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Member Since 16 Oct 1999
Offline Last Active Today, 02:22 AM

Posts I've Made

In Topic: Is there an official list of all registered game titles out there?

23 April 2016 - 03:40 AM

And, FYI, if you're worried about violating a trademark, you can search the U.S. trademark database here: http://tess2.uspto.gov/bin/gate.exe?f=tess&state=4802:d8girm.1.1. Other governments may have similar sites.

In Topic: Is there an official list of all registered game titles out there?

23 April 2016 - 03:37 AM

There's no such thing as a "registered" title. There are trademarked names for some franchises (e.g. Madden, Tetris), but most game titles are not trademarked. Unless you are making a game that looks identical to another and using the same exact name for it, it's something you generally don't need to worry about. Particularly for a hobby game.

In Topic: OpenGL (Game) Engine

20 April 2016 - 07:41 AM


Pick a simple game to create. Just building an engine is nebulous. I've done it before, and I just ended up working on cool features that never actually get used. Feature creep was particularly bad. You can definitely still create the engine, but just view it as reusable code for your game projects. You could make a game as simple as 3d pong.

GLFW is its own window and input manager. You will either have to pick one or the other. If you want to go with Qt then this might be useful


Thanks, i completely understand what your saying and i agree, but you didnt really answer most of my questions about the libraries. 


That post actually does answer your questions about GLFW -- "GLFW is its own window and input manager." It does provide an API to get the native window handle which you might be able to use to embed the window in some frameworks, but GLFW is primarily intended to create the main window of your application, i.e. if you're using GLFW, you aren't using QT or anything else. That's why I recommend you avoid it in the engine code.

In Topic: OpenGL (Game) Engine

20 April 2016 - 07:36 AM



For crossplatform OpenGL context creation and handeling input.

If you want to be GUI-independent, leave this out of the engine. Focus on rendering and other game systems. Use GLFW for your test programs, but any code in the engine related to context creation or input handling is going to be tied to a GUI system somewhere. By keeping it out of your engine code, you can let the user choose to use GLFW/QT/SDL or whatever and create the context themselves.

In Topic: SDL Renderer Issue

08 March 2016 - 08:20 PM

I create an pointer object of SDL_Renderer in sprite, then I create one in main... Two different SDL_Renderer objects of two different scopes.


SDL_CreeateRenderer allocates memory for one Renderer instance. If you have only called it once, then you have only created one Renderer, not two. The function returns a pointer to the Renderer instance, not the instance itself. A pointer is a memory address. To clarify:


SDL_Renderer renderer;
SDL_Renderer *rendererPtr;

Here, renderer is an actual Renderer instance, but rendererPtr is a pointer to a Renderer instance. When working with SDL, you will never manipulate a Renderer instance directly. You only have access to pointers to an instance. So:


SDL_Renderer *rendererPtr1 = SDL_CreateRenderer(...);
SDL_Renderer *rendererPtr2 = rendererPtr1;
SDL_Renderer *rendererPtr3 = rendererPtr2;

The instance allocated by SDL_CreateRenderer is located at a memory address. That address is returned by the function, so the value of rendererPtr1 is the address of the instance, not the instance itself. The subsequent assignments initialize both rendererPtr2 and rendererPtr3 to the same address, so all three pointers "point" to the same, single instance.

If you still have difficulty with visualizing this, I suggest you google for C pointers, or refer to the relevant section in a text book.