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• ### Similar Content

• I like to build my A - Team now.

I need loyal people who can trust and believe in a dream.

We cant pay now, you will recieve a lifetime percentage if the released game will give earnings.

What i need:
- Programmer c++
- Unity / Unreal - we must check whats possible, please share your experience with me.
- Sculpter, 3D Artist
- Animator
- Marketing / Promotion

What i do:
- Studio Owner
- Director
- Recruit exactly you
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- Main theme composing
- Vocals
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- Character, plants and animal design

The game will be defintitly affected about our and your skills if you join the team.

Planned for the big Game:
- 1st person shooter
- online multiplayer
- character manipulation
- complete big open world with like lifetime actions and reactions
- gunstore with many items to buy
- specials like mini games

So if you are interested in joining a team with a nearly complete game idea, contact me now and tell me what you can do.

discord:
joerg federmann composing#2898

• I wasn't sure if this would be the right place for a topic like this so sorry if it isn't.
I'm currently working on a project for Uni using FreeGLUT to make a simple solar system simulation. I've got to the point where I've implemented all the planets and have used a Scene Graph to link them all together. The issue I'm having with now though is basically the planets and moons orbit correctly at their own orbit speeds.
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if (tag != "Sun") { glRotatef(orbitAngle, orbitRotation.X, orbitRotation.Y, orbitRotation.Z); } glPushMatrix(); glTranslatef(position.X, position.Y, position.Z); glRotatef(rotationAngle, rotation.X, rotation.Y, rotation.Z); glScalef(scale.X, scale.Y, scale.Z); glDrawElements(GL_TRIANGLES, mesh->indiceCount, GL_UNSIGNED_SHORT, mesh->indices); if (tag != "Sun") { glPopMatrix(); } The "If(tag != "Sun")" parts are my attempts are getting the planets to orbit correctly though it likely isn't the way I'm meant to be doing it. So I was wondering if someone would be able to help me? As I really don't have an idea on what I would do to get it working. Using the if statement is truthfully the closest I've got to it working but there are still weird effects like the planets orbiting faster then they should depending on the number of planets actually be updated/rendered.

• Learning game development in Unreal Engine could be a daunting task for someone who don’t know where to start, and a cumbersome process if you don’t organize your progression correctly. One thing commonly known by experienced developers and by people unfamiliar with coding: mastering a development language is a long and difficult task.
From blueprints to C++ in Unreal Engine
If you want to learn fast, you need a good learning strategy. Unreal Engine contains a very powerful tool which you can use to learn C++ faster: its blueprint system. Blueprints are extremely easy to learn (and you may already have a good knowledge of them). Thus you can conveniently use them as a guide for writing code in C++. This is the reason why I am writing a tutorial series on how to make the transition from Unreal Engine blueprints to C++.
Learn and practice C++
Following this tutorial, you’ll acquire new concepts of C++ programming in every chapter. Then following chapters will give you reasons to reuse and practice those same concepts. There’s no better way to wire you brain.
Link to the tutorial: [Tutorial] Learn C++ in Unreal Engine 4 by making a powerful camera
Please do send me as much feedback as you want. I’ll be considering every constructive remarks and taking them into consideration. Your feedback will help me to improve and update the existing chapters and to make the next one better.

View full story

• Learning game development in Unreal Engine could be a daunting task for someone who don’t know where to start, and a cumbersome process if you don’t organize your progression correctly. One thing commonly known by experienced developers and by people unfamiliar with coding: mastering a development language is a long and difficult task.
From blueprints to C++ in Unreal Engine
If you want to learn fast, you need a good learning strategy. Unreal Engine contains a very powerful tool which you can use to learn C++ faster: its blueprint system. Blueprints are extremely easy to learn (and you may already have a good knowledge of them). Thus you can conveniently use them as a guide for writing code in C++. This is the reason why I am writing a tutorial series on how to make the transition from Unreal Engine blueprints to C++.
Learn and practice C++
Following this tutorial, you’ll acquire new concepts of C++ programming in every chapter. Then following chapters will give you reasons to reuse and practice those same concepts. There’s no better way to wire you brain.
Link to the tutorial: [Tutorial] Learn C++ in Unreal Engine 4 by making a powerful camera
Please do send me as much feedback as you want. I’ll be considering every constructive remarks and taking them into consideration. Your feedback will help me to improve and update the existing chapters and to make the next one better.
• By mrDIMAS
Hello everyone! I need to fill lua table with functions from script file like this:
function init() end function update() end I need to create table on stack and fill it with this functions from specified file. How can I do this?

# C++ Initializer list woes

## Recommended Posts

Posted (edited)

Given:

template<typename T> struct Thing {
Thing(std::initializer_list<T> arr) {...}
};

template<typename T> struct Arbiter {
template<typename ...Args> Arbiter(type stuff, Args ...args) : subject(args...) {...}
T subject;
};

typedef Arbiter<Thing<int32u>> Arbiter32u;

Arbiter32u test1(stuff, {1U,2U,3U}); // error C2661 : no overloaded function takes 2 arguments
auto wtf = {1U,2U,3U};
Arbiter32u test2(stuff, wtf); // this is fine

Why does 'test1' fail where 'test2' is fine? Presumably the constructor used is removed by SFINAE - but why? SFINAE unfortunately masks out whatever goes wrong leaving me just puzzled :/.

edit:

... still not sure i get it.

Edited by tanzanite7

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Posted (edited)
Arbiter32u test1(stuff, {1U,2U,3U});

What is {1U,2U,3U}? Is that just an array of unsigned ints, a std::initializer_list, or? The compiler most likely doesn't know you are wanting to pass a std::initializer_list since your passing it to args. When you use auto the compiler is able to deduce it to a std::initializer_list before passing it to the args.

This would work fine since you are actually passing the list to the args, which represents one object/arg:

Arbiter32u test1(0, std::initializer_list<int32u>({ 1U,2U,3U }));

As a matter of fact, you should be able to do this as well since you are allowing multiple args to be passed:

Arbiter32u test1(0, std::initializer_list<int32u>({ 1U,2U,3U }), 0, 1, 2, 3.0, 4);

//OR

Arbiter32u test1(0, std::initializer_list<unsigned int>({ 1U,2U,3U }), 0, std::initializer_list<unsigned int>({ 1U,2U,3U }), 2, 3.0, 4);

If you add this, just as an example. then it would work fine for just your std::initializer_list so you can use Arbiter32u test1(stuff, {1U,2U,3U}):

template<typename ...Args> Arbiter(int stuff, std::initializer_list<int32u> args) : subject(args) { }

Perhaps someone with more knowledge on this would have better information for you.

Edited by AtomicWinter