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JD557

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  1. I'm pretty sure you just need to solve more problems. You just need to train your capacity to think in an abstract way.   Some stuff that might help you out: Read SICP http://mitpress.mit.edu/sicp/full-text/book/book.html Learn a programming language with a different paradigm (I recommend trying Haskell and Prolog) If you still have problems with recursive algorithms after trying the to steps above, get a discrete math book and look at proofs by induction. Doing some exercises might help you to grasp the concept of recursion better. Get an Operations Research book and do some problem modeling exercises (if you are an EE major, you probably already done that) Learn to do problem reductions and do some exercises (here are some examples of NP-complete reduction - http://www.cs.uky.edu/~lewis/cs-heuristic/text/class/more-np.html) If you don't like Project Euler, you can try Top Coder. It has some easier problems, although most of them have an optimal solution that's not trivial. I can't think of anything else right now, but this should be more than enough to get you started 
  2. If you are using OpenGL or DirectX, you can simply render your radar to a big texture (2x the size that you'll need, for example) and then scale it down using some kind of filtering (excluding nearest neighbour).
  3.   This seems ok to me   print("A"+"B")=print("A")+print("B") print(5*"A")=print("A"+"A"+"A"+"A"+"A")+print("AAAAA")
  4. I'm not an expert on the topic, but this ressembles a lot the way IO is handled in haskell via monads. You might want to look into that.   Here's a really nice explanation and some more monad examples.
  5. It really depends on what you like to do. If you like to design a game and want a finished product, go ahead and use an engine.   In my case, what I really like is to code. When you code from scratch, from time to time, challenges appear that you were not expecting. It's an awesome feeling when you get over those problems (and you usually learn a lot).   Sure, the game might look like crap, but I don't really care as far as I had fun doing it and learned something in the process.  (Note: This might not apply if you are working in a professional environment  )
  6. [quote name='Lode' timestamp='1327667678' post='4906721'] -Install Linux (ArchLinux in particular) on it and support the graphics card, audio card, networking, etc... [/quote] Actually, as far as I know there is no linux support for nvidia optimus (which comes with most laptops with nvidia cards and intel processors), so you will probably be stuck with the Intel GMA if you buy one of those. I heard there were some non-official solutions for that, but I never tried them.
  7. Although I can't say it for sure, it can be the difference between the new monitor's temperature color or brightness levels and the room. Have you tried using something like this: [url="http://stereopsis.com/flux/"]http://stereopsis.com/flux/[/url] ? Also, maybe the refresh rate between the monitors is different or lower that what it used to be? (never worked with 2 monitors, so I can't say if this can happen or not)
  8. [color="#1C2837"] [/color]Hi there, welcome to gamedev.net. So, addressing each question individualy: [b]What's the best language to learn?[/b] I would personally recommend C++. Some people would disagree and say it's too hard to start. I don't really think so, but if you want you can also try java, C# or pascal. [b]Are there any pre-requisites to learning this?[/b] There are no pre-requisites, but it's always nice to have some math background. The rest depends on what you want to do. [b]How long does it usually take for the average guy to pick this language up?[/b] If you only look at it from time to time, it will problably take you a month or two to make text games a little bit decent. It will take a lot more to master the language, but that you learn programming. For graphical games, it depends a lot in the API you choose and in what you want to do. Just go one step at a time and worry about graphics later. [b] [/b] [b]What's the best books for this language/pre requisite?[/b] You can find most of the stuff you need for free on the web, just google it. (Sorry, I'm not much of a book reader) [b]How exactly does the programming work with game development?[/b] You are telling the game what happens and what to do. For example: [u]While[/u] on a battle, [u]If[/u] player attacks [u]Then[/u] enemy takes damage [b]Let's say i'm a game programming master.Where would I go from there?[/b] I'm still a student, so I can't really help you on this one. You can make games and write books, I guess. [b]Can you create software with the language you learn for developing games?[/b] Sure. [left][size="2"] [/size][/left]
  9. I'm probably a little late, but if you want some inspiration, wario land 3 did that quite well. [img]http://public.gamedev.net/public/style_emoticons/default/smile.gif[/img]
  10. It depends. 1Hz means that each second the wave repeats itself once. If that happens, it's still 1Hz. If, for example, the wave repeated itself 3 times per second, it would be 3Hz.
  11. Hello there. I have a class to draw a room in openGL, using evaluators for the floor (that's part of the assignment). In my class constructor, I build the evaluator: [code] vertices[0][0]=-roomX;vertices[0][1]=0;vertices[0][2]=-roomZ; vertices[1][0]=roomX+AMP_P_CURVA;vertices[1][1]=0;vertices[1][2]=-roomZ; vertices[2][0]=-roomX;vertices[2][1]=0;vertices[2][2]=roomZ; vertices[3][0]=roomX+AMP_P_CURVA;vertices[3][1]=0;vertices[3][2]=roomZ; normais[0][0]=0;normais[0][1]=1;normais[0][2]=0; normais[1][0]=0;normais[1][1]=1;normais[1][2]=0; normais[2][0]=0;normais[2][1]=1;normais[2][2]=0; uvw[0][0]=0;uvw[0][1]=REPEAT_FLOOR_TEXTURE; uvw[1][0]=REPEAT_FLOOR_TEXTURE;uvw[1][1]=REPEAT_FLOOR_TEXTURE; uvw[2][0]=0;uvw[2][1]=0; uvw[3][0]=REPEAT_FLOOR_TEXTURE;uvw[3][1]=0; glEnable(GL_MAP2_VERTEX_3); glEnable(GL_MAP2_NORMAL); glEnable(GL_MAP2_TEXTURE_COORD_2); glMap2f(GL_MAP2_VERTEX_3,0.0,1.0,3,2,0.0,1.0,6,2,&vertices[0][0]); glMap2f(GL_MAP2_NORMAL,0.0,1.0,3,2,0.0,1.0,6,2,&normais[0][0]); glMap2f(GL_MAP2_TEXTURE_COORD_2,0.0,1.0,2,2,0.0,1.0,4,2,&uvw[0][0]); [/code] and when i generate my display list, I render it: [code] glEnable(GL_MAP2_VERTEX_3); glEnable(GL_MAP2_NORMAL); glEnable(GL_MAP2_TEXTURE_COORD_2); glMap2f(GL_MAP2_VERTEX_3,0.0,1.0,3,2,0.0,1.0,6,2,&vertices[0][0]); glMap2f(GL_MAP2_NORMAL,0.0,1.0,3,2,0.0,1.0,6,2,&normais[0][0]); glMap2f(GL_MAP2_TEXTURE_COORD_2,0.0,1.0,2,2,0.0,1.0,4,2,&uvw[0][0]); // Chao glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_chao_shininess); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_chao_specular); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_chao_diffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_chao_ambient); glBindTexture(GL_TEXTURE_2D,texture_floor); glMapGrid2f(SLICES_FLOOR_U,0.0,1.0,SLICES_FLOOR_V,0.0,1.0); glEvalMesh2(GL_FILL,0,SLICES_FLOOR_U,0,SLICES_FLOOR_V); [/code] My problem is that, as you can see, I'm generating the evaluator again in the display list. If I don't do that it won't render my evaluator. I tried moving the code from the constructor and put it right before the glNewList() and it won't work (if I put it immediately after, it starts working). I also tried put the glEvalMesh2 outside the displayList. Still doesn't work. Any ideas?
  12. Are you, by chance, using SDL_DisplayFormat(SDL_GetVideoSurface()) ? I once had problems with it because I forgot to free the surface every frame... Other than that, the only thing I see is that you are either using new without delete or loading a certain surface every frame... That looks just like a leak. If you are on windows use Ctrl+Alt+Del to check the memory usage of the program, just to make sure if it's a leak or not.
  13. Doesn't visual BASIC got switches and arrays? in C++ I would do something like: for (int n=0;n<27;n++) { switch (tile[n]) { case 1:default:tiles[n] = block1;break; case 2:tiles[n] = block2;break; case 3:tiles[n] = block3;break; case 4:tiles[n] = block4;break; } } That should keep the code a lot cleaner :P
  14. You can also try this: An unsigned int can hold values from 0 to 4294967295 if you divide the number in parts, you can fit in there 5 numbers with 2 digits: 42|94|96|72|95 So, considering that -10 will be represented as 0 and 10 will be represented as 20 (and so on for other values), every int can store up to 5 of your variables. If you had, for example, an array of 5 "-10 10 ints" instead of having: {-10,1,5,-1,10} (20 bytes) you would have: 0011150920 (4 bytes) So, instead of having 100,000 ints you could have the same data in 20,000 ints. It could be quite troublesome to write the data, but reading should be quite easy... (I'm to lazy to write code right now, but for reading some simple divisions should do the trick...).
  15. Quote:Original post by Delphinus I really don't see why it's fair to wear underwear in a frost-bitten mountain range, or full plate armor in a desert, and feel no adverse effects. If implemented with forethought and planning, I'm sure it could be a fun and interesting gameplay mechanic. Although its not an MMO, Monster Hunter has something like that... some armors give you heat resistance, others give you cold resistance... It would be realy nice to see weather on an MMO though... If you saw a thunder you had better take of iron armors and switch for leather. :P