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      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.
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Vortez

How to get rid of this?

5 posts in this topic

Hiya, i was wondering if someone could help me with a design flaw in my library's vector and matrice code. See, like i posted here, i always need to access the x,y,z part of the vector by the letter v, and m for matrices.

 

Another example would be

ApplyMatrixToVector(&p->ThrustVector.v, &p->JetMatrix.m);

It's kinda annoying to have those v and m letters appended everywhere, but im affraid to modify the code since it work perfectly well.

 

Also, I know the ApplyMatrixToVector() should be done by overriding the '*' operator but it's already overloaded for something else i think.

 

Here the source:

 

vector.h

vector.cpp

Matrix.h

Matrix.cpp

 

Thx

 

EDIT: Humm, i know the the header file look a bit strange, it was done that way to compile the library either normally or in dll for multiples languages, just don't mind the #defines (another thing to fix, i need to remove this, but that i dont need help with :) )

Edited by Vortez
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Thx for the answer bac, this clear things up a bit. Great explanation btw, i'll look into it.

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Ok, so i was speaking with Kathar the other night in the chat about those classes and he did a wonderfull job helping me out. The thing is, im not very used to reference in c++, i always use pointers, but i understand what they are and, i almost understand when to use them but it's tripping me off sometime. Here's the code:

 

Vector.h

Vector.cpp

Matrix.h

Matrix.cpp

 

What i don't get is, should't this, for example

CMatrix _EXP_FUNC operator+(CMatrix m1, const CMatrix &m2);

be

CMatrix _EXP_FUNC operator+(const CMatrix &m1, const CMatrix &m2);

???

 

It mostly confuse me in operator overloading functions... maybe he just missed that, or am i wrong?

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The non-reference variant uses m1 as that temporary variable.

 

I see, i think i understand better now.

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