Zolomon

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About Zolomon

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  1. What gamedev books you have in your bookcase?

      This is the best book I have ever read on game developing: natureofcode.com/book/
  2. What gamedev books you have in your bookcase?

    Here are my books (the proof, albeit a bit messy): 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (2nd Edition) 3D Math Primer for Graphics and Game Development Advanced 2D Game Development Algorithm Design AntiPatterns: Refactoring Software, Architectures, and Projects in Crisis Artificial Intelligence for Games (2nd Edition) Beginning Game Programming Best of Game Programming Gems C Programming Language C# 4.0 in a Nutshell: The Definitive Reference C++ Primer - Reading right now C++ Programming with Design Patterns Revealed Clean Code: A Handbook of Agile Software Craftsmanship Cocoa Programming for Mac OS X (4th Edition) Code Book Code Complete 2: A Practical Handbook of Software Construction Computer Architecture: A Quantitive Approach (4th Edition) Computer Organization and Design: The Hardware/Software Interface (4th Edition) Data Communications Networking Debug It! Design Patterns Effective C# (covers C# 4.0): 50 Specific Ways to Improve your C# Effective C++: 55 Specific Ways to Improve your Programs and Designs Game Coding Complete (3rd Edition) Game Engine Architecture Game Physics Engine Development Game Programming Gems 2 Game Programming Gems 3 Game Programming Gems 4 Game Programming Gems 5 Game Programming Gems 6 Game Programming Gems 7 Game Programming Gems 8 Getting Things Done Hacker's Delight Head First Design Patterns Introduction to Algorithms Land of Lisp: Learn to Program in Lisp, One Game at a Time! Land of Lisp Learn You a Haskell for Great Good!: A Beginner's Guide Mastering Regular Expressions More Effective C++: 35 New Ways to Improve Your Programs and Designs Multi-Threaded Game Engine Design Object-oriented Analysis and Design with Applications Objects, Abstraction, Data Structures, and Design Using Java, Version 5.0 Practical Linear Algebra Programming Game AI by Example Programming Pearls (2nd Edition) Real-Time Collision Detection Real-Time Rendering Refactoring: Improving the Design of Existing Code Security Engineering (2nd Edition) Structure and Interpretation of Computer Programs (2nd Edition) The Art of Computer Programming: Volumes 1-4a (Box Set) The Design of Everyday Things The Pragmatic Programmer Video Game Optimzation Writing Efficient C Code: A Thorough Introduction for Java Programmers
  3. when 2 sprites collide - real newb. :)

    [quote name='JTippetts' timestamp='1348579773' post='4983566'] After reading your title, I now have that Powerman 5000 song When Worlds Collide in my head. [/quote] Sorry, just have to share that I also got the song in my head immediately after reading the title.
  4. IMG 6356

    This looks awesome! How have you done it?
  5. Could you recommend me 2D graphics engine?

    I suggest [url="http://www.openframeworks.cc"]http://www.openframeworks.cc[/url] - it's a wrapper for several libraries, take a look [url="http://www.openframeworks.cc/tutorials/introduction/000_introduction.html"]here[/url].
  6. Here you go - [url="http://zolomon.com/game-programming-gems-7/"]http://zolomon.com/game-programming-gems-7/[/url] !
  7. Hello! There's currently an announcement with the [b]4elem [/b]coupon code for the GDNet+ yearly subscription. When I try to subscribe it says the coupon code has expired. Should the announcement still be visible or is something wrong with the coupon code? Cheers.
  8. Hello! I'm working on a C# application where I'm trying to populate a TreeView control by reading data from an SQLite database and I have little to no idea how to create a solution. Check this link to see examples in tabbed format: http://gamedev.pastebin.com/m1ecc47d6 Requirements/specification: All of the nodes are tagged with a NodeTag object with an integer "id" identifier and a string "name" identifier. There are three types of nodes. One root node with its ((NodeTag)rootNode.Tag).Name set to "root", any number of "category" nodes with its name tag set to "category" and then the third type of nodes which can have any kind of name. They can be child nodes of any type, except that the root node is always the first node, hence root node. The nodes are stored in the database in two tables. Table 1 is called "categories" and have the fields: id, name, parentId & orderId. Table 2 is called "shortcuts" and have the fields: id, name, categoryId, orderid. The first record in the categories table is the root node, which has no parent and is the first node (order id = 0) in the TreeView control. The second node would then be a category node created by the user and so on. The parentId shows the id value for which category it's a child node to. The orderId shows the order it has in its current depth. 0 = first, 1 = second and so on. See below for example! shortcuts table: id name categoryId orderId 0 Firefox 1 0 1 Filezilla 1 1 2 mIrc 2 0 3 e-Mailer 3 0 4 RandomShortcut 4 0 Visual representation: Shortcuts | +---Internet | | | +---Chat | | | | | +---RandomCategory | | | +---E-mail The shortcuts table looks shortcuts table: id name categoryId orderId 0 Firefox 1 0 1 Filezilla 1 1 2 mIrc 2 0 3 e-Mailer 3 0 4 RandomShortcut 4 0 //////////////// Example ////////////////// Shortcuts (parentId: -1, orderId: 0) | +---Internet (0,0) | | | +---Firefox (1,0) | +---Filezilla (1,1) | | | +---Chat (1,2) | | | | | +---mIrc (2,0) | | +---RandomCategory (2,1) | | | | | +---RandomShortcut (4,0) | | | +---E-mail (1,3) | | | +---e-Mailer (3,0) If this would be saved to the database it would look like the following... categories table: id name parentId orderId 0 Shortcuts -1 0 1 Internet 0 0 2 Chat 1 2 3 E-mail 1 3 4 RandomCategory 2 1 shortcuts table: id name categoryId orderId 0 Firefox 1 0 1 Filezilla 1 1 2 mIrc 2 0 3 e-Mailer 3 0 4 RandomShortcut 4 0 //////////////// End of Example ////////////////// I could really use some concrete example of how to implement this, and I know I'm asking for a lot. But this is beyond me at the moment. Thank you, //Zolomon
  9. Generate a tile based map?

    Hello! I've seen some tile based games use some kind of array which they store the location of their different objects/tiles for their map. I'd like to learn how to create one of these for C# (XNA), but I have no idea where to find good information about this. I've searched a lot on Google and here in the forums, but I didn't really quite find what I was looking for. Any help at all is appreciated! Cheers, Zolomon