cell = cell_manager.lookup_cell("example_cell_name");
new_sprite = std::auto_ptr<dx_sprite>(new dx_sprite());
new_sprite->set_cell(cell);
- Viewing Profile: Posts: Geoffrey
Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics
About Me
I'm an independent game developer, working on customizable card game 'The Trouble With Robots'. More information here:
http://www.digitalchestnut.com/trouble
And this is my personal site:
http://www.randomstuff.org.uk/~geoffrey/
http://www.digitalchestnut.com/trouble
And this is my personal site:
http://www.randomstuff.org.uk/~geoffrey/
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Posts I've Made
In Topic: Sprites and Atlases
28 November 2012 - 10:53 AM
The system I use has what you call animation frames as objects in their own right (I call them cells). There is a function to find one by name, and after that you can pass around a pointer to it just like you do with the parent in your example. In fact, the cell knows it's parent so you don't need to pass that around separately. So my code to create an instance looks something like this:
In Topic: Billboard problem
29 October 2012 - 06:21 PM
Can you post a screenshot of the incorrectly displayed billboard, or describe what's wrong please? The code you've posted looks OK to me (assuming that your billboard verts are set up in the correct orientation).
In Topic: I need help getting start with directx in c++
29 October 2012 - 06:14 PM
I've used DirectX 9.0 on a very old version of Visual Studio - I would imagine you're using more recent technology, but send me a message if you'd like to talk anyway.
In Topic: Crippling Fear of Unoriginality (Any Advice?)
29 October 2012 - 05:33 AM
I still cannot help worrying about someone thinking I copied them and starting some sort of Twitter mob to destroy my company before it begins.
I'm not sure if you meant this literally, but I'll say this anyway - if you're a new developer such a mob is probably just as likely to make you (via publicity, people checking out your game to see what all the fuss is about) as to break you (via negative publicity) anyway. This is probably especially true if your game is interesting enough that others will step up to defend you as well.
I suggest you spend more of your time worrying about simply not being noticed!
In Topic: Looking for help with academic research
29 October 2012 - 04:02 AM
Just completed your survey. One quick tip, for future surveys please avoid using negatively phrased questions like this:
Please rate how much you agree with the following statement:
'I did not find this question confusing.'
Strongly Disagree - Somewhat Disagree - Neither Agree nor Disagree - Somewhat Agree - Strongly Agree
Please rate how much you agree with the following statement:
'I did not find this question confusing.'
Strongly Disagree - Somewhat Disagree - Neither Agree nor Disagree - Somewhat Agree - Strongly Agree
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