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Member Since 16 Oct 2013
Offline Last Active Today, 04:32 PM

#5205420 What is VC#

Posted by Lactose! on 19 January 2015 - 05:33 PM

While probably never listed on any job application or similar, learning how to use Google effectively is a highly valuable skill.

I most likely spent less time searching and providing the links than you did typing the question (and less time than I spent writing this reply).


If you have questions about something, your first step should almost always be consulting Google. If it doesn't give you the answer you're looking for, try some alternative search terms, and see where that leads you.

#5205415 What is VC#

Posted by Lactose! on 19 January 2015 - 05:12 PM



Edit: See also, http://en.wikipedia.org/wiki/C_Sharp_%28programming_language%29#Implementations

#5205253 why C++?

Posted by Lactose! on 19 January 2015 - 05:54 AM

C++ is a programming language that is used to create applications. Check out the Wikipedia article or your favorite search engine for more information about the topic.

edit. Ninjas, ninjas everywhere. ph34r.png


#5205238 why C++?

Posted by Lactose! on 19 January 2015 - 04:49 AM

C++ is a programming language.

It's used for many types of applications, for example games.


Among high-end games, it is probably the most common language, while among indie game developers, other languages/engines are used more often (Unity, C#, plus more).

#5205158 Download Library of 3D models.

Posted by Lactose! on 18 January 2015 - 05:27 PM

The only thing that will differ is the menus for linking the libraries to your project.

And potentially default settings for project or compiler flags, etc.


Like Chubby says, if the code works in another IDE, the code isn't the problem.

#5205156 Isometric 3D prerendered terrain mouse picking problem

Posted by Lactose! on 18 January 2015 - 05:18 PM

If you generate the 2D images from 3D data, you could bake out an additional image or channel (e.g. the alpha channel, if it isn't used in your current image) with height information during the 3D -> 2D process. This would have to be quantized (e.g. to 256 values if using a single 32 bit channel), but it should work well enough, I'd think.


If your creating this height information, it can have be pixel perfect, or it can be further quantized (with some sort of interpolation between points) if smaller sizes are needed.


If you don't generate the 2D images from 3D data, you'll have to create the height information some other way, e.g. manually creating something that seems to fit the landscape. This will probably include quite a bit of adjusting and iterations to get right in all places, and sounds quite tedious.

#5204666 MCTS AI development for "Tammany Hall"

Posted by Lactose! on 16 January 2015 - 03:12 AM

At the point this blog starts

For development blogs, you should consider using gamedev.net's journal system instead of forum posts.

#5204488 Where should i start with programming?

Posted by Lactose! on 15 January 2015 - 09:12 AM

The FAQ might help answer some of your questions.

#5204323 Did I do this vertical parallax scrolling correctly?

Posted by Lactose! on 14 January 2015 - 04:12 PM

To me that looks like the camera is basically set at a given height, and "rotates up" when you jump.

Maybe try having the layers towards the back move a lot less in y? So the mountains basically remain where they are, while the foreground moves as quickly as it does now.


Might be worth experimenting with, I agree that it looks somewhat weird.

#5204321 How to actually learn game development?

Posted by Lactose! on 14 January 2015 - 04:07 PM

What I've taken from this is that I have a serious issue and I need to get help.

There is nothing wrong in asking for help. It doesn't matter if it's needing help to solve programming problems, or if it's personal difficulties being too difficult to cope with on your own.



If you really want to learn to program, I would suggest finding 1 language/API/engine, and then comitting to it. Make a small project, but be sure to actually complete it. If you don't know how to complete it, ask for help, stating how far you've come, and what you think the next steps might be, and why those steps are problematic to solve.

For some general hints, be sure to check out the FAQ.


Learning to program (like anything else) will take a lot of time. If you like it, it will definitely be worth it.



Good luck.

#5204302 Where to deeply learn Direct3D/X ?

Posted by Lactose! on 14 January 2015 - 02:58 PM

OpenGL and Java havn't the capacities to make a game really high performence. The cross platform thingy is an really disadvantage of DirectX. Thanks at all.

While Java might not be the most performant language (note that I don't know exactly how it compares to other languages), OpenGL is not going to hinder you in terms of performance.


As an aside, it is also quite likely that any performance issues you run into will be caused by things which are unrelated to languages and libraries -- algorithms and data structures.

Additionally, you will most likely not have the capacity to create games which exploit the hardware to the fullest like AAA games might (with the amount content to match it), so super-high performance will probably not be a deal-breaker for your games.

#5204061 Code appearance, is it really important?

Posted by Lactose! on 13 January 2015 - 04:50 PM

Future you will not remember what present you was doing, and future you may think that present you is a total idiot if present you writes incomprehensible code.

As a fun exercise, keep track of the following:

- Times when you've written awesome code, which future you surely will be proud of!

- Times when you've wanted to have a stern discussion with past you regarding some horrible code that's causing all kinds of pain to present you.

Drink (or donate to charity, or something else) every time a section of code is listed in both sections.

#5203128 GLSL simple shader help

Posted by Lactose! on 09 January 2015 - 12:09 PM

I would gladly delete if there were an option but I cannot find it

There is no option to delete posts, because other people might gain something from your posts even if you consider them solved.

The proper etiquette (on this forum, as it may vary from forum to forum), is to post the solution, and let the thread die on its own. By doing so, it is possible for others who might experience the same problem to also find your solution.

It is also possible that your solution wasn't a complete fix, which someone else might assist you with, or discuss alternatives.

#5202594 Drawing Multiple Sprites (projectiles)

Posted by Lactose! on 07 January 2015 - 08:12 AM

Your "spacebar to fire" code loops will set all projectiles to fire, using the same position. The keydown check will be the same for the entire loop, so if it's true for the first iteration of the loop, it will be true for all of them.


What you could do instead is something like:

- Check if spacebar is pressed.

- If it is, iterate over the array, checking if the projectile is not launched.

- If a projectile is not launched, launch it, and stop looping through the array.


You will need to clear the "launched" flag when the projectile has done whatever it should be doing.

And, as already mentioned, you shouldn't update logic in your draw code.


Another way of doing this would be to e.g. have a std::vector of projectiles, and add a new projectile to the vector when you press the spacebar.

#5202070 Angle of Direction, Velocity, and Acceleration

Posted by Lactose! on 05 January 2015 - 03:20 PM

Why can't this be done? 

It can! However the wind then counts as acceleration upwards, and you need to include it in the calculations before updating the velocity.


For example, the car might have an acceleration value of 20 units in the x direction, and the wind might be act as an acceleration value of 3 units in the y direction.

This leads to a final acceleration of x = 20, y = 3 (which is an angle of roughly 9 degrees). It's this final acceleration you use to update the car's velocity (and in turn, the car's position).