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meoblast001

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About meoblast001

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  1. Hello. I've been working on drafting a design for a project I plan to work on. I don't have a ton of experience in designing programs, so I sort of just went off of things I've read, and what seemed right. I'd like to check with others to make sure I'm doing things appropriately, or at least well enough. Here's a link to my design docs: http://meoblast001.110mb.com/GameDetails.zip
  2. meoblast001

    memory leaks

    Dang, this topic is all over the place. Why memory leaks occur. Here's the deal. When you use malloc() or new, you're asking the kernel for a chunk of memory. Your pointers on the stack are "dumb pointers". They do not know what to do when they go out of scope, so the memory is not freed. This is why you must call free() or delete respectively in order to let the kernel know you are done with that memory, so it can use it somewhere else. Languages with garbage collection, like Java, may use reference counting. This basically keeps references of how many instances of your pointer exist, and deletes the pointer when that number reaches 0. I personally use my own shared pointer class, but i know Boost provides one as well. with your FOSS vs non-FOSS argument, it really depends on the application domain. Some projects are handled better than others, and thus outperform their proprietary counterparts. Some FOSS projects are just not as lucky. The problem is not whether or not it's FOSS, but whether or not the project is managed appropriately. I hope this helps you out.
  3. meoblast001

    Need Some Advice While Refactoring

    Thanks. I do have my mesh loading seperated from my drawing, but the issue at hand is whether there should be a controlling class that handles drawing all the mesh (submitting vertices/triangles/etc, managing VBOs) and having the mesh classes simply store handles to data in that class or whether each individual class should interface directly to OpenGL, where the controlling class only makes sure each mesh in the world does this.
  4. Hi. I've been writing a 3D game engine and I've noticed some aspects of my design are becoming difficult to maintain. I have decided that I'll need to refactor a lot of code in order to fix this, but I'm making sure I do it right. Currently, different functional components of the engine have instance objects, and then core objects. For example, there's a graphics core that does all drawing, but a meshdata class that stores information about the mesh (including a handle to the VBO). This has gotten very messy, and I'm looking at other paths I can take. One path I'm considering taking is distributing the functional code throughout the individual classes. For example, the meshdata class would set up its own VBO, and do its own drawing, with only some minor direction from the graphics core. Any suggestions or feedback? Thanks in advance.
  5. meoblast001

    Make Y Up

    Hi. I've been having a bit of a problem with making the Y axis my up axis when exporting mesh and scenes from Blender. Both Blender and my export target use right handed transformation matrices. Z is the up axis in Blender while Y is the up axis in my target. The problem exists in 2 places though. The scene's transformations can't just be shifted on the X axis to fix this, because I also need to do the Y/Z switch for the vertices in the mesh (export as vertex.x, vertex.z, vertex.y). I need to have the actual Y and Z rotations switched, so that if the Y and Z rotations are the same, no change will occur (ie. identity). Thanks for your help in advance. Feel free to ask questions if I was not thorough enough.
  6. meoblast001

    Getting back into programming

    If you're looking for tools that don't cost anything, quite a few exist. I personally use the GNU C++ compiler (g++), which is also available for Windows using MSYS and MinGW (if you know some UNIX, it's a plus). I also have heard quite a few good things about the Eclipse IDE. You might want to try that out. As far as OpenGL vs DirectX, they both have their pros and cons. I personally use OpenGL because of the open specification and cross platform support, but either should do fine.
  7. meoblast001

    Critique Mesh/Map Format

    Quote:Original post by Dom_152 Do you really need to critque it? If it holds all the data you need in a format you understand then what's the problem? Only you would know whether the data in there is what you need and in the format you need it in. You are correct in that. I'm just not exactly an expert, and wanted to know if more experienced game developers see flaws that I might not notice until it's too late.
  8. Hi. I'm looking for some critique on a work in progress mesh and map format I plan to use in my game engine. My target platforms include GNU/Linux (multiple architectures if possible), Windows, and possibly Mac OS X. I need to finalize them for my game soon, and thought I'd ask others where they think the formats need improved. Thanks in advance. http://mysticgalaxies.com/wiki/index.php/Talk:Citrine_Standard_Mesh_Specification http://mysticgalaxies.com/wiki/index.php/Talk:Citrine_Standard_Environment_Specification [Edited by - meoblast001 on June 29, 2010 12:10:12 PM]
  9. meoblast001

    Loading .X file in OpenGL !!

    Thats good because I've only been using C++ for several months and although I've learned SDL and OpenGL pretty well... I'm not about to make my own library to load and display X files. Thank you very much.
  10. meoblast001

    Loading .X file in OpenGL !!

    Will this by any chance be free. If so, it's the best idea since packaged cheese.
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