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Member Since 12 Oct 2004
Offline Last Active Today, 06:35 PM

#5105937 Looking for feedback on UI components (Video)

Posted by Mussi on 31 October 2013 - 07:00 AM

Do you mean like, vertical yellow bars across the gauge to segment it?



Yes, though I did not have yellow in mind tongue.png. Here's an example:



It could look odd if some weapons' cooldown were accounted for and others weren't?

Also, I'm anticipating that most weapons will take 2+ seconds to reload. The values I'm using right now are simply random because I didn't get around to creating the external XML balancing document yet for these.

My thought was that there'd be at least two categories of weapons, one that fires rapidly(think pew pew lasers) and one that takes a significant time to charge/reload(seems like your rockets belong to this category). The rapid fire category wouldn't be that interesting to display the charge bar for.


Alternatively you could use circular gauges for each weapon, you could colorize these by weapon type as well without getting a rainbow bar effect.

#5105834 Looking for feedback on UI components (Video)

Posted by Mussi on 30 October 2013 - 07:20 PM

In addition to the improvements you've made, I'd make the life bar slightly higher and add markers for 25%, 50% and 75% (this will also allow you to reduce the width of the bars without them becoming hard to read). Also, I'd get rid of weapon charge bars for charge times < 1 or 2 seconds.


Looks awesome so far, keep up the great work!

#5085312 Vector hell!

Posted by Mussi on 12 August 2013 - 05:02 PM

Y - X

Normalize the result so that you can scale it to a precise length afterwards. You can normalize a vector by dividing each component by the length of the vector. You can calculate the length of a vector as follows: sqrt(x*x + y*y + z*z), where x, y and z are the vector's components.

#5084848 EventBus - Possible with C++ templates?

Posted by Mussi on 10 August 2013 - 09:54 PM

   [=]( AbstractEvent* ev )
      cb( *(EventType*)ev;


I'd personally format this as:

handlerMap.insert(id, [=](AbstractEvent* ev)
	cb( *(EventType*)ev );

This might make it clearer for you. Combined with less obscure variable names you might even start liking it smile.png.

#5073968 Circular buffer usage

Posted by Mussi on 29 June 2013 - 12:52 PM

Lets say you have a game with a rewind functionality, where your character can travel back in time. You'll most likely have a cap on how far one can rewind. At any point in time, you'll have to know the x steps taken before the current step. Now imagine how easy this becomes with a circular buffer smile.png.

#5065368 std::bind and function

Posted by Mussi on 27 May 2013 - 05:28 PM

No, your say function isn't printing anything.


Edit: Got beat to it!

#5044711 The name of that floating-up fading number UI thingy?

Posted by Mussi on 19 March 2013 - 05:18 PM

Floating combat text is what it's called in World of Warcraft.

#5040525 Prevent a base class method from being overridden?

Posted by Mussi on 07 March 2013 - 02:26 PM

Does final work on non-virtual functions?

No, it can only be used on virtual functions. Same goes for override, as in you can only override a parent class' virtual function.



The final identifier is there to prevent overriding methods. Technically, I think, you would not be overriding a method if it's not virtual.

#5036731 Code Review Comments

Posted by Mussi on 26 February 2013 - 09:57 AM

Hmm. Now I'm confused too. Did this behaviour change in C++11?

Seems so: http://stackoverflow.com/questions/4178175/what-are-aggregates-and-pods-and-how-why-are-they-special/7189821#7189821


Edit: or well I'm not sure actually :P, any experts on this?

#5036524 New forum - Coding Horrors

Posted by Mussi on 25 February 2013 - 06:37 PM

if(lolReturnThisInstead == true)
	return true;
	return false;

#5029363 [Tutorial] Instant-Insertion Quadtrees

Posted by Mussi on 06 February 2013 - 06:04 AM

Bookmarked. Thanks for sharing!

#5025826 A star

Posted by Mussi on 26 January 2013 - 12:44 PM

Are you sure you don't have a using namespace std; somewhere? Possibly inside include.h? Alternatively you can rename your map variable.

#5018581 How is my programming format

Posted by Mussi on 07 January 2013 - 07:51 AM

Looks good, I would however recommend learning something more powerful than VB if you expect to make responsive high paced games that those of us with older computers (You know the majority of your potential players) can play. Yes the obvious functions are always better to have.
That's not VB, I think it's Boo.

#5011623 Using multiple header and .cpp files

Posted by Mussi on 17 December 2012 - 04:04 AM

Or place this at the top of your header files:
[source lang="cpp"]#pragma once[/source]

If that doesn't fix your problem, paste the complete error/errors you're getting.

#5011423 Extracting LookAt Vector from View Matrix

Posted by Mussi on 16 December 2012 - 05:53 PM

Okay, let me start by saying that your mixed use of 'look at' and 'look' is confusing. Use look for directions and look at for positions or distinguish them in some other way.

This link I posted before, shows how the view matrix is built. You want to build the view matrix with the look direction, you get this by subtracting the eye position from what point you're looking at and then normalizing that. Basically, what eppo said.