- Viewing Profile: Posts: Juliano Schroeder
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In Topic: LINK : error LNK2001: unresolved external symbol _mainCRTStartup
22 June 2012 - 01:53 PM
Another thing to check is if your subsystem under linker settings on the project is set to Console.
In Topic: LINK : error LNK2001: unresolved external symbol _mainCRTStartup
22 June 2012 - 01:51 PM
A quick google search found this http://social.msdn.microsoft.com/Forums/uk/vclanguage/thread/3efb7e3c-6f1b-4397-b515-8ccf8eb98626
It seems to be your same problem. See if your file is added to project and it is getting compiled.
It seems to be your same problem. See if your file is added to project and it is getting compiled.
In Topic: SDL Running Bugs
19 June 2012 - 11:03 AM
Looking at your main() it seems to be quitting before the while(quit == false). Since init() is quite simple, check the files you're trying to load on load_files().
In Topic: Structure of classes in good Game Engine?
18 June 2012 - 02:35 PM
Inheritance is not bad. It can be bad if you do it wrong or too much. Inheritance is very good when you want substitutable behavior. Take a look at the C++ Faq on inheritance:
http://www.parashift.com/c++-faq-lite/proper-inheritance.html
On your LogSys case, I would go for a global as MajorTom suggested. Take a look at your sentence "
http://www.parashift.com/c++-faq-lite/proper-inheritance.html
On your LogSys case, I would go for a global as MajorTom suggested. Take a look at your sentence "
Is there any easier way to distribute it to pretty much everything?" well, globals are for eveything everywhere.
In Topic: Looking for a pattern, objects registering to a manager
18 June 2012 - 09:47 AM
How is this code on the Actor object to keep track of Time objects? It feels like you could use just a pointer to a TimeBase object and create the Actor objects passing TimeImpl1 and TimeImpl2 which derive from TimeBase.
I use something like that with Renderers. All my renderer objects inherit from a RendererBase and each rendereable class has a pointer to a RendererBase object. Take a look at dependency injection.
I use something like that with Renderers. All my renderer objects inherit from a RendererBase and each rendereable class has a pointer to a RendererBase object. Take a look at dependency injection.
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