• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Ashaira

Getting error C2819. Need some help.

2 posts in this topic

Well ive been working on a small game engine in OpenGL ES 2.0 and until today everything was fine. Today i decided to put my Scene Manager and Resource Manager clases as extern in a globals.h and declare them in the init in the main.cpp. After doing so i keep getting error C2819 for variable that until recently worked fine.

For example in the Scene Manager i have a pointer that holds all the objects declared as such
[code]CGameObject * GameObjects;[/code]

And then use it in the cpp in various places. one example where i get the error is here
[code]if(GameObjects[i]->shader == j+1)[/code]

as far as i understand this error can appear when using the -> operator on non pointer types but GameObjects is a pointer.

Could anyone help me?

If posting the whole files will help you understand better let me know.

EDIT: upon further investigation the cause seems to be the use of STL. i used STL to read from files and now since i turned the SM and RM into global extern it seem STL is overwriting some pointer operators. Could someone tell me how to block this overwrite? ide like to keep using the file reading i implemented if possible if not could someone point me towards some file reading that doesnt use the STL? all the examples i have found so far use STL.
-1

Share this post


Link to post
Share on other sites
I doubt this is STL problem. Perhaps I'm wrong, but it seems to me that accessing GameObjects[i] gives you a GameObject instance that is not a pointer. So this should be correct instead:
[code]
if(GameObjects[i].shader == j+1) ...
[/code]
In short, GameObjects is a pointer in your code, but GameObjects[i] is not:
[code]
CGameObject * GameObjects; // Pointer to GameObject instances
// ...
// Initialize GameObjects etc
// ...
GameObject& go=GameObjects[i]; // go is reference to GameObject, not a pointer
[/code]
This would give you a pointer at i:
[code]
CGameObject ** GameObjects; // Pointer to pointers of GameObject instances
// ...
// Initialize GameObjects etc
// ...
GameObject* go=GameObjects[i]; // go is pointer to GameObject
[/code]

Note: all the above is assuming that CGameObject is a class, not a pointer type.
2

Share this post


Link to post
Share on other sites
Oh thnx. i looked at it again ur right.
GameObjects
Was initialy an array of pointers so my refrence lvl was off. stupid me. thnx.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0