mk1x86

Members
  • Content count

    50
  • Joined

  • Last visited

Community Reputation

445 Neutral

About mk1x86

  • Rank
    Member
  1. Pinball Rush is a pinball game with a twist for your android phone, familiar yet different. Forget about the usual pinball tables! Play an endless game where the flippers move up as you progress. Survive as long as possible! Play against the time or choose from a variety of challenges, figure out how to solve them and dodge deadly lasers. Just don't get addicted! Game Features: -Endless game -Play against time -Multiple challenges with many stages -Unique retro style graphics -Realistic ball phyics -Leaderboards and achievements   Link to play store: https://play.google.com/store/apps/details?id=com.mk1x86.Gravity.android   [attachment=29310:shot01.png] [attachment=29311:shot02.png] [attachment=29312:shot03.png] [attachment=29313:shot04.png] [attachment=29314:shot05.png]
  2. Typo in (3). I think m22 should be look.z Other than that it's a quite interesting article
  3. Question on conversion functions

    If I understand you correctly, all you want to do is to distinguish between direction vectors and positions for sake of better readability of your code. Since points and vectors are essentially the same I propose to write one vector class and add a typedef for points. That way everything works out of the box but you can still use "Point2D" so the reader knows you refer to a point rather than a direction vector.   While you're at it you should consider writing a template class so you can have other than float vectors. template<class T> vector2d
  4. External functions?

    As the previous poster already stated, you're looking for an embedded scripting language. To use it you need to bind portions of your game to the scripting engine. To get started, take a look at these two scripting languages: LUA Angelscript The latter has its own subforum here on gamedev and it's fairly easy to bind C(++) functions to it.   I don't recommend you to write your own parser/lexer, as you need quite some knowledge to do that and it seems you're a beginner.
  5. Sandbox MMO Game

    Sounds like you are an idea guy, though you don't even have a game idea and name. If you want to build up a team you need substantial knowledge in at least one of those categories: programming 2d/3d art music & sound In any other case you probably can't contribute to your own game and ppl tend to stop working if they figure out that their project leader isn't capable of doing so. Also MMOs of all kind have the reputation of never getting finished, due to various reasons (some of them being server costs, lack of testers, sloppy engine design, you name it).   Consider working on a small game and finish it before you attempt to create such an ambitious game.
  6. RegisterGlobalFunction returning script class

    Using an interface worked perfectly. Thanks a lot :)
  7. Sorry for creating so many threads recently. I've got some kind of chicken and egg problem.   There's a class "EffectC" implemented in C++ and also an angelscript class "Effect" which is loaded in a "base" module. When EffectC is created, it creates an instance of "Effect" which has a constructor, taking EffectC as parameter: shared class Effect : DynamicBase, Object { private EffectC@ self; Effect(EffectC@ obj) { @self = obj; } //... } Now here's the problem: In Angelscript I'd like to create a new effect, calling a globalFunction "Effect@ createEffect()". This should actually be a registered C++ function, that creates "EffectC", which in turn creates an instance of "Effect" and returns it. r = engine->RegisterGlobalFunction("Effect@ createEffect(uint res)", asFUNCTION(asCreateEffect), asCALL_CDECL); This doesn't work, obviously, because the engine doesn't know about "Effect" (identifier "Effect" is not a data type). Is it even possible to use a C++ function and return an asIScriptObject?
  8. I've googled but couldn't come up with a proper solution. I'd like to create an instance of an angelscript class from C++. My current approach: asIObjectType* type = modBase->GetObjectTypeByName("Test"); asIScriptObject* obj = static_cast<asIScriptObject*>(engine->CreateScriptObject(type->GetTypeId())); While this works I wondered, why CreateScriptObject returned a void pointer instead of a script object. Investigating as_scriptengine.cpp, I noticed, that the method was marked as deprecated and creation should be done via a factory. How does it work? The class is guaranteed to have a default constructor.   Also, what's wrong with the way it's currently done?
  9. Dynamically compile classes

    I have a few different C++ classes in my game, that can interact. "Props" like exploding barrels, vending machines, "Doors", "Lights" and "SoundSources". Each object shall react on certain events (being clicked, being "used" by a player, ...). To describe the object's internal states and reactions I'd like to use an angelscript class. For a vending machine it can hold data for the cans left, and the amount of money it has received. It should also be able to add a coke can to the player's inventory, via a line like this: player.add(createItem("coke can")); An instance of the angelscript class is assigned to the actual C++ instance. Events are processed by calling a method of the as instance, which can only access other as instances (the c++ classes are not exposed). AS classes are derived from a base class. For example class VendingMachine : Prop { ... } Subclasses only need to interact with the base classes. During the course of the game new objects may be created. A flare "Item" class could for example spawn a new "Light" class. This light is loaded on the fly and it may use a sub class of "Light" that is not yet built into the module.   Currently adding new objects is only possible if ALL classes, that MAY be used, are built in a single build call. I'd like to add new classes only when an object is loaded that uses a class not yet built into the module.   I hope I could clarify my problem. If there is an easier way to achieve this, please enlighten me. :)
  10. Dynamically compile classes

    Hello there. Once again, thank you for this great scripting language. As I understand adding script sections to a module is more or less the same as concatenating several code snippets (except for error messages). When building my code everything inside the module is discarded and replaced by the script sections I added. Is this correct?   Functions as well as global variables can be dynamically compiled into a module. What I need is adding class declarations on the fly, so I can add new classes while the game progresses and create instances of them. Is this is possible and if not, how difficult would it be to add such a feature?
  11. Well, given you have f(x) = ax3+bx2+cx+d you can start with your starting point and end point. Say you interpolate from 0 to 1 in a timespan from 0 to 1 (time is x) then for your starting point you know that a*0+b*0+c*0+d = 0. It follows that d = 0. Same for the end point. For time x = 1 you know that a + b + c + d = 1 Now you can start using the tangents of your start and end point. For that you have to derive the polynomal, which results in g(x) = 3ax2+2bx+c If you enter values for the start and end point you get two further equations. Now we have four equations and four unknown variables. All you need to do is add and subtract the equations from each other until you finally get all variables (if you're unfamiliar with it, take a look here).
  12. Usually a third degree polynomial is sufficient. You can edit it by changing the tangents of the start and end point. Then there's (B-)splines obviously, but that requires a fair amount of calculation time. You can also take a look at Lagrange interpolation.   The best thing you can do is to write an editor that allows different interpolation types for pieces of your timeline.
  13. getting better at c++

    Something you should learn is design patterns (see gang of four). Then you could try to implement an advanced algorithm like A* pathfinding. While the basics are easy (this tutorial is excellent imo and covers all the basics) there's much room for optimization. You can also try to write an advanced number class, which supports imaginary numbers. That way you learn overloading operators.   When you're done with, try out some APIs, maybe get into game programming using a free game engine (irrlicht is a good engine for beginners). You'll learn a lot about good api architectures just by using others.
  14. about "delete" and "delete []"

    The only difference between delete and delete[] is, that in the latter case the object destructor isn't called for the pointer address only but all subsequent "positions" in the array until the end of the memory block is reached. In theory it should be save to always call delete[] since the memory block would have only sizeof(object). But it's better to follow the rules to ensure compiler compability. You should also consider using dynamic arrays like std::vector which does the gritty things for you.
  15. batch draw!

    If your atlas exceeds the supported texture size you must split it into two atlas textures. You should gather sprites, that are likely to be close to each other in game, in one atlas. If you have different themes (e.g. desert & ice) you should place all desert sprites in one atlas and all ice sprites into the other. As for shaders, you can draw different textures, but you won't get any performance gain from that as you still need to load both textures to vram. On "how" to do that I suggest getting a book on shader programming since this isn't explained in a few sentences and - depending on what you want do - requires a fair amount of advanced mathematics.