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mrhodes

Member Since 16 Oct 2000
Offline Last Active Nov 10 2014 08:34 PM

Topics I've Started

Header Organization Advice please ?

13 December 2012 - 11:38 AM

I am in the beginning stages of making a game, and I am wondering if it is best to have 1 main header that includes all my other headers, or should I only include headers needed for each module I am working on?

I am asking this because I am now noticing that as my project grows any change to my 1 main header causes everything to recompile...

So, any thoughts about this topic that can help ?
I am thinking I should probably just include the headers needed for each class instead of including everything in each class.

Please share any thoughts please...

Michael

Use a Window Lib or not?

25 October 2011 - 07:58 AM

Hey everyone,

I am getting started on a medium size project and I have been using GLFW for now during my initial stages.... But I was wondering if I am better off creating a WinMain and WndPrc function and make a full blown windows app.

Right now I have a console window, which is ok for debugging, but for release I probably wouldn't want it there.

I Am using OpenGL, probably 3.3 as a minimum and OpenAL for audio. I plan to use Direct Input via the WndProc message loop.
Are these good plans ? or are there better ways to do this. It wouldn't take me long to get a base code setup and done, I just don't want to run into problems later on where choices I make now hurt me.

Any advice ?


Thanks

How to make Triangle Strips ?

28 September 2011 - 09:35 AM

Hey everyone,

I am starting off making a game and I have a question. I'm making a game where the game world is made of square cubes 32x32x32 and I will be spitting the world up in chunks that are 64 x 64 x 64 blocks each.
I plan to further sub divide that into an octree down to 16 x 16 x 16 blocks and render each child based on visiblity. Since I know each and every section I render will be the same, with exception of different textures I need to know how to make a vertex array of this 16 x16 x 16 section using triangle strips. I plan on using instancing for render each section and us the instanceid to figure out the final world location and texture coordinates.

I just don't know how to sort this in the most efficient triangle strips...

Any ideas of suggestions ?

Thanks,


Michael

Sorry if this isn't fully clear.... I'm new to programming this type of thing, and may not be asking the question right....

How to structure game code

26 August 2010 - 05:55 AM

Hey,

I'm working on a engine / game. Just enough of an engine to make small, simple 2D games and I have a question about the engine code. I've been hacking away at my project here and so far I have everything in one project (lib file). I'd like to make my games cross platform, but I'd also like to use native code for things like input and GUI coding.

So, I am thinking of setting up interfaces for things like input (keyboard, Mouse, and HID devices) and an interface for video.

I guess I am just wondering what do other people here like to do? One thing I am considering is making separate lib files for these devices. (libInputWin, libInputMac, libInputLin, etc) and then link in the right one based on platform.

I'm still playing around with ideas here, and not set on any particular method. Perhaps I am over thinking this, I just don't want to keep building onto this library over time and realize I did something wrong and hit a roadblock.

Thanks for any tips / advice.

Michael

Game Input Methods

30 July 2010 - 06:19 AM

Hey everyone,

I'm currently looking into different methods of gathering user input for my game. I would like to have my code able to get input from keyboard, mouse, and/or gamepad.

I am not using any libraries for this, just Windows API. I was going to use the WM_KEYDOWN/KEYUP messages and just update my keyboard state that way until I discovered someone here talk about WM_INPUT for gathering raw input. I checked the msdn site and read a little about it and so far it looks like a better method to get accurate input data.

I plan to make a higher level model here by mapping raw input to "actions" so where the input comes from will not matter. My game will query for things like "jump", "move right", etc.

So, my question is this. What are you thoughts on getting input this way? Is it efficient, reliable ? As for cross platform, it's not too important for me.

Thanks for any advice and tips about this

Michael

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