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Member Since 12 Jan 2013
Offline Last Active Yesterday, 11:52 PM

Topics I've Started

When to release?

15 March 2015 - 04:41 PM

Hey all,

So for the last few years, I have been developing my own 3D engine. I've had it open source for quite a while, but never released builds, and I never publicized it outside of my own website. It is lacking a few features (mostly graphics related things), but is functionally usable. Heck, I've been making games on it for months now. My question is, when should I begin to publicize it? When I feel it's entirely "complete" or when it's functionally complete. I want to get some public feedback on it, but I don't want to release it too early and get a mess of "It's soo unfinished."


I just don't know when to call it done, I guess. Advice?

What's with the Dev-C++ hate?

27 October 2014 - 07:30 PM

Ok, for some time now, I've been hooked to Dev-C++. I really like the environment, I enjoy it's features, and it's relatively stable. However, I've been seeing people CONSTANTLY shot down for using Dev. Why?


Now, before you go into the whole "It's soooo outdated" argument, I would like to point out that Orwell Dev-C++ was just updated 3 days ago! I'd hardly call that outdated.


It's updated frequently, it works well, and is relatively stable (I use the beta builds, so stability is all on me). So what's with the hate? 

Weird if() behavior

16 October 2014 - 09:51 PM

So I've been working on creating my lua script class interface, and I ran into an interesting crash-inducing problem.

lua_State* SCRIPT::runInit()
	log->debugData("Running init function");
	lua_getglobal(L, "init");
	int er = lua_pcall(L, 0, 0, 0);
	if(er != 0)
		log->logData("Pcall error", er);
		log->logData("Failed to run init function", lua_tostring(L, -1));
		return L;
	log->debugData("Ran init function");
	return L;

When I run this, it should call the "init" function. If it succeeds, er should equal 0, thus bypassing the if statement and going right to "log->debugData("Ran init function");" 


Here's the init function in the lua file:

function init()
	MainScene:SLog("Init DOES in fact exist...")
	MainScene:addMesh("sibenik/sibenik.obj", 0, 0, 0, 0, 0, 0, 1, 1, 1)

However, when I DO run this, here's the output directly from the log file:

DEBUG: Running init function
Init DOES in fact exist...
Loading mesh : sibenik/sibenik.obj
DEBUG: Loaded mesh
Pcall error : 0

Then it errors on the second log->logData() due to the empty lua_tostring(L, -1). 

Note that the Pcall error is returning 0... This means that it shouldn't have gone into the if statement at all, however, it does anyway...

Is it a problem with my compiler?

Lua and Irrlicht compilation conflicts

07 October 2014 - 07:54 PM

So I have an application that has irrlicht handle graphics, and lua handle the scripting. I've worked extensively with lua before, but am only now diving into irrlicht. Currently I have an application that SHOULD open a window and run a test lua script. When I run the application, it throws a "PANIC: unprotected error in call to Lua API (bad conversion number->int; must recompile Lua with proper settings)." I have recompiled lua several times with several different settings (ansi, LUA_ANSI, and soft float) but nothing seems to work. Then I got the brilliant idea to comment out everything irrlicht, since it's the only difference from my other lua-based project so far. Once commented out, the lua works fine. When the lua is commented out, the irrlicht works fine. Together, it throws an error. 

As far as I've found, the error is being thrown when I call "luaL_openlibs(L)" in the "lua_checkversion()" function. I'm not sure how to fix this, or if lua and irrlicht simply aren't meant to be.



Interactive Tech Demos Turned Games

29 September 2014 - 12:43 PM

So recently I began looking back on my past games that I have finished. Most of them being either very simple 3D wireframe games or 2D shooters. They don't look, feel, or really even play impressively at all. They seem very standard. However, to me, they are my pride an joy.


I am a programmer who is more obsessed with using the least RAM and the least processing power to get something accomplished. As a systems programmer or a backend guy, that's perfectly fine. But as a one man game development team, that leads to some interesting issues.


As of late, I have gotten ideas for some good games that I really want to make, however, I have a problem with getting past the "tech demo" phase and into the actual game phase. I spend more time developing memory saving algorithms or finding ways to cut down on processing and less time on developing a game. In the early stages of game development, this may not seem like a problem, however, I have been encountering this problem subconsciously for over 5 years now!


I have been programming for the better part of 9 years, and have over 5 years in game development, but still struggle to get a basic 3D game to come together using modern technology.


I have no problems banging out a flight simulator for a watch built out of 8 bit AVR chips. I have no problems rattling off entity code for 10,000+ enemies on screen at once. I DO have a problem with putting these things to use within a game. 


Not sure if I'm making any sense at all, but if you have any advice for how I can become a better game developer and less of a backend memory-fixer, please let me know.