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dpadam450

Member Since 18 Nov 2005
Offline Last Active Yesterday, 09:24 PM
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Posts I've Made

In Topic: (Super) Smart Pointer

Yesterday, 10:03 AM

 

As Buckeye says, make it the AI's job to work out if the target is still there.

Right, but that's what I'm saying, I'd rather not iterate every object on the other team to determine if my target is dead or not. In that case, each 20 marines is pointing to say the last object on the enemy team. If the enemy team has 1,000 objects, then

//Do this 20 times?
marine.ComputeAI() { // loop through to see if enemy exists in list........has to loop 1,000 objects}

 

 

^^^ Was this the original solution to the problem? I didn't get what the solution being suggested was. I think it was this. I guess if I finally partition my world objects, then I wouldn't have to search through that many objects and that would be ok.


In Topic: (Super) Smart Pointer

Yesterday, 09:54 AM

To check if it exists, it would have to go into a list of objects in the world to see if it is in that list still.......?

If that is what you mean, I definitely don't want to iterate through all the objects in the world for each of the 20 marines to see if their enemy is still in some world list.


In Topic: c++ function pointers

08 July 2014 - 11:41 PM

 

Function pointer types are weird. It sort of goes around the function declaration.

I did try something like that I guess I didnt have it correct. Either way typdef has worked in my engine. Sweet.


In Topic: c++ function pointers

08 July 2014 - 11:38 PM

Going to apply that to my actual code now..........does anyone know what that actually unrolls into? I don't mind typdef's for this case, I just hate typdef everything to a typdef item with a a typdef vector etc. I usually avoid them for readability.
 

// Obviously this doesnt work. Just curious what the signature without the typdef would be
int (*function_type)(int) GiveMeFunctionPointer()

{

}

 

Thanks.


In Topic: Uniform grid traversal

20 March 2014 - 01:50 PM

I don't know everything off the top of my head. I would assume you can get more detailed information if you search for ray tracing bsp uniform grid or something. That link doesn't look very helpful.


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