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AlanSmithee

Member Since 19 May 2011
Offline Last Active Yesterday, 05:37 AM

Posts I've Made

In Topic: Which parameter of CreateWindowEx() is incorrect in my code?

03 December 2014 - 05:18 AM

 

 

 

If you're starting it is fine, but creating your own library all you're doing is what you have to do in the future that is to build your own things not using third party or open source libraries. Having full control of your application is essencial in my opinion


Mind explaining why you think it is essential to have "full control" over such a well defined and solved problem as windowing, which SDL (amongst other frameworks) provides a good (platform independant) solution to? I can understand wanting to do it, but I cannot see how it would be essential to have low level control over such a thing..?

 

It's not like it isn't a useful thing to learn, I've had people ask me why I've used winapi in some of my programs, there are plenty of reasons.
  • SDL/SFML/Some windowing library, isn't always going to be good enough, it also introduces a dependency you may not want to have.
  • It's good to do it a few times, IMO, too many people here comment like you should avoid things they already learned even though understanding.
  • An example of learning might be: how the OS painting and GDI works is useful, or how raw OS messages are actually given and translated by libraries into a more friendly form. Things make a lot more sense after you learn them a bit.
My rule of thumb besides tinkering around with winapi to learn more about it, is only use it if I'm writing everything else from scratch anyway. I definitely would suggest SDL or SFML if your focus is more on just getting a game together though.

 

If is just a game you should use an existing game engine to the job since is 10x higher level than libraries such SDL, SFML, etc.

 

Agreed, unless you got some other motive, like you want to do it for fun or as a learning excercise. I also understand the reasons listed by Satharis and I agree that it is indeed useful to learn. What I dont get is why it would be essential to have full control over windowing..


In Topic: Which parameter of CreateWindowEx() is incorrect in my code?

02 December 2014 - 03:23 PM

If you're starting it is fine, but creating your own library all you're doing is what you have to do in the future that is to build your own things not using third party or open source libraries. Having full control of your application is essencial in my opinion


Mind explaining why you think it is essential to have "full control" over such a well defined and solved problem as windowing, which SDL (amongst other frameworks) provides a good (platform independant) solution to? I can understand wanting to do it, but I cannot see how it would be essential to have low level control over such a thing..?

In Topic: Entity Component System - Accessing Components

24 November 2014 - 05:18 AM

Since you do not describe how you are defining and using your components (other then that they are accessed through a method), it is hard to give any direct advice as how to store and access them.

 

There are many forms of entity-compoennt systems - some where an entity an object with a list of components and others where an entity is just a an id and the components are stored in seperat lists and accessed through that entity id.

 

I am personally using an approach based on the latter (where an entyity is represented by an id) since I like the simplicity and performance of that method,

I also think its very readable, but it can be a bit hard to wrap your head around initially if you are more used to the object oriented style of programming.

 

I started out by following some great articles here on gamedev:

 

http://www.gamedev.net/page/resources/_/technical/game-programming/understanding-component-entity-systems-r3013

http://www.gamedev.net/page/resources/_/technical/game-programming/implementing-component-entity-systems-r3382

http://www.gamedev.net/page/resources/_/technical/game-programming/case-study-bomberman-mechanics-in-an-entity-component-system-r3159

 

Have a look and see if that is something you could use maybe.


In Topic: Problem with perspective in opengl

23 November 2014 - 01:57 PM

wow..

 

I was passing GL_CW instead of GL_CCW to glFrontFace()... it works fine now!

 

I can also tell that when i thought i was rendering it correctly (using inverse of aspect ration) it was acutally rendering it from behind, which I guess is why glFrontFace(GL_CW) worked.

 

Thanks a lot!

 

(for any future reader having this problem, these are the flags I set to get the model to render properly)

 

glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glFrontFace(GL_CCW);
glCullFace(GL_BACK);

In Topic: How to time bomb a beta?

28 March 2014 - 01:49 PM

 


Good idea. Apply a very subtle gaussian blur to some of the art assets you ship, and put a tiny "BETA" watermark on them.

 

actually, its got no audio yet <g>.

 

 

I think he is reffering to grafic assets, not audio assets?


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