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Member Since 12 Jan 2013
Offline Last Active Dec 07 2014 02:39 PM

Posts I've Made

In Topic: What's with the Dev-C++ hate?

28 October 2014 - 01:40 PM

Ok. So the general consensus is that even Orwell is lacking compared to modern IDEs... What I want to know is, what are the other features that I'm missing? I actively use Code::Blocks and VS and don't really notice anything missing in Dev compared to the other two...

In Topic: What's with the Dev-C++ hate?

27 October 2014 - 07:40 PM

For the record, constantly updated does not mean that it isn't outdated.  I haven't used any of the new versions of Dev-C++ but if the new updates are only adding features that other IDEs had years ago (I'm not saying this is the case), then it would still be outdated, even though the features were newly added.

Probably should clarify... It's being updated with NEW features to make it more usable, and is constantly being updated to accomodate for, and make better use of the newest compilers.

In Topic: Visual representation/Graphics

27 October 2014 - 08:49 AM

My suggestion would be to change the color of the line coming from the front of the player... It would be relatively obvious  because that's what the player is staring at most of the time.

In Topic: Keeping an object within boundries

26 October 2014 - 10:38 PM

For this kind of issue, you might want to look into basic circle based collision detection. First, find the center point of the circle. Then do something like this:

if(sqrt(pow((dotX-circleOffsetX), 2)+pow((dotY-circleOffsetY), 2)) < circleRadius)
//is inside the circle

This finds the dot's position relative to the center of the circle ((dotX-circleOffsetX) and (dotY-circleOffsetY)) then uses a basic distance formula to check if the distance from the center of the circle is less than the radius of the circle. If the dot isn't inside the circle, all you have to do is move it back inside the circle.

In Topic: General advises on conception of a game engine

26 October 2014 - 10:24 PM

I've been developing proprietary engines for the better part of 4 years, and what I've learned is to start with the lowest level things and work up. I always work with a node system. Everything is based off of a node. A node can have a parent, a child, and 2 siblings. When the update function of one node is executed, it executes the update on the parent, child, and sibling nodes. Once a node system is in place, I create specific object types (entities, particle systems, players, etc.) that inherit the node type (I use c++, so class linking is rather simple.. I've never worked in python, so I can't say how any of that works). Once all of that is in place, I worry about the higher level stuff like rendering, sound, and input.