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• Thanks for the code snippet. Though I must say I don't understand it very well. I see that A is current location, B is the desired, M is probably the length of the circle and abs(A - B) is the distance, but I don't see why we have to add + M * .5 and that two times (second time with subtraction), use mod() and than again abs()? How I originally thought to solve the problem is to first transform it to radian space. I thought to multiply my domain x[0, 4] like x * 2pi. This would get me to [0, 25.12] which is I think not what I wanted. I think I should somehow convert [0, 4] to [0, 6.28] if I'm correct and than I'll be able to use sin(), cos() to get the distances and other things?
• I've been away from gd for awhile so i'm a bit rusty on giving help, but generally the process works better when you have a specific problem that can be shown with code. I'm seeing that you want to create a cube on key press. what does your WM_KEYDOWN handler look like in the windows message procedure? Do you understand the process of creating buffers? if you want a single model(cube) drawn multiple times you will need some method of storing the transforms for each object. then in the render function you setup the transform and render the geometry for each object in a loop.   // c++ psuedo code // ...in WM_KEYDOWN HANDLER if(key == b) { sceneobject o; // we create the buffers somewhere else maybe on level load, or game start, but they exist already o.vertbuffer = &cubebuffer; o.indexbuffer = &cubeindices; // world matrix that will be a randon position between 0..5 o.transform = Matrix4Position(rand % 10 - 5, rand % 10 - 5, rand % 10 - 5) sceneobjects.push_back(o) } // END WM_KEYDOWN HANDLER // ...somewhere in render function //begin scene for(int modelindex =0; modelindex < sceneobjects.size(); modelindex++) { // setup transforms // render buffers } //end scene I've never really dug into c# but looking at your source code, it looks like the transforms are packed into a constant buffer in your update function.
• Can we add a callback for the "asIScriptEngine::GetGCStatistics" API. In this way, the application can use this callback function to know which types have circular references to each other: MyGcCallback(const asITypeInfo** ppCircleRef, ...) { while (*ppCircleRef) { cout << "class '" << (*ppCircleRef++)->GetName() << "' "; } cout << "refer to each other and form a circular reference." } // May output: // class 'A' class 'B' class 'C' refer to each other and form a circular reference." With this callback, we can fire a full GC manually, find out if there are circular references in the current code and where it is.  This allows us to turn off the automatic GC function and use only the manual GC as an inspector to find the circular references, and fix it in the code.
• This is a great chances for developers to see the workflow used by AAA games, but at the same time I feel a flood of low quality games coming.

Writing for Games

Forum for creative criticism, idea exchange, and instruction in the art of writing for games.

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