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Member Since 30 Jul 2011
Offline Last Active Sep 29 2014 12:25 PM

#4992534 How to draw in modern OpenGL

Posted by on 21 October 2012 - 01:48 PM

This has a lot of basic information about 3D programming, but it should also give you some answers on OpenGL 3+ specifics.


#4981113 [SFML] How to set bounding boxes (Correctly)?

Posted by on 17 September 2012 - 08:30 PM

This maybe?

rBluePaddle.Right = rBluePaddle.Top + sBluePaddle.GetSize().x;

rRedPaddle.Right = rRedPaddle.Top + sRedPaddle.GetSize().x;

#4980186 SFML question about Image/Texture

Posted by on 14 September 2012 - 03:05 PM

I can tell you right now that the code :

sf::Sprite MySpriteName;

Is not SFML 2.0 as Laurent changed the naming convention of methods to always start with a lowercase letter, and sprites take a Texture instead of an Image.

In terms of things that are drawn, the Texture class replaced the Image class. The Image class is used for loading, manipulating, and saving image files which is why it still exists in the system.

Basically, when you define a Texture object, that data is stored on the GPU to help speed up the drawing. An instance of an Image, however, is stored in local memory where it can be accessed and changed easier than if it were on the GPU.

#4967583 2D Platformer fps/Independent- time based movement

Posted by on 08 August 2012 - 06:28 PM

Now, I could be wrong, but I am pretty sure that everything the GameTime class returns is going to be an int. To get the correct elapsed time, I would instead get the milliseconds and divide by 1000.


I was mistaken! gameTime.ElapsedGameTime.TotalSeconds; does indeed return a floating point number. Will continue to look at the code to see if I can see anything!

#4963468 Recommend me a website or program for game organization(flowcharts, diagrams,...

Posted by on 26 July 2012 - 06:41 PM

How about both!

For a website, I would recommend lucidchart. It's very smooth looking and they allow free accounts.

For a stand alone program, I would go with StarUML. Also free, and is a very cool tool once you get used to it. Not as sexy as lucidchart, but no limitations!

Hope this helps!

#4947122 Creating graphics for a full screen game? What dimensions?

Posted by on 07 June 2012 - 12:27 PM

My GDD is getting near completion so it's time to make it even more detailed...

I would venture to suggest that your next step should be to actually start making your game, instead of trying to do all this design and "GDD" bullshit up front. You're putting the cart before the horse, and if you spend too much time going too far in-depth with your design and pre-producing your art assets and all that you run the risk of having to throw away a ton of that time when it becomes apparent during iteration that something isn't going to work.

You've already made mistakes in your design and content production, so start iterating on something practical so you can expose those mistakes and correct them sooner rather than later.

I think that was pretty harsh, and quite frankly unnecessary. A game design doc can be one of the most helpful things when making a game if it's done right, and I don't know why you would accuse someone of making mistakes outright like that.

As for the question,

As mentioned earlier, having a larger imaged scaled down looks a lot better than having a smaller image scaled up. I would probably use that in conjuncture with different sized fonts.

#4941703 Choosing an engine - simulating old SMS/NES games

Posted by on 20 May 2012 - 02:00 PM

I believe that this link is quite relevant.


If you went with XNA, it comes with pretty much everything you would need to make a game like this right off the bat.

Other API's like SFML or SDL would be just as effective

#4941542 Textures not rendering

Posted by on 19 May 2012 - 05:13 PM

It looks like you aren't quite posting all your code (unless the ...'s mean something else), and I don't know much about managed DirectX, but it doesn't look like the texture is ever being drawn(unless I'm wrong and the graphics.DrawUserPrimitives( Direct3D.PrimitiveType.TriangleStrip, 2, vertexes ); line is the one drawing it).

My suggestion would be to post all of your code so we can look at the big picture.

On a side note, if you're using C# and you want to do graphics programming I would suggest using XNA over Managed DirectX as MDX isn't even supported anymore. It was dropped ion lieu of XNA. You'd probably have an easier time with it.

#4940819 AI and Interfaces + Inheritance

Posted by on 16 May 2012 - 09:23 PM

You're definitely on the right track, but you need to work on the implementation. Studying and practicing interfaced and inheritance is going to be the key to getting this down.
In case you were wondering about it though, here's kind of how I would put this together.
interface Creature //base class that provides methods for interaction and AI
class Monster : Creature
	 //this would be where you define the actual behavior
class Player : Creature

More or less

#4929651 Why LUA Script ?

Posted by on 09 April 2012 - 01:53 PM

Lua is a scripting language and it is very common to do a lot of the programming in a scripted language. Most(if not all) commercial game engines provide some sort of scripting support. The reason people use scripting languages is that it helps cut down on development time. For example, you're working on an enemy's AI and it's not working quite right. If you coded it's logic in C++ you would have to recompile the code to test any changes. With a scripting language you just make the change and the new file is loaded into the system.

As you said, everything you can do in a scripting language you could do in C++, but anything that helps speed up production is a good thing, right?

Of course, there is a little overhead to run the scripting interpreter on top of your game but with today's systems you should see much of an impact.