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Member Since 06 Mar 2012
Offline Last Active Yesterday, 05:47 AM

Posts I've Made

In Topic: Warning conversion from size_t to int in x64

29 January 2016 - 12:18 PM


AFAIK size_t is 8 bytes on win64, 4 bytes on x64-linux, is that correct?

No, it's 8 bytes in 64-bit Linux as well.

If you can edit the code, you can use an explicit `static_cast<int>(...)' to tell the compiler that you know what you are doing (even if you don't wink.png ).


Ah I was not sure about that as I program on Windows only (will try to do Linux later as well)

So this means that if you compile these libs/progs on Linux as target x64, GCC should spit out the same warnings right?

Does it mean that what I'm trying to compile was never meant to go x64 in the first place? I know PHP at least says only PHP 7 has x64 truly in mind and that before that,eg PHP 5.6.x, it was "experimental, use at own risk".

In Topic: Controls in Scrolling Windows

29 December 2015 - 06:09 AM

I use raw win32, no C#/MFC/winforms etc so maybe I misinterpret your problem but I think you are wrong about how a scroll bar works. Let's say you scroll 100 pixels down. The pixel closest to the title bar is now still 0, not 99, for drawing something new. A scroll bar just sends a message that your app has to interpret and act upon (move everything "up" by dY for example)
You can maintain an absolute position yourself and update it during that scroll message's processing.

In Topic: I have no experience AT ALL

20 December 2015 - 02:33 PM

Fwiw I learnt C++ on my own using learncpp.com and cplusplus.com
I then learnt directx 9 from a few other sites and directx 11 from rastertek.com

You can throw in some video tutorials into the mix from YouTube channel TheNewBoston
He's got a nice swagga style of teaching.

I did have prior programming experience though but not that advanced.

In Topic: please help me teach yourself game programming in 21 days

23 October 2015 - 10:37 AM


This is a forum frequented by professionals and hobbyist game devs that do respect other peoples copyrights (and most of which hope their copyright will be respected the same way), please do the same.


and some of us have even lost our game studios in the past due to copyright violations (Caveman v1.3, circa 2002).


I don't mean to hijack OP's post but I'm curious, did you commit some serious breaches you were aware of and got caught or was it something that took you by surprise and gob-smacked you by the subtlety and arcane character of copyright and patent laws? I'm a bit scared of the latter.

In Topic: Game Development Laptop

23 September 2015 - 07:59 AM

Nobody mentioned the elephant in the room: your target audience's hardware.

I can safely assume that few,if any, of us modest indies will create AAA quality games so what good is it to have a monster gaming PC (other than build times obv) if your poorly optimised little game runs perfectly on that machine due to its monster performance making up for lack of good programming skills, but won't run smoothly on your user's Walmart promoted crappy laptop?