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Member Since 26 Nov 2012
Offline Last Active Oct 14 2014 09:17 AM

#5167532 Need advice for developing a game?

Posted by Solid_Spy on 18 July 2014 - 01:19 AM

You may also want to learn how to make computer programming, so that you can create much computer..


But joking aside, if you are looking for a computer language to start out with, I would highly reccomend that you start out with c#, since it is a very easy language to learn at first, and is used by Unity. I would also reccommend c++, however it is a fairly advanced language, and wouldn't get you very close to creating your first game, but it would help you in learning how to create games using more advanced engines, or writing your own engine, in the future. It is also the language that most people start out with, since it makes it easier to learn other languages due to it's difficulty.


If you want my story, I started out with GameMaker, since it used drag and drop, and didn't need that much coding. I got to learn a lot of gaming fundamentals, and learned a lot of algorithms. I later moved on to Flash, then learned c++, then learned c#, etc...

#5150694 Gl Bind Texture is taking over my program X(!

Posted by Solid_Spy on 30 April 2014 - 11:44 PM

Update: I fixed the problem.


It had NOTHING to do with the bind texture. I had a parameter in my shader compiler that always loaded the texture pixel shader, making the color shader use the texture pixel shader.



#5133923 What counts as "Code Plagiarism"?

Posted by Solid_Spy on 23 February 2014 - 02:43 PM

Hello, I have been learning game development and programming in C++ with OpenGL for about a year and a half, and one of the things i've always worried about is whether or not I might end up "plagiarising" while programming. Sure, I haven't released anything yet, and probably won't for YEARS, but i've always been worried about whether or not I could end up "accidentally" plagiarising.


I mean I'm, let me put it this way. My conscience, is pretty much existent, to put it plainley, and I most Certainley do NOT want to create my ultimate "Dream Game", and live my life as a fraud telling everyone that I programmed the game all by myself, even if I plagearized without even knowing it.


like for example, I've decided to VOW to NEVER, EVER, Copy and Paste code. I never do it, unless it is my own, and in my own words. However, could it still be plagiarism regardless?


Like, lets give a silly example:


Lets say i'm using a Graphics API, and I forgot the name of the initialization function, and whether or not it is camel case or not.


I look up on the internet (Stack Overflow), and someone shows in an example that it is:

GEngine * gEngine = new GEngine();
EngineDesc engineDesc = new EngineDesc((*void)0, false, true, true, NULL);

What i will generally do is type the code out into my engine, and change the name to my own, as well as look at the function to see what it does exactly, but is this enough? I know it sounds like a silly question, I mean I might know what the first Line of code means, but what about the second one? I might not even know what the parameters are for, but i'll use the function anyways, and it will make the Graphics Engine work regardless. If I type it in and I don't know what it does (E.G. Don't research the whole function), would that count as plagiarism?


I know it sounds like i'm being REALLY overreactive about this, but I feel like this is really is a pressing issue for many programmers who may also struggle with this (irrational?)fear , and I don't want to fall into the trap of being the "programmer who says he made his own game engine, when he really just plagiarized many other peoples original code".

#5120145 Most Widely Used Programming Language (for games)

Posted by Solid_Spy on 30 December 2013 - 04:13 PM

#5108871 QueryPerformanceCounter Win32 timer slower than normal

Posted by Solid_Spy on 12 November 2013 - 08:42 PM

How fast does it render when you are not limiting the FPS?

You should use vsync to limit your FPS to 60, otherwise you'll probably see screen tearing.

It renders pretty fast actually, even faster when I remove Sleep(1);

#5099035 Language and game engine for top view games

Posted by Solid_Spy on 05 October 2013 - 04:25 PM

There are many good engines for making games such as Game maker or unity. I would recommend starting with game maker, then move up to learning programming with sdl.


A game engine can be very difficult depending on what capabilities you want it to have, for example: if you want 3d graphics, it will make things way more difficult, 2d graphics not so much, but thats just one aspect of a game engine. You should generally try to learn how to program before learning how to make a game engine, probably years of experience.

#5098817 Using global variables - really so bad?

Posted by Solid_Spy on 04 October 2013 - 03:11 PM

Okay, I get why global variables can be bad, but I still don't know how to replace them. In my example it was easy to set correct sound to be played. Now let's say I don;t want to use the global SoundSystem. I could make SoundSystem member of a Game class. But how do I set the correct sounds now, when the "Player" class inside the State, which is already inside the game class, doesn't have access to the SoundSystem. It was easy to check.. if(playerState==state_attacking) g_SoundSystem->PlaySound("swordfling.wav");


Another idea was to pass the m_SoundSystem(member of the game class), to the State->Logic, and then to the Player.Logic() but that makes no sense to me. Well, at least I have never seen a source code/example with such a solution.


Or maybe I don't need anything like SoundSystem? Maybe simple function playing sounds is enough? However I find SoundSystem much more useful, as it can track which sounds are playing so I don't get the "100000 sounds at a time" effect etc.


Any tips from more advanced coders? ;)

What I would recommend is making a base class for your entire game, and adding a SoundEngine object INSIDE the base class. If you ever want to use the sound engine inside an object, you pass it in as a parameter. I would look at the Rastertek tutorials for examples.

#5098371 Would multiple std::vectors be too slow?

Posted by Solid_Spy on 02 October 2013 - 05:16 PM

std::vector’s do not free their memory when you clear them.  Just make sure the vectors themselves are not created and destroyed repeatedly.



L. Spiro

I understand the vector itself doesn't get it's memory freed, i mean the objects stored in the vector. If I'm adding and removing thousands of objects per frame, isn't that supposed to be extremely slow? I've tried testing for framerates, but I haven't gotten that down yet.

#5092538 c++11 Multithreading not working! Please help!

Posted by Solid_Spy on 08 September 2013 - 02:59 PM

hello, i've been trying to synchronize two threads, however once one runs, the other one never continues. I've been following tutorials online, but they don't seem to help. Can someone please tell me what i'm doing wrong?


here's the code:

#include <iostream>
#include <Windows.h>
#include <iomanip>
#include <thread>
#include <mutex>
#include <chrono>
#include <condition_variable>

std::mutex mutex1;
std::mutex mutex2;
std::condition_variable notReady1;
std::condition_variable notReady2;

void startThread1();
void startThread2();

int main()
	std::cout << "Hello world!\n";

	std::thread thread1(startThread1);
	std::thread thread2(startThread2);



	return 0;

void startThread1()
	SetThreadAffinityMask(GetCurrentThread(), 0x01);

	std::unique_lock<std::mutex> lock(mutex1);

		std::cout << "1";



void startThread2()
	SetThreadAffinityMask(GetCurrentThread(), 0x02);
	std::unique_lock<std::mutex> lock2(mutex2);


		std::cout << "2\n";



I'm trying to get an output like : 12




but it's not working. It freezed at 1.

#5081236 Please help me get started

Posted by Solid_Spy on 28 July 2013 - 12:00 PM

Hi Solid spy, did you get a chance to look over some of my questions? How does your comment relate to them?

For instance how do I design this for XP if I use DirectX 11?


I'm looking for someone to really help me out here with guidance.


Directx 11 doesn't work on Windows XP, however not a lot of people will have XP's in the future. I would stay away from xna since it's very outdated, it works, but the knowledge won't help you much.


As for wpf? I would avoid it if you want to make multiplatform games since there seems to be no multi-platform support, i would use windows forms.

#5081227 Please help me get started

Posted by Solid_Spy on 28 July 2013 - 11:23 AM

I would recommend that you look into Directx11 or Opengl 4.0, since those are becomming popular.

#5025941 where to start

Posted by Solid_Spy on 26 January 2013 - 09:11 PM

Game programming can take years to learn, and is especially difficult if you're not at a game college where you can learn everything you'll ever need. Just a heads up, learn how to program in c++ first, then move on to using different API's like Win32 or SDL, Then, if you think your up for it, try to tackle the beast: Directx11.

#5025926 xna dead?

Posted by Solid_Spy on 26 January 2013 - 07:47 PM

I had something similar happen to me. I spent more than half a year learning Directx9 with the fixed function pipeline, blissfully unaware of how deprecated it actually was, and I wasted my time trying to memorize the graphic syntax. However, it wasn't entirely wasted. I learned a lot about how a graphics pipeline works and how games are made :3 I had a much easier time learning directx11 then I did the first time.

#5025915 DX11 Ambient Occlusion (e.g. SSAO)

Posted by Solid_Spy on 26 January 2013 - 07:12 PM

I bought the book "Introduction to 3D Game Programming With Directx11", and it has a tutorial on ambient occlusion.

#5009656 Point lights won't work!

Posted by Solid_Spy on 11 December 2012 - 08:34 PM

I... am so... stupid. Sorry guys, i forgot to add the position :P lol