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About LackOfGrace

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  1. Audio woes

    Ok, so now im getting pretty annoyed. Audiere is unusable, since it has a race condition bug since 2006 that will crash my program around 1% of the time when i stop and destroy a sound. I could probably fix it, but using a library where its developers has not fixed a known bug since 2006 turns my warning lights on. *angry rant mode on* Why is there no good and free library for sound? I mean, there are good free non intrusive alternatives in pretty much all other areas. Why is sound different? *rant over*
  2. Audio woes

    Ok, i bit the sour apple and updated all dependencies to Audiere. If anyone wants to do the same thing, here is some tips. The only problem i had with the dependencies where FLAC. FLAC is no fun to build on windows. The main problem is the use of assembly instructions. The version needed by audiere did not build those for me. What i did was to use a newer version of FLAC to generate the assembly .obj files, and then use those when building the older version. It seems to work.
  3. Audio woes

    *mumbles a spell from the Necronomicon* Ok, so im back with the exact same problem. It is probably my total lack of sound programming experience, but i cant get a good latency and still have working sound with PortAudio. The latency i have now is about one second... So, i put the sound part on the shelf, procrastinating the problem. Til now. ( I have a game demo finished without sound... ) What im thinking is that PortAudio is a pretty nice API, but you need to have a greater understanding of sound programming theory and interest than i have. I could still really use some recommendations for gpl/lgpl crossplatform sound libraries. At the moment im trying to get Audiere to a runnable state. I need to convert the project to multithreaded dll , which in turn forces me to fínd all thrid party libraries of the correct version and rebuild those. Has this already been done?
  4. Task management

    they way im doing it now is to let the manager path to the nearest possible task from the peasant. this way i also get the path the peasant need to take. this works really well at the moment, im not so sure about it when multi-goal tasks is needed
  5. Task management

    peasants doesnt block eachother, so the problem is when the path is unreachable ( beacouse of cliffs ) or it is walled in. another thing is that the player will create alot of blocked tasks. for example, the player wants to dig a tunnel. he will then create a length of small "dig here" tasks, where the majority will be blocked from the start.
  6. Task management

    Currently developing a prototype for a action / sim game in wich you build a castle and defend it from attackers. the base unit of a fortress is the peasant, this unit builds your castle. You assign task you wish to be done, like "build a wall here" or "dig a hole here". The peasants then look at the task list, reserves a task and then try to perform it. The problems im having rises when a peasant cant complete a task ( ea. the peasant cant path to the task. and not being able to path will happen often ) The peasant will reserve this task, wait for the path to calculate then tell the task manager that it failed with the task. The task manager moves this task to the back of the task queue. and the peasant asks for a new task. I thought this would work fine, but sadly this will create a task deadlock with a very high frequency. i would just like some input to get my thoughts moving again :)
  7. Function Size Guidelines

    Regarding design patterns. I have that book, its kinda good when you want a pattern explained in depth. though i think Wikipedia is sufficient: http://en.wikipedia.org/wiki/Design_pattern_(computer_science)
  8. Function Size Guidelines

    This is something that will come with experience. Reading between the lines i suspect that you are beginning your voyage into programming, correct? When you have done some programs you will automatically shorten your functions. The reason not to have too long functions and to break it up into usable functions ( and classes ) is to increase portability. A 100 line function will be much harder to modify and debug than 10 functions with 10 lines. If you want to improve your planning and avoid those 100 line functions, take a look on design patterns and see where and when those can be of use ( and please, just skip singleton. it will only end-up hurting you :) )
  9. Audio woes

    Update : Ditched OpenAL soft and went for PortAudio instead. PortAudio + Vorbis seems really nice at the moment, i could get a working sample up in less than 30 mins Case closed
  10. Audio woes

    Update: Checked around some more and found OpenAL-soft currently trying to create a static lib file from it ( theres alot of linux commands in use that i need to change )
  11. Audio woes

    Must have been asked a million times, but my search fu fails me at the moment. Im searching for a c/c++ library to play audio files. Ive checked out the big ones ( Audiere , FMOD , BASS , OpenAL etc. ) but theres always problems with them. What i need is a lgpl/gpl library wich i can build statically ( im developing an open source 2d engine so static link should be ok ). It needs to be able to play OGG files at least, more formats welcome. Problems i have with the bigger libraries: Audiere : Cant build it statically with multithread DLL because of a butt-load of third party precompiled lib files. ( i could fix this but im lazy :D ) BASS / FMOD : Not GPL ( i dont want projects using the engine to need a license ) OpenAL : Ive worked with this before ( admittedly it was some time ago ) and Ive always had unexpected problems when deploying a program on another computer. ( ea. if i silently install the redist and the user has the developer sdk installed it will crash ) You should notice that sound programming isn't my strong suit. But at the moment the only thing missing from my engine is a sound system. And buddy developers using my library is starting to throw stuff at me for not fixing this for them. :D Thanks for reading [Edited by - LackOfGrace on October 5, 2010 8:46:13 AM]
  12. textured line segments

    im happy with how the polygon composition is now. ( i can add other corner types later ) the thing now is that i want the texture properly mapped. as you can see in the image parts disappear in the "padding" areas and the texture isnt aligned to the upper edge of the line.
  13. textured line segments

    Sorry for beeing slow anyway, heres a image of what i got what i did now is to create a triangle between the two lines to fill the gap. this gives me texture problems though
  14. textured line segments

    hmm, good question. i think sharp corners since its gonna be textured. smoothing wont help. since the extra edge in the middle makes a straight line in the texture look like: / |
  15. So, for a while now ive been trying to implement thick textured line segments. what i do at the moment is: <code> CVector2 In = Points[Previous] - Points[Current]; CVector2 Out = Points[Current] - Points[Next]; CVector2 Extrution = (In - Out).NormalizedCopy() * Width; glVertex2f( Points[Current].x + Extrution.x , Points[Current].y + Extrution.y ); glVertex2f( Points[Current].x - Extrution.x , Points[Current].y - Extrution.y ); </code> wich gives me pretty good results with smooth lines. the problem i have with this approach is that the line will get really thin around a pointy corner. also when i try to texture map this line, the texture will be folded around the internal edge (im using triangle strips). is there any way to remove the internal edge? ( quad strips wouldnt help ) thanks :)
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