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Member Since 16 Oct 1999
Offline Last Active Yesterday, 10:19 PM

#5288263 Is there an official list of all registered game titles out there?

Posted by Aldacron on 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.

#5288262 Is there an official list of all registered game titles out there?

Posted by Aldacron on 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.

#5287767 OpenGL (Game) Engine

Posted by Aldacron on 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.

#5279780 Creating a Text Adventure Game

Posted by Aldacron on 06 March 2016 - 12:19 AM

One of the old MU* (MUD/MUSH/MOO) techniques is to use zones for this sort of thing. Divide the world up into zones, then divide each zone up into rooms. Each zone can be as large or small as you need it to be. You might have one zone represent a city, then next to it a zone representing a stretch of wilderness, then another zone next to it for another city, and so on. You might also have smaller zones to represent dungeons or towers inside a city, caves in the wilderness, and whatever. Each zone has entrances and exits like a room. In essence, it's a room that can contain other rooms, though how far you want to take that (should zones have descriptions? should zones have special features that rooms don't have?) depends on the nature of the gameplay.

#5274262 Array in constant buffer

Posted by Aldacron on 04 February 2016 - 09:48 AM

God, everyone says post source code, then when I spend hours putting something together that I can post and actually do, I hear no more responses.  What happened?

That was just standard advice to make it more likely that someone would be able to help you, not a guarantee. Always keep in mind that there are a number of people coming here from different timezones around the world, with varying skill sets. It sometimes may take a while before someone with the ability to recognize your problem comes along, if at all. Some problems are easier to solve than others, but posting source is a minimal first step.

#5271370 Why does MSVC warn that "not all control path returns a value" with e...

Posted by Aldacron on 15 January 2016 - 08:36 PM

In D, you can use a final switch with an enum. This will cause the compiler to error out if you don't have a case for every member and won't let you use runtime-initialized values. It's very handy. It would be great to see something like that in C++.

#5265820 Cross Platforming: Switching to Java?

Posted by Aldacron on 10 December 2015 - 08:50 PM

Josh Petrie's advice about testing is spot on. It certainly is much easier to deploy Java across multiple platforms these days. Libraries like LibGDX make it a painless process. Low-level bindings like LWJGL ship with all of the binaries they need on each platform. You only need to compile on one platform and the world is your oyster. Still, it's possible for platform-specific bugs to pop up in those low-level libraries, and they do from time to time. So you should always test on every platform to which you plan to deploy.

That said, there's a cost-benefit issue here. Is the benefit of using Java greater than the cost of abandoning your current implementation and starting over in Java? From what you describe, the answer is most likely "no." There are other factors to consider besides deployment, such as productivity in an unfamiliar language. You are using cross-platform libraries anyway, and that greatly reduces the amount of work you need to do for multiplatform in C++.

So, a) since you're already rather far along in the project, b) apparently the only problem you're trying to solve is to avoid compiling and packaging on multiple platforms and c) you ought to have those platforms available for testing even when using Java, then I would advise you to stay your current course.

#5265817 Loading an image saved at runtime

Posted by Aldacron on 10 December 2015 - 08:29 PM

It may still boil down to the fact that maybe it is not possible to save and load to program in the same runtime (same executable runtime), or is it?

Please just throw this idea away and never let it return to your head. It has always been, and will always be, possible for Java programs to save and load the same image as many times as you would like during the same execution of a program. This is not your problem.

No matter which programming language you use to write a program, always, always, always check return values. Never assume that something working today will work tomorrow. When a return value isn't want it should be, log it and react accordingly. Logging it is the most important thing here. It will help you narrow down the source of most problems more quickly.

#5256947 Game development with assembly. Where to start?

Posted by Aldacron on 12 October 2015 - 07:15 PM

You might also want to browse through this series. It's quite old (I can't believe it's been 16 years! I didn't expect it would still be online), but it should still be full of useful info.

#5256946 Game development with assembly. Where to start?

Posted by Aldacron on 12 October 2015 - 07:10 PM

You use the same APIs you would use from C or C++. You'll need to properly prototype the functions you want to call, then call them according to their calling convention. There are some simple examples at this page.

#5253153 Reading game data from archive

Posted by Aldacron on 20 September 2015 - 02:53 AM

A simple way to handle this is to use PhysFS. This is exactly the sort of problem it is intended to solve.

#5251709 D language array syntax question

Posted by Aldacron on 11 September 2015 - 06:54 AM

Yes, that's exactly right. As this program demonstrates.
void main() {
    import std.stdio : writeln;

    ulong[][uint] cache;
    cache[10] = [10UL];
    cache[100] = [30UL, 40UL, 50UL];

    foreach(key, val; cache) {
        foreach(ul; val) {

The [items] syntax is an array literal. It creates a dynamic array on the heap, the elements of which are whatever inside the brackets.

#5251529 SDL doubts

Posted by Aldacron on 10 September 2015 - 07:39 AM

Yes, you will generally want to use the SDL_Renderer API and SDL_Textures for games these days. SDL_Surfaces are used for loading images from disk, generating images to create textures from, and such. Other than that, there's little reason to use them outside of a few special cases. For example, if I ever felt the desire to work on an old-style raycaster or a custom software 3D renderer, I would likely use the SDL_Surface API.

#5248456 Compiling SDL with MinGW on Window 8.1?

Posted by Aldacron on 23 August 2015 - 10:37 PM

Don't use vanilla MinGW. Life is easier with a distribution like TDM-GCC, which is based on MinGW-w64. I comes with all of the DirectX headers and libraries you'll need. I also recommend installing MSYS2 and working through that rather than the Windows cmd shell, if you aren't already.

Furthermore, it's generally a bad idea to mix things compiled via the Microsoft toolchain with MinGW, such as the binaries found in the Windows SDK. MinGW can link dynamically with DLLs if you pass them along, but attempting to link with static or import libraries is asking for trouble. Any third-party libraries you use should generally be compiled with MinGW as well.

#5248165 RPG, Engines and Frustration

Posted by Aldacron on 21 August 2015 - 11:03 PM

Spiro thank you so much for your time answering my questions. I really love your passion about game programming and I never said that you say something wrong. You have a valid point. No argue here, what you say is right. However, following your path requires devotion, time and patience and given that I am not a professional game programmer nor I want to become one I am looking for alternatives/shortcuts that will lead me to the final result faster than some others. You see this is going to be hobby project that I am going to accomplish after-work hours, which means that I have little time and too many irons on fire.

Unfortunately, there are no shortcuts to learn how to make games. If there were, we all would have found them by now and no one would be telling you to make Tetris. It's going to require devotion, time and patience whether you want to be a professional or not. I'm a hobbyist and I've been playing around with it for just about 20 years, since my late-twenties. Given my age when I started, I was looking for shortcuts, too. I was a busy guy, with a full-time job, a new wife, and other commitments. I never found them. I wasted quite a bit of time, though, and very nearly gave it all up until I finally buckled down and started doing what I should have done from the beginning. And I can't count the number of people I've seen starting their dream games right out of the gate on this site, who then disappeared with nothing to show for it.

Starting with Pong or Tetris gives you an *achievable* goal toward which to direct the baby steps you need to take. An RPG of the scale which you want to develop is *not* an achievable goal for you at this point. You will very likely give it up in frustration long before you see it complete. Pong and Tetris allow you to learn the fundamentals that you need for any game you develop while still finding yourself with a completed game in a relatively short time. The motivational impact of finishing your first game is tremendous. Then you do it again with Asteroids or Pac-Man. Then you do it again with a simple platformer. Each completed game adds to your knowledge, confidence and motivation. Eventually, the day will come when you are ready to start on your dream game.

Please, don't try to rush. Buckle up and prepare for a long haul. In the end, it will be more rewarding.