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Obbedemus

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About Obbedemus

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  1. Sorry, copy-paste mistake. It works if I copy the header to the project directory, but as I suspected, I have to copy all the 112 headers. I'd rather not do that. So, what's the problem? (Yes, yes, yes, the include directories are correct) Edit: Duh, I didn't think of the include directories in project A... Sorry 'bout that! [Edited by - Obbedemus on November 2, 2008 1:43:03 PM]
  2. Actually, that doesn't work either. Also, NxOgre.h depends on several other headers, so I suspect I will run into problems anyway. And I don't feel like copying 20 or so headers into my project folder. Any other tips? Thanks though!
  3. Oh, but I'm 100 % sure I have. I've checked, double checked, triple checked. Tried with environmental variables and direct paths. When I'm not trying to include the header in project B into project A, project B (and A) compiles just fine. Here's the error message anyway: fatal error C1083: Cannot open include file: 'NxOgre.h': No such file or directoryNxOgre.h is the external header I was talking about. Out comment it, and it works fine. (Except for the problem that I will need some stuff from there)
  4. With all probability, this has a very logical explanation, but I can't find it. I have two projects in one solution; A and B. B is a .dll, which I want to use in A. This is how I did and what happened: 1. Created Project A and Project B and compiled them successfully. (Got a .exe, a .lib and a .dll) 2. Included the header from B in A (and the .lib) and tried to create an instance of a class found in B. 3. The compiler says it can't find a header in B (external). What am I doing wrong? Naturally, I've included the right headers and libs. Thanks in advance! [Edited by - Obbedemus on November 2, 2008 1:44:15 PM]
  5. Obbedemus

    Engine Control

    Thanks! That surely brought some clarity to me.
  6. Obbedemus

    Engine Control

    I'll keep both posts in mind, but I forgot to mention that I already have physics, rendering, audio, etc. What I meant by engine is something that connects these. I guess what I'm referring (wrongly, I know) to engine, is probably what I want to use as a controller. Sorry, I really shouldn't be posting when I'm sick and tired.
  7. Mm, yes, it was due to I had a temporary situation. I got a bit confused, but thanks for your replies anyway!
  8. Obbedemus

    Engine Control

    Sorry. I mean managing states, adding objects, tell it to load scene, and all that. Adding objects should probably be a function inside the engine itself, right? But I need something to tell it "Hey, create a box!". Say my character throws a huge ball, then the character has to tell the engine, "Hello? Throwing ball over here!" and the engine has to create the ball, and so on. That's what I'm looking for. Adding a pointer to the engine to the character (so it says like engine->createBall()) seems wrong somehow. Or is it? What should tell the engine what it should do? I'm a bit lost, as I said...
  9. So, I'm doing the very foundation of my engine, and thought "Hey, it might be good if I can control it!". So far I'm quite positive I'm right. But then I thought "How should I control it?". And that's why I started this whole thread. Now, I'm not expecting someone to sit down and explain how you control your game engine (though I'd like that...), rather that someone who knows what (s)he is talking about point me to some good articles. I want the controller to be really flexible and right now (but it will most likely change) I'm thinking about some sort of class, but I'm not sure how to implement it. Rather lost, actually. Any advices and pointers are warmly welcome! /0
  10. Sorry, I forgot to mention, class A has a pointer to a class B. See B as a controller to A, it need a pointer to the object which it is altering, and A needs a pointer to the controller, since it is controlling it (A controls itself). It's a bit more complicated than that (naturally), but I'll see if I can do anything to change it. Thanks for your help! Edit: Yeah, okay, just kidding. A temporary solution had me putting it a *B inside *A, which I don't need.
  11. Since header A was my main header I re-arranged it a little: //Header A namespace ns { //Declare A class A; } #include "B.h" class A { friend class B; }; //Header B #include "A.h" namespace ns { class B { A* a; };
  12. @hh10k That was my second (perhaps third) option, but I'd rather not add ns:: to the amount of functions I have already. @CipherCraft You forgot to include "A.h" but I included in outside the namespace, and it worked! Thanks a lot! Thanks about the semi-colon tip, didn't know that. @KOzymandias It does, since A contains B and B is a friend of A, they must know each other. Otherwise, looks like you and CipherCraft were right. @swiftcoder Told ya. ;)
  13. Sorry, forgot that.error C2143: syntax error : missing ';' before '*' //at A* a in header BAnd no, I haven't missed a ;. Thing with your code is that you have it in one file, I must have it in separate. If I have the #include inside the namespace it gives me compiler errors elsewhere since then everything is in namespace ns. (Obviously it isn't as simple as the example)
  14. I'm running into some difficulties when having one namespace and two classes (where one is friend of the other). This is somewhat like my setup: Header "A.h"//Header "A.h" #ifndef A_H #define A_H #include "B.h" namespace ns { class A { friend class B; }; }; #endif Header "B.h" #ifndef B_H #define B_H namespace ns { class B { A* a; }; }; #endif Source "C.cpp" #include "A.h" using namespace ns; void A::Function { } Now, the problem, as I think it is, is that if I do this, I get compiler error in header B since it doesn't know what class A is. If I add class A;in the beginning of header B, that problems goes away, but c.cpp get's confused since it doesn't know which A to use (the ns::A or just A). If I add namespace ns {class A;};in the beginning of header B, I'm back to the first compiler error. (This is what I thought should work, but didn't) I've done this before, but not with namespaces, which for some reason screws this up for me. I hope that was somewhat clear. Can someone please help me out how you configure this properly? Edit: Cpp-format code [Edited by - Obbedemus on October 20, 2008 8:55:14 AM]
  15. Obbedemus

    PhysX vs. Bullet (again...)

    Yes, I know, this question has been asked a trillion times before. But so far, I haven't found any satisfying, despite several hours of research. We're doing an FPS and decided to use OGRE as render engine, but needs a physics engine and I have narrowed down the options to PhysX and Bullet. So, which one to use? From what I've gathered: PhysX: Pros: Fast, reliable, accurate. Cons: Not OpenSource. Bullet: Pros: OpenSource, accurate, reliable. Cons: Not as fast. The choice might seem obvious, but I'd rather like open source. How big is the difference in performance? Relative, but I mean, generally... Some of the facts might be old, since I've been looking through quite a lot of forums with old posts, etc. Is this info up-to-date? Any help appreciated! Sorry for asking this again, but I just can't decide. I need to be convinced to use "an evil corporations tool for control". Kinda...
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