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TheComet

Member Since 02 Oct 2013
Offline Last Active Sep 11 2016 04:35 AM

Posts I've Made

In Topic: Linux: Coding a video player for a game?

03 September 2016 - 07:17 AM

I found this tutorial to be very helpful if you're going to use libav (which I recommend). ffmpeg uses libav.

 

http://dranger.com/ffmpeg/tutorial01.html


In Topic: Why can't I print out my std::string vector?

30 August 2016 - 05:04 AM

As a side note, you should not pass your strings as the format argument to printf(). Either do this:

printf("%s", map[i].c_str());

Or use puts(), since you're not really formatting anything (note: adds a newline for you)

puts(map[i].c_str());

The reason for this is because otherwise it's possible to pass arbitrary format options to printf() without meaning to (say your map contained "%" characters) and it can possibly be dangerous.


In Topic: trek game

26 August 2016 - 01:44 PM

Just call it Star Shrek and make everyone an ogre


In Topic: Ide For Linux

09 August 2016 - 05:23 AM

Anyway, let's start with proper shell integration. Say you have table in your source file with names that needs sorting. In vim: Mark first and last line, then ":'a, 'b ! sort" (run 'sort' command, using as input the lines between and including marker a and marker b. Replace input with the output of the sort command).

 

 

Yeah perhaps this should be a separate topic. But to answer your question on how that would work in KDevelop: Highlight the lines, press F7 and type "sort" (or if you're using Vi input mode, highlight lines, enter ":sort").

 

KDevelop uses Kate's text editor, which tries to emulate most of vim's features, so most of the common commands you'd use in vim are available in KDevelop:

https://kate-editor.org/kate-vi-mode/

 

Qt Creator supports all of those.
 

 

Thanks! I didn't know about this.


In Topic: A Lightweight 2D Game Framework Doesn't Seem To Exist

08 August 2016 - 08:37 AM

Urho3D (despite the name) is a decent 2D game engine/framework. It ships with Box2D physics, it supports animation, shading, etc. and it compiles not only to desktop platforms but also to Android, iOS and the web (using emscripten).

 

As far as "lightweight" goes, it compiles to an approximately ~5MiB library and takes maybe 4-5 minutes to compile on my i5-2440m. So I'd say when compared to something like Ogre3D it is fairly lightweight.


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