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#5056981 C++ - freeing dynamic memory
Posted by LordRhys
on 26 April 2013 - 09:10 AM
int* ptr1=NULL, ptr2=NULL, ptr3=NULL, ptr4=NULL;
ptr1=new int;
ptr2=ptr1;
ptr3=ptr2;
ptr4=ptr3;
delete ptr4;
Am I freeing ptr1-3, when freeing ptr4?
From what I read in C++ Primer Plus this wouldn't work since ptr2,ptr3, and ptr4 are not considered pointers but ordinary int variables, the statement would have to be:
int* ptr1 = NULL, *ptr2 = NULL, *ptr3 = Null, etc...
#5036744 C++ book?
Posted by LordRhys
on 26 February 2013 - 10:34 AM
C++ Primer Plus (6th edition) covers C++ 11, it is very dry in the first couple of chapters as it's designed for beginner's thru intermediate, I also have Beginning C++ through Game Programming, 3rd ed.
#5036343 Literature, motivation, how-to-do-it-right on C#/XNA?
Posted by LordRhys
on 25 February 2013 - 08:45 AM
Just an FYI, Monogame is the Framework, you still use VC#, and both Monogame and XNA 4 can be installed and developed with VS 2012.
#5029780 Offset Origin in MonoGame 3.0 Control
Posted by LordRhys
on 07 February 2013 - 11:44 AM
How far down is this occuring? Could it be related to this line:
<Menu Grid.Column="0" Grid.ColumnSpan="2" Grid.Row="0" Height="20" Name="myMainMenu" Width="Auto" >
where you set a height of 20?
#5026753 I think my school missed some steps...
Posted by LordRhys
on 29 January 2013 - 07:54 AM
One thing I can mention here is that in your first semester you learned c# in what you called a DOS environment, as was mentioned earlier this is actuially a Console environment, and now your using C# in a Unity Engine environment. The reason for the progression is because the Unity SCene editor environment takes care of everything that is GUI based, the scripts you will need to write that will controll what happens in your game is exactlythe same as writing those Comsole based programlets you did in the first semester except now you will need to take the C# coding a bit farther in what your controlling and how you do it. If you have spare time check out some Unity Vids on Youtube specifically for the scripting ones.
#5026739 Have Solution/Project for both VS2010/2012
Posted by LordRhys
on 29 January 2013 - 07:11 AM
You change nothing, that was one of the major changes from VS2010 to VS2012. If your project was based on VS2010 you could have part of your team work in VS2010 and part of your team work in VS2012. If you start a Windows 8 / WP8 project in VS2012 (can only do metro in 2012 anyway) you can't work in 2010 with it.
#5021400 Quest systems for database?
Posted by LordRhys
on 14 January 2013 - 08:13 AM
You could use the best of both listed above. The character stores the list of Quests recieved like an inventory with all associated information including when he recieved and completed the quest. You can the ability to abandon the quest to be able to get it again if you accidently lose a required item, or if you fail the quest and need to start it again. When the Quest is completed/Turned in it goes into the Completed Quest inventory, All Quest givers check this prior to giving quests, this prevents repeating non-repeatable quests and getting multiple copies at same time. As for Dailies or once every x hrs you would check the recieved or completed quest time depending on how you set it up.
You could even use this system to hold Quest Item Inventory so that they do not take up normal limited bag space.
#5009430 Action RPG, C++ and a Noob. Needing help to learn, at least a direction.
Posted by LordRhys
on 11 December 2012 - 08:50 AM
#5006658 Looking for VB XNA video tuts and Vb Windows Phone Tuts
Posted by LordRhys
on 03 December 2012 - 10:11 AM
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