# and Unity.  This book is for beginning programming.  




Use either MonoDevelop or Visual studio for IDE.


Path 2. C++ and one of the following apis.

2D SFML 2.1 http://www.amazon.com/SFML-Game-Development-Jan-Haller/dp/1849696845/ref=sr_1_1?s=books&ie=UTF8&qid=1393792361&sr=1-1&keywords=sfml

Ogre3D http://www.amazon.com/OGRE-1-7-Application-Development-Cookbook/dp/1849514569/ref=sr_1_2?ie=UTF8&qid=1393792307&sr=8-2&keywords=ogre3d

irrlicht http://www.amazon.com/Irrlicht-Realtime-Engine-Beginners-Guide/dp/1849513988/ref=sr_1_4?ie=UTF8&qid=1393792323&sr=8-4&keywords=irrlicht


I would suggest VS or QtCreator for IDE.


In both paths  I would suggest Blender(3d modeling and animation) and gimp(texture editing)  since they are both free and open source.  However substituting them for a paid product like Photoshop is common.

#5132421 Newbie here!: Looking for good Game Dev sites/book to start with

Posted by EddieV223 on 18 February 2014 - 01:44 PM

You may want to look into a book such as this



#5124690 QT Program Help

Posted by EddieV223 on 18 January 2014 - 12:45 PM

You must use qmake to parse Qt code, mostly due to the signals and slots stuff not being standard c++ until QMake turns it into standard c++ and spits out the moc files.

#5115254 Best place to learn C++

Posted by EddieV223 on 07 December 2013 - 07:34 PM

You can check out my c++11 video tutorials in my sig, they are a work in progress and I am making more videos, they cover quite a bit already.

#5115252 How to program a zelda style game

Posted by EddieV223 on 07 December 2013 - 06:57 PM

The open source program called Tiled, is a great 2D map editor.  It can create xml files for your maps which you can then load into your game. 


I am currently working on a zelda style game ( the game play ), but the story is modern day. 


Me and my team are using SFML 2 libraries for rendering and sound, which is an Object Oriented Library, unlike allegro, which when using c++ is a huge advantage.  Also it wraps internally openGL, and openAL so it provides cross platform support.


If you are interested in this project you can check it out here, it is open source.


#5113901 Where do I begin WITHOUT an engine?

Posted by EddieV223 on 02 December 2013 - 06:46 PM

There are some good books on this subject.  I believe the best ones are the following in order of my favorites.


  1. Game Coding Complete 4th Edition http://www.amazon.com/Game-Coding-Complete-Fourth-Edition/dp/1133776574/ref=sr_1_4?ie=UTF8&qid=1385770254&sr=8-4&keywords=game+engine
  2. Game Engine Design and Implementation http://www.amazon.com/Game-Engine-Design-And-Implementation/dp/0763784516/ref=sr_1_2?ie=UTF8&qid=1385770254&sr=8-2&keywords=game+engine
  3. Game Engine Architecture (not much code examples) http://www.amazon.com/Game-Engine-Architecture-Jason-Gregory/dp/1568814135/ref=sr_1_1?ie=UTF8&qid=1385770254&sr=8-1&keywords=game+engine