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Member Since 03 Jun 2011
Offline Last Active Sep 08 2013 08:21 AM

Topics I've Started

A GUI Makefile manager

03 September 2013 - 04:46 PM

So from learning about makefiles, it seems that large projects have a large difficulty dealing with managing makefiles. It may not be an original idea, but its something that should likely be addressed.


Even though makefiles are supposedly made to be easy, I'm sure there are people out there who would rather use a GUI to manage tens of hundreds of files in a minute or two rather than spending the day sorting and managing makefiles.


So the concept is simple, and so is the implementation. If there is anyone out there who also thinks one should be made, please comment.


PS: Also if there is such a program, feel free to post it.

Useful hosting programs (Like Hamachi)

15 December 2012 - 09:44 AM

So in making my game, the only problem I have is how to test the networking. It is multiplayer, so I need to test it sometime. I plan on having lots of people on the same server (in a client/server method) and programs that help host like Hamachi have a set limit. It may be my router settings, but I would rather not pass out my IP address to people.

So in short, what programs can I use to host my game?

(And sooner or later I will be releasing versions for people to play on, hope to see some of you.)

Game world structure ideas

13 August 2012 - 09:45 PM

So I am re-writing the structure of part of my game - the map. I will start with the background principals of it:
  • Each world is saved as a folder with a unique name,
  • Each world is polymorphic, as in it has a basic structure, but allows add-ons.
  • The world terrain is divided into chunks.
  • The way to navigate through worlds are highways since it is set on a continent.
  • The terrain pieces are 3D quads, XYZ and WHL.
Since I just had some wisdom teeth removed, I forgot why I made this topic. But I remember that I would like to get some ideas on what other things I should consider before writing the new map code.

EDIT: Now I remember. Since the maps are really big (whole cities), and I'm using floats for positions, how would i make a scrolling map without losing precision? And if there are other things (ie wayponts) that are off in the distance, how would scrolling affect them?

EDIT 2: How to save/load chunks? Just general tips or ideas.

Lines appear on textures with different screen resolutions?

02 August 2012 - 05:39 PM

So before i was developing my game on a laptop with 1024x768 resolution, and whenever i tested it on another computer lines appeared as if OpenGL was taking my GL_QUADS calls and turning them into triangles. This creates lines that dissect the quad through the middle. I am using GL_LINEAR as one of the texture parameters, but i don't think that should matter.

Picture related, it shows the corner of the skybox showing lines appearing.

C++ Parsing an 2D array into rectangular objects

05 July 2012 - 08:20 PM

So im working with a new physics library, and i want it to run as fast as possible. My game contains a 1D array for the map (but essentially a 2D tile array), and i want to find groups of objects and create rectangles out of them.


if each tile is using a number, then the map would look like this in the text file:


then the map would be parsed, where each letter represents it's groups id:


But i cant quite seem to figure out the right algorithm.... I have tried numerous ways, but nothing works... What are your ideas?