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Willy The Vinyl Frog

Member Since 11 May 2012
Offline Last Active Oct 30 2012 11:12 AM

Topics I've Started

Knowledge of instance positioning, memory of positioning, etc.?

12 May 2012 - 12:29 AM

Since I can't tackle the mechanics of physics implementation in a pong game, I thought it would be pretty much basic to make, using SDL, a small game with both a player and AI.

The player:

A small 20x20 bitmap image with no animation that moves within a 2-D coordinate system integrated with possibly friction and speed variances.

The computer:

Another small 20x20 bitmap image(possibly a different color, shape, or something)that will independently move around and stop every now and then, and avoid the player, but ALSO be able to "remember" the character's last and current positions in both an implemented system of short and long term memory.

I feel that this project is much easier in terms of physics than ping pong, which I do NOT want to attempt again until I'm very comfortable with SDL and more simpler games(ones without collision variances and bouncing balls).

The problem is ... how do I implement?

I thought maybe using stacks and vectors, along with a short and long term memory system applied with basic maths and timers.

Any info though? Because I could use some tips! Thanks.

EXTRA: Maybe I could push and pop stacks with a self-made timing little system, call random waits, and have a function looped to constantly check the player's now and then positions in relation to more "sophisticated" choices of movements?

How are APIs made, and how do they work with programming languages?

11 May 2012 - 03:00 AM

I've wondered this for time.

Who, or specifically how and where, are the APIs written, from what, to what, and how can they work with languages till the very end of code compilation/assembling?

Are they libraries with specific low-level functions that are written from any other language that perform low-level calls on .dll files to change aspects, such as Window display, etc.?

Do they go lower-level than Windows or the OS itself's natural dependency, or that depends?

For example, does SDL perform low-level functions beneath the Windows API, or just for its own client window?

Very confused with this, and giving some suggestions. No harm, no foul, and not trolling either.

Is getting an image to the screen in SDL an accomplishment?

11 May 2012 - 02:49 AM

I mean it wholeheartedly ... is getting an image blitted, capable of taking input, understanding the very most basic concepts of SDL, along with some C++, an achievement?

Does it mean that there's hope for me to succeed?

Because lately I've been VERY discouraged with coding due to the horror involved with pong pong game development ... perhaps I should practice more with SDL and C++ before diving in to a ping pong game?

Any help would certainly give me a new direction.


PS: To add, I managed to strictly write all the code from scratch with no references at all. Is that a bonus?

By "no references" I mean that I started from
all the way to the very last

And I looked up nothing about SDL or C++ to my aid. However, pursuing a game like ping pong put me off VERY easily.

The mechanics, implementation of the code, how it works, the pointer use, functions, memory passing, collision detection entities from enums with pointers(that also confused me), text implementation from SDL_ttf, classes, data altogether, etc., etc., etc.

It was very difficult to break down because I'm not too novice with C++ beyond the basics to work with APIs alone.

And the specific implementation to apply certain aspects and parts of the game's functionality to proper use with endless possible ways to tackle problems also confused me - I just thought, "How the hell should I implement something when I'm not sure how to implement and implementation of something through many other things?".

I tried learning all that stuff, but it just pushed me in other directions further and further away from the goal - I eventually gave up is what I'm saying because it got too absolutely incomprehensible to completely understand and write with no assisted help , copy/pasting, etc.

Any ideas on how you managed to just "get it" all as well, and be able to independently structure a game without reference to some key aspects, self-implementation techniques you learned, maybe something else?

It would be nice to share.

Thanks twice.