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- Birthday February 20, 1989
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#4950949 Learning SlimDX (or should I just pick up XNA)
Posted by DvDmanDT
on 20 June 2012 - 07:20 AM
If you are interested in those, just start working with XNA. As I said, they should be more or less drop-in replacements for XNA, so you can use the development tools for XNA for now and then switch when you need other platform support or whatever.
#4950382 Structure of classes in good Game Engine?
Posted by DvDmanDT
on 18 June 2012 - 03:14 PM
#4947383 How to reinvigorate a team?
Posted by DvDmanDT
on 08 June 2012 - 08:57 AM
Another thing is communication. We used an internal wiki (MediaWiki) and an IRC channel with a history-keeping bot. The IRC channel/bot can help alot, if one person posts "I'm currently working on X, what do you think of this? <link>" then it often triggers responses causing other people to work as well. A Wiki on the other hand is great for storing documents and decisions. It's easy to collaborate and you get stuff like history for free which also means you can follow activity.
#4945195 C++ what other IDE other than VC++
Posted by DvDmanDT
on 31 May 2012 - 10:13 PM
Edit: OK, this is different. I just tried it, you can't even create a console application. You can't control your entry points as far as I can see. Same goes for C#, you can't even create a regular class library.
Edit2: Ok, by just hacking my project file I was able to create a regular console application. So what it all really mean is that there's currently no templates for regular native projects. I'll try to import an existing project next.
Edit3: Ok, that doesn't work.
#4944588 Proper DLL use
Posted by DvDmanDT
on 30 May 2012 - 01:38 AM
When you create a library, you select whether you want to create a static library or a dynamic library (I think that's the terminology used in VS). If you choose to create a dynamic library, then both a .dll and a .lib file will be created, if you choose to create a static library you'll only get a .lib.
A static library is often quite large (hundreds to thousands of kbs) while an import library (the .lib file which just includes references to its .dll) is isually in the 5-20 kb range.
#4944514 is there a way of merging or replacing ambiguous methods / properties in an i...
Posted by DvDmanDT
on 29 May 2012 - 07:44 PM
Edit: Interfaces don't have that problem. Even if you implement several interfaces which 'inherit' from another interface, the class will only implement that interface once.
#4944379 I need a better precompiler for C++
Posted by DvDmanDT
on 29 May 2012 - 11:54 AM
#4942207 Signing a message
Posted by DvDmanDT
on 22 May 2012 - 08:15 AM
Another library you may want to use for big integers is GMP. I don't have any experience with MAPM, but I've always found GMP easy to work with, and they already have functions to compute things that you'll need for RSA, like a probabilistic primality test (mpz_probab_prime_p), modular inverse(mpz_invert) and modular exponentiation (mpz_powm).
There are also handy C++ wrapper classes, but the last time I used the library they didn't expose all the functionality of the C interface.
The G in GMP stands for GNU. For me that pretty much means "don't even consider looking at it or it'll ruin your life" as I'm writing closed source software..
I just noticed how to use key blobs. That was probably what I was looking for.
#4925502 Are dirty coding techniques okay to use?
Posted by DvDmanDT
on 26 March 2012 - 07:15 PM
#4923714 Avoiding Global Variables
Posted by DvDmanDT
on 20 March 2012 - 01:14 PM
Static variables pretty much are global variables; they're just in a class and not a namespace.
It's providing global access to state which makes global variables harmful. The whole point of adding things like static members to C++ is fine control over not just instancing, but access. So, no; Having the same sort of lifetime does not make them the same thing.
I'll have to disagree with you there. Global access is one of the things that makes global variables harmful, shared state is another. Privatly shared state can be just as bad if not worse. You're still limited to one instance, which can create all sorts of headaches, and you still need to make sure it's valid/reset it whenever you load a game or whatever. I'd say the shared state is the real problem with globals, not the global access (although, that is also pretty bad).
#4923637 Physfs tutorial
Posted by DvDmanDT
on 20 March 2012 - 09:14 AM
EDIT: Just google null-terminated strings and I'm sure you'll understand.
#4923379 Avoiding Global Variables
Posted by DvDmanDT
on 19 March 2012 - 12:31 PM
#4922788 I'm having trouble with Pong. (In C# w/ XNA)
Posted by DvDmanDT
on 17 March 2012 - 05:12 AM
#4912515 Multiple Types in Constructors?
Posted by DvDmanDT
on 13 February 2012 - 01:26 AM
Still, that cast simply has to beat the alternative.
BTW, since you are using C#, you might want to prefix your interfaces with an 'I', since that's the usual notation (google 'MSDN Design guidelines for class libraries').
#4912510 Multiple Types in Constructors?
Posted by DvDmanDT
on 13 February 2012 - 12:36 AM
Blend((DoubleModule)0.0, someFBM, someFunc)
and then imagine writing a single constructor and single functions/methods/whatever, since you only need to handle the case where there are modules. You may not even need that cast, depending on implementation.
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