Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 19 Jul 2011
Offline Last Active Jul 13 2016 05:44 AM

Posts I've Made

In Topic: OpenGL like a PRO

23 June 2016 - 07:42 AM

For those new to these forums, I would like to confirm that SeanMiddleditch *does* know the difference between DirectX and OpenGL regardless of his chosen MSDN link towards programming with DirectX ;)

In Topic: Why is it so hard to do animations?

23 June 2016 - 07:29 AM

Ok tatet, sorry for the delay.

I am still having trouble finding my original tool so I have just fixed up the one provided with my game engine project.

Unfortunately it is quite a bit more primitive but should do the job for now. We actually used this tool for a small game we made for ExxonMobil so lets just call it "fit for purpose" haha. You will have to build it from source too. If you are still interested you can follow these instructions to build on Windows:
<grab a copy of the mutiny source code (from my signature)>
cd bootstrap
cd src\tools\bucaneer
bootstrap.bat will look for a compiler (i.e Visual Studio if installed, clang, or use the internal gcc compiler) and build all dependencies including the mutt build tool.

Any problems, send me an email kpedersen@live.co.uk.

Sorry for the faff ;)

Edit: Ooh, I have now fixed the undo functionality in the tool ;)

In Topic: Recommended game engine for newbie wanted to do casual for browser and mobile?

23 June 2016 - 05:19 AM

I think Emscripten (http://emscripten.org) along with the excellent LazyFoo tutorials ( http://lazyfoo.net/SDL_tutorials/) is a really good choice for the web. Purely because there is so many great resources for C++ and SDL whereas I find the docs and tutorials for javascript game libraries a little thin (also a lot of help on forums immediately jump to using JQuery or a large framework which unfortunately isn't ideal for games).

In Topic: Microsoft Checked C

21 June 2016 - 03:57 AM

Just thought I would explain my interest in Checked C a little bit more. I am not here to recommend writing a game in it, I am suggesting that this could be a great technology to use for the parts of software that are currently needing to be written in ANSI C. For example things like SDL, Mesa, glew, glut, compilers etc...

No matter how much we (effectively the consumers in this context) prefer our own different languages, sooner or later we all depend on a C library that could potentially be made safer by using Checked C.

So things like Rust a C++ would still potentially benefit from Checked C. And that I think is pretty cool.

Rust is written in ~1.6% C (which is a massive amount of code, larger than many games in fact)
The Clang compiler is written in ~21.6% C (again massive and that's forgetting the standard library wrapping a lot of C)

If Checked C can alert us to bugs in these projects, then everyone's a winner :)

In Topic: Microsoft Checked C

17 June 2016 - 03:02 AM

It also most definitely does not include anything even close to weak_ptr.

Are you sure? When reading it through, it looked like ptr<T> was designed to NULL out when the original data was invalid. That is the functionality from std::weak_ptr<T> that would be very nice.

No. This doesn't solve anywhere near enough real problems compared to just using modern C++.

C++ can't solve this issue because it itself is based upon potentially dangerous C libraries. As a library consumer, C++ (even Java and C#) seem better than C but remembering that underneath all their hoods, the same dangers can (and almost certainly do) still lurk, it removes all the fun ;). Plus these languages end up running more C than a C program due to their additional layers written in C so they are still not ideal.

Checked C aims to remove these issues at a much lower level than possible by just bolting on another random language.