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HarryW

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About HarryW

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  1. Quote:Original post by CoffeeMug CS won't help you get a job and you'll end up regretting wasting four years on it. I don't think that's true. The primary purpose of getting a degree is to prove that you are academically capable. Just about any degree you'd care to name will fulfil that role. I'd agree that you won't learn all you'd like/need to about writing software from any degree, but I don't think that's a good reason not to do it. There are two main important aspects to your degree choice: You are interested in the subject and will be able to prove yourself academically capable Your potential employer(s) will think it's relevant Mathematics and physics are both fine choices for academic study. Employers in the software industry are likely to find them relevant. History and anthropology are less likely to be seen as relevant, and I'd suggest that they're poor choices if you know that software engineering is what you want to do professionally. If what you're really interested in is computer science then I would suggest that you study computer science. Like some other posters here, though, I think it's probably a good idea if you still write some code in your free time. That shouldn't be a problem because after all, it is interesting, right?
  2. HarryW

    [.net] property for a array?

    It looks like the array itself is what you're providing an accessor for, so you can use code like this to return a reference to the actual array: public char[][] grid { get { return _grid; } set { _grid = grid; } } If you want to create accessors for specific indices of the array, you'll need to create seperate get/set functions with arguments for the indices.
  3. HarryW

    makeing a game

    If you want to pitch an idea for a game to actually be made, you'll need to make sure you have the core concepts for the game well established. You need to write a document describing it. Also, anyone who's funding your game will want to be convinced that your game will be successful and that they will not lose their money, so you'll need to justify your expectations that it will make millions. You don't need to publish the document here, but you need to write it before you can show anyone.
  4. HarryW

    OpenGL! Good for Game Design?

    NeHe is good, although I'm pretty sure it's entirely C++ based. OpenGL is pretty good for game implementation, yes. That's not quite the same as design.
  5. HarryW

    C++ Array passing to function trouble

    Presumably this is line 209? void DrawEnemies(HWND *hwnd, HBRUSH *enemy_brush, HBRUSH *black_block, int *enemiesx[], int *enemiesy[]) This isn't syntactically correct, as you've discovered - at least, not in unmanaged C++. Passing/returning arrays to/from functions is officially unsupported in C++. However, you can pass a pointer to an array, and that's what you'd normally do. The function prototype should look like this instead: void DrawEnemies(HWND *hwnd, HBRUSH *enemy_brush, HBRUSH *black_block, int **enemiesx, int **enemiesy[]) Note that arrays and pointers are really quite closely linked. An array is really just a pointer to the start of a contiguous block of memory on the stack. So, you can subscript (ie. use the [] brackets to get at elements of) variables you've declared simply as pointers just as you can with variables you've declared as arrays.
  6. Quote:Original post by jikbar The hard part is to make sure the player doesn't move to a sector that isn't loaded. This is especially difficult on lower-end machines that can't load the sectors in time.A good strategy for this is to use different levels of detail for the sectors, streaming in lower levels of detail (meshes with less polys, and smaller mipmaps of textures, for instance) when the sector is far away, and gradually streaming in higher detail assets as the sector gets closer. Of course you can do the opposite as assets from old sectors become less urgently needed, reducing the detail. By doing this, you can ensure that if the player moves particularly rapidly into a sector that is not fully loaded, there are still some assets present, and you can increase the detail as the higher detail assets are streamed in. You can see this used to good effect in GTA:SA, for example.
  7. I don't think I understand the question. Are you speaking of accessing member variables of one class from a method of another class? If that's the case, you can make the member variables public - they will be private unless you specify otherwise. If that's not what you mean, then I don't know what the question is.
  8. HarryW

    Question about render grass.

    Quote:Original post by X5-ProgrammerBut if I whant to have grass on a special spot, not on the road for example..Each type of terrain would have its own type of extra detail, as Kaysik said. You'd add something that looks like blades of grass to the areas textured with your grass texture, but you might add a different kind of detail to other areas.
  9. HarryW

    C# Form Designer Problem

    I'm pretty sure the class you're trying to edit with WFD has to be the first class in the file. Move 'myClass' so it's defined after 'mainForm'.
  10. HarryW

    actual GAME design

    Quote:Original post by Stompy9999 If you question what your going to use C++ for in game programming, ask your self this: What do you think Doom was programmed with?Um, C and assembly? :o)
  11. If I understand you correctly, then what you're doing sounds pretty sensible. It's quite common to split a subsystem's rendering needs off into a seperate object that implements a specific interface. That way, if/when you change the renderer you're using, you can still use the same basic system, but provide it with a new object to do that system's rendering.
  12. HarryW

    Question about render grass.

    Uh, presumably you are talking about the little detail polys that make a grass-textured piece of terrain look more realistic close up? If so, then no they're not all going to be checked. Those blades of grass aren't modelled as part of the world; they don't exist in the scene. They are added to the terrain within a certain proximity procedurally.
  13. HarryW

    [.net] Nested Forms

    The Windows Form Designer is not clever enough to allow you to nest classes derived from System.Windows.Forms.Form and still allow you to edit them both. The .resx file is an xml-base resource file that the WFD creates for each form. The designer-generated code that's in your form will contain references to those resources if you are using any external, non-trivial asset, such as an image or an icon. The .resx files gets compiled using the resource compiler to create .resources files, and those resources are then embedded into your assembly. If you still want to nest your forms, you'll have to either: a) Remove the WFD-generated code that's trying to get an icon out of the resource file, and load the icon seperately from an .ico file with your own code. b) Create a resource file of your own which contains the icon, add it to the project so it gets embedded into the assembly, and make sure the icon is loaded correctly from the embedded resources. Personally, while (b) is nice in principle, it's too much like hard work for my liking. (a) is much easier.
  14. Just have all the textures the same size, but use the alpha channel to make the background transparent. If you need to allow the character to pass through a tile only if they're ducked, just add a stance mode to the character, denoting whether the character is standing, crouching, kneeling, lying down... etc. Then only let crouched characters onto that tile. If you're unable to use the alpha channel for some reason, you can create mask textures which are inverted silhouettes of each texture (ie a pure white image on a black background). Make the transparent background of your actual textures black too. You can fake an alpha channel with this by rendering the mask first with an additive or 'OR' blend, then rendering the character texture over that with a multiplicative or 'AND' blend.
  15. When you create an array of reference types, you're just creating an array of references. You need to instantiate all the objects in the array for those references to be non-null: MyCollection[] collecArray = new MyCollection[number]; for (int i=0; i<collecArray.Length; ++i) collecArray = new MyCollection();
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