Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!


1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


Daivuk

Member Since 26 Mar 2002
Offline Last Active Oct 30 2014 02:29 PM

Posts I've Made

In Topic: (Super) Smart Pointer

11 July 2014 - 10:16 AM

We call this a "Weak Reference".

I don't have examples at hand, but that's the term you want to search for smile.png

 

Edit: What BitMaster said. std::weak_ptr


In Topic: Equivalent of glHint(GL_PERSPECTIVE_CORRECTION_HINT , GL_NICEST);

21 May 2014 - 03:24 PM

 

If the shape is 2D, and you've manually moved the top two verts closer together, you'll get the image in the middle. D3D/GL cannot magically fix this for you.


Exactly, this is the purpose for the original question. It seems that this GL Hint does 'magically' fix it.

 

I highly doubt OpenGL can fix this also.

 

The hint is called "PERSPECTIVE". Which means it doesn't work for 2D. It needs the z (depth) value to calculate this correctly. In 2D no such things. The GPU can not know the context of that triangle in a 2d environement. And doesn't understand it is a quad at low level.

 

If all 4 points have the same z value in your 2D render (let say, 0), and GL gives you the right picture, then the driver or opengl is wrong. What about I want to skew a rectangle on the side?


In Topic: A good engine for GameDev...

20 May 2014 - 04:17 PM

If you don't want to do a lot of coding, like you say. And you already know C#. Then Unity3D is your choice.

 

XNA is certainly enough to make interesting games. Tons of games on Steam use it. And I did pretty amazing stuff with it.

 

I'm personally not a big fan of "Engines" per say. I prefer having a set of libraries that do certain jobs for you: Load images, draw fonts, do inputs, etc. Like SDL or SFML.

Then you build the "game engine" around it.


In Topic: Questions for all programmers.

16 May 2014 - 01:01 PM

1) What was the first programming language you studied?

QBasic in DOS

 

2) Did you have any Computer Science background before your first language (ie: boolean algebra, memory organisation, algorithms)?

No

 

3) The first language you studied was it self-taught, formal instruction, or both?

Self-taught

 

4) Was the Computer-Science background self-taught, formal instruction, or both?

Self-taught

 

5) When you started to study Computer Science did it help your understanding of the language you first learned?

I never studied Computer Science. But my game programming courses didn't help much as I had already learned everything by myself. But my background helped me get good grades.

 

6) What kind of environment did you first program in (ie: the IDE or text editor, and the OS)?

QBasic had it's own text editor in DOS


In Topic: Why are static variables bad?

04 September 2013 - 07:32 AM

As a concrete example of why they are bad:

 

I am using Cocos2dX for a project. And we had to send network call. Great, cocosx provides a client HTTP built on top of Curl.

It's a singleton class (Which means a global var basically) with most of its variable static or globally declared in the CPP. It didn't cause problem at first. Everything is queued when I make multiple call. Ok, perfect.

 

But then, we started to want to send some calls simultaneously. LIke uploading a file in the background, but continuing navigating in the app.

 

But we can't, because there is only 1 instance of the HTTP client! And we can't instantiate another one, because everything is static in it. And they even had global vars in the CPP!! A design that sounded good at first ended up a nightmare. I was able to remove the static vars and globals. I can now create multiple instance of the class.

 

It's a good example I believe. Also if your game end up supporting multiplayer or split-screen. If all you have are static, you will be in hell. (Been there also)


PARTNERS