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ncsu121978

Member Since 29 May 2000
Offline Last Active Yesterday, 08:54 PM

Posts I've Made

In Topic: Particle Lighting 101

16 July 2016 - 01:26 PM

I would think a particles "faces" all directions at once since it is supposed to be an extremely small....well particle.

 

So if I were lighting a particle from external light sources, I would figure out the strength (color) of the light at the particle point and then apply it to the whole particle.  Blending multiple lights if necessary.


In Topic: Object Referencing

16 July 2016 - 01:24 PM

std::shared_ptr<Type> variable = std::make_shared<Type>();


In Topic: undefined symbol

03 July 2016 - 01:44 AM

Where is the code for the Ausfaelle class?  You only have the definition shown.


In Topic: SDL Game Programming in C

28 June 2016 - 10:39 PM

Really?  All these are on the first page of google results for "sdl tutorial"

 

http://lazyfoo.net/SDL_tutorials/

http://lazyfoo.net/tutorials/SDL/index.php

https://wiki.libsdl.org/Tutorials

http://www.sdltutorials.com/

http://www.willusher.io/pages/sdl2/

http://aaroncox.net/tutorials/2dtutorials/index.html

http://gamedevgeek.com/tutorials/getting-started-with-sdl/

etc....


In Topic: Dungeon - tactical combat (static or tile-movement)

21 June 2016 - 02:42 AM

i am definitely a final fantasy tactics kind of battle system player.  i wont play the old final fantasy or dragon warrior style combat mechanics games anymore.  that being said...

 

if encounters are all random and tend to be short and simple then there should be not only monster AI but hero/player AI as well.  allow the player to toggle on the player team AI when they dont want to bother with a trivial battle and toggle it off for tough fights or if they just want to do it all manually.  i dont mean it to simulate the battle (unless that is what you want to do), but have the computer actually play it out and show it.


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