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Dynamite Andy

Member Since 15 Mar 2013
Offline Last Active May 09 2013 03:06 PM

Posts I've Made

In Topic: A Super Mario Source Code

06 May 2013 - 06:51 AM

Nice, I like it.

But as already mentioned, remember to put your required .dll's and other files in the zip.


In Topic: C++ - Passing array of textures through function

03 May 2013 - 03:21 AM

The function should take a pointer, and you pass the array as it is.

 

virtual bool initialize(..., TextureManager *textureM);
...
if(!gamePanels.initialize(..., panelTexture))

That fixed that bit, but now i face this problem in panelManager intialize.

 

bool panelManager::initialize(Game *gamePtr, int width, int height, int ncols,
                            TextureManager *textureM)
{
	for (int i = 0; i < MAX_PANELS; i++)
	{
		gamePanel[i].initialize(gamePtr,panelNS::WIDTH,gamePanel[i].getHeight(),ncols,textureM[gamePanel[i].ReturnColour()]);
	}
}

	1	IntelliSense: invalid destructor declaration
	2	IntelliSense: no suitable conversion function from "TextureManager" to "TextureManager *" exists

Edit: Think i got it, replaced textureM[gamePanel[i].ReturnColour()] with &textureM[gamePanel[i].ReturnColour()]


In Topic: Coding Style: Curly Braces

17 April 2013 - 06:36 AM

When it comes to curly braces... I used to do this...

if (x == 0)
     // do something
else
     // do something else

But during university I was taught that I should always use curly braces and I should always comment everything - my lecturer was pretty strict with coding styles and marked us on the style instead of the code itself. Since leaving my coding style has changed from above to..

// Used to check if x is equal to 0
if (x == 0)
{
     x  =  5;        // give x the value of 5
}
else                 // if x is not equal to 0 then do this
{
     x = 4;         // give x the value of 4
}

Personally I now find this easier on the eyes and easier to read,

However i've found myself now starting to do this for functions

void ReturnX() { return x; }

In Topic: Keeping functions in a game engine. Switching engines

17 April 2013 - 04:47 AM

&nbsp;

? what your suggesting is that your Modifying the acctual engine code? and when a new version is released, you code get overwritten?
&nbsp;
Thats bad design isnt it?
&nbsp;
Surely you have your DLLs structures like so:
&nbsp;
SomeGenericGameEngine.dll
MyGamesBase.dll
MyGame.exe
&nbsp;
Where MyGame.exe uses MyGameBase.dll which contains all the functionality of your Game, and uses SomeGenericGameEngine.dll which contains all the Code which an engine like Havok, Crytek or XNA has etc.
&nbsp;
You dont' directly modify the Crytek engine, or the Havok engine to suit your needs, you tailor your own DLL surely?

&nbsp;

What I was referring to is actual code, the game engine that I'm currently using is written in c++ and uses only .cpp and .h files.

In Topic: C++ Function to center image?

05 April 2013 - 08:51 AM

That did the trick, thank you! :)


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