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grbrg

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  1. Hi all, I'm trying to call a C function in a DLL from C# code. The function looks like this: extern "C" tRetcode __declspec(dllexport) GetTest(tTestStructure& input); The tTestStructure is a quite complex structure generated from an CORBA idl, having arrays of structures as members, that can have complex members themselves. My problem now is that I get a System.Runtime.InteropServices.COMException when I try to call that function. My prototype looks like this: [DllImport("some.dll")] public static extern tRetcode GetTest(ref tTestStructure input); I tried different levels of complexity for the tTestStructure to try to find what caused the exception exactly. So far I only think that there is a problem with a structure array within the tTestStructure is inited. Assume public struct tTestStructure { public tAnotherStructure[] child; } If I just tTestStructure bla = new tTestStructure(); and pass it to the function then there is no problem, the function is called just fine. But if I do bla.child = new tAnotherStrucure[10]; then the call does not go through. Did I do something wrong here? What should I do? What things do I have to be aware of? Thanks for your answers!
  2. I'm currently thinking about what an overview map in a RPG should look like and need some input. The goal I have is making it easy for the player to navigate through indoor environment like dungeons and buildings. The main problem is making the map easy to read and to orientate oneself on it while displaying complex interiors. For example, a building might have many different levels, so how can I make the map easy to navigate through those levels without the player becoming confused? Other questions I have include: Should it be simple to be easily "read"? What should the icons look like? How can I make the make look useful without giving it the feel of a boring blueprint? How should different levels of indoor maps be displayed? Your ideas, suggestions and maybe examples of games tha do this already very well are welcome! Thanks! :)
  3. Quote:Original post by PaulCesar <cObject> // weight, identity, maxholds, etc. <cEntity> // Every living , or semi living creature <cPC> // mapped to input (can be network input) <cNPC> // mapped to an AI proggy <cItem> // cost, grouping, etc <cWearable> // player imp. stats <cUseable> // scripted change <cKey> // tested as a key item <cTrait> // any useable function <cSkill> // works like an activated key item <cAbility> // Any useable ability causing change <cMagick> // Mp consumed <cTech> // Tp consumed In my opinion your CWearable and CUseable should be interfaces that every class can implement. This way an item could be wearable and useable, the same goes for other properties that have functionality attached. Also, I'd refine the class hierarchy a bit. For my taste your CObject is too specific for example, but that might be personal preference. :)
  4. Each player has another motivation to replay a game. As has already been mentioned, a variety of options to finish a game is always a good way to get much replay value out of it. Options include short-time options (take the left or right path) and long-time options (light side or dark side). Others might want to perfect their score or find all the treasure. For me, there's another aspect that makes me replay a game: the time to finish the game has to be short. A very long game is very hard to replay, because I know that it will take a very long time to do so. On the other hand, if I know I can finish the game (in another way) in a couple of hours, the barrier is much smaller. Even more so, games the you can play for a couple of minutes (many multiplayer console games) are always easy to pick up and play. In sum I guess I spend more time playing those than games that take me 80 hours to finish.
  5. Great ideas ICC! I especially like the idea to have training take some time and make you age. That sounds like a cool feature to have and an interesting choice for the player: stay young by not doing anything or train up your skills but age faster. On the other hand: reading about all the ideas and possibilities that can be gained from building up a family, a career and all the stuff, I realized that the game is not centered about that. Aging would just be a side product in my game, maybe a choice the player has (like I said above). But I don't think there will be any more of aging in the game, or it would feel completely different. The question now is, should I implement this simple form of aging? Is it fun for the player? Is it anything more than an annoyance? With all the great stuff already posted I tend to let it out instead of including a half-baked version. You agree?
  6. I would post this question in the "Game Programming" forum. :) For my part, I'd implement it as a class hierarchy. A base class with all the common properties and two derived classes which implement the methods that differ. Even if all stats are the same, the methods most likely are not. On the other hand, if you use some kind of model-view-controller pattern and your character class is just the model, then you could use the same class and just write different controllers for both.
  7. The player will not start at age 1 but at 20 or something like that. If he is careful he will reach 80, maybe even more. That would be five minutes for a year. Do you think this is too fast? I might slow the game to maybe ten minutes per year, which would make for ten hours playtime to reach 80. Which would you prefer? I hope to ease the pressure to explore all things in the game world by reducing the time to play the game through. Players might play once and then start again to try something completely different. Remember, I'm trying to find out if this would be fun, or if I should couple ageing to events in the game story.
  8. I'm currenly thinking about a character system that uses ageing as one of the factors. There is another thread, that deals about ageing and becoming weaker in the process, even if it is not exactly what I have in mind. To understand what the idea I'm playing with, here's a short description of the system I'm thinking about: My project will be no RPG where you have to kill a villain to win, but more of a simulation of the whole life of the character. If anyone knows Sid Meier's Pirates! then you have a rough idea of what I'm thinking about. The player simply has a lifetime to achieve something, and after he retires (or dies) the player can see how he performed. One "life-cycle" is supposed to last about 2-5 hours play time, so that the player doesn't feel too cheated once the character dies. And the game is targeted mainly for SP. Each character has properties that he is born with. Those include strength, speed, and intelligence. Also, there are a number of skills which can be trained over time like swordfight, stealth etc. The idea now is the following: while the character progresses he can learn to master the skills better and better by training or using them. On the other hand, the properties he was born with degrade to simulate an ageing effect: the character will becomer slower and weaker, and (maybe later) lose his sharp wits. Combat will be a part of the game, and I think it might be funny to see how the players gets slower and is not as effective as he was earlier in his career, while learning more and more skills on the other hand. This basic system might be extended, for example so that the player can try to avoid to loose a certain property or something even more sophisticated. What do you think about this idea? Any pitfalls I haven't thought of? Or any idea to further improve this? [Edited by - grbrg on December 21, 2004 6:44:50 AM]
  9. I'm looking for an algorithm that covers a given polyline (of any form) with tiles. The tiles must be equally dimensioned (maybe even fixed size), they should not be empty (or nearly empty) and the number of tiles should be minimal. I cannot find anything but trying to shift a fixed raster of tiles around. If anyone has some ideas, I'd be grateful.
  10. Being a programer is never about a certain language. Java is a good way to start learning programming and OO, the switch to C++ should not be too difficult if it ever should be needed. The most important part about learning is getting into the way of thinking, how programs work and what possible solutions there are - if you can do this, then you'll be able to write code in any language.
  11. I've tried searching the Knowledge Base and Google but with no result. And to be honest, I don't know what to search for, since this is such a strange problem. I've tried "autonomous variable", variations with "memory", "bug", ".net" but they all yield nothing that sounds familiar...
  12. Eclipse. Since I have started using it, I don't like other IDEs anymore... ;)
  13. Well, I guess the lack of replys either shows no one has had such a proble mbefore or you all think I'm imagining things... ;)
  14. A simple program I'm writting shows very strange behavior. It's an ASP.Net file written in C#: ... double[] avg = new double[N]; int count = 0; ... The behavior: the local variable "count" incremented in every instruction step! Sounds incredible but it really behaved this way. Furthermore, after the line "int count = 0;" count has a value of 1, increasing every step by one. This even happens if count is never used in the program at all! What I changed to make it work: ... double[] avg; int count = 0; avg = new double[N]; ... This was just guessing, but from the results it seems there is some kind of memory problem here, that overwrites a certain memory position...?? Has anyone had such a problem as well? Or do you know a good explanation for it...?
  15. As you say, there are many ways to contribute to a fight, other than doing the actual damage. You'd have to reward ALL those things (speels, healing, sneaks...) as well, and this might lead to difficult game balancing. I don't see what's wrong with party xp. You gain xp if you are in the same party and if you were kind of close to the fight. Not every player gains the same amount of experience, based on their level. For the same monster, lower-level characters gain more xp than the higher-level ones. (of course you'll need a cap here) Why would you want to prevent a slightly higher-level character from "teaching" the young guns how to fight? I don't see the exploit here to be honest...