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About JParishy

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  1. JParishy

    Example for 3D RPG?

    What, may I ask, is the big deal if your code is easy to decompile? You should be more focused on learning the core programming concepts that any language can provide you than worrying about some stupid kid that might look at your source. You are still learning, it isn't like you are going to produce a AAA game and have to worry about people stealing your trade secrets. Also, it could take months to fully understand the source code for a large project that you didn't create yourself (or have a hand in). Attempting to go through an entire full game in order to learn basic concepts is going to be very difficult. More so than sitting down and just getting the most that you can out of a tutorial or book. They exist to help explain things to the reader. The full source code to a game isn't going to help you much if you don't already understand the concepts somewhat. You might not be able to even recognize them in the code. Seriously, I would suggest giving tutorials and books another shot.
  2. JParishy

    SDL_PollEvent() problem

    [SOURCE] main(...) { while (quit=false) // Problem 1 { if mode=1 { title_screen(); } else { mainmenu(); } //While there's events to handle while( SDL_PollEvent( &event ) ) <-- Could it be collides with &event here? { if( event.type == SDL_QUIT ) { //Quit the program quit = true; } } } } [/SOURCE] Is the above code (with added formatting) actual code, or pseudo-code? If the former, your first while statement is assigning the variable 'quit' to false, then using it to test the while loop, which would immediately evaluate to false, and the code in that scope would never be ran. If not, than I would try what rip-off said, and test out quitting through a different button, such as the escape button like rip-off suggested.
  3. You haven't seen Wanted, have you?
  4. I think that communication is just about the most important thing when it comes to working with a team. Everyone needs to know what they have to do, and what everyone else is doing. They should be synchronized and efficient in order to get everything needed done. Additionally, keeping the team as small as possible will make handling the team a lot easier.
  5. JParishy

    GameInstitute IWF files problem

    Well, your array index could be out of bounds. Try making sure that i is in range of the size of File.m_vpMaterialList. Something like: assert(i >= 0 && i < numberOfElementsInMaterialList); should suffice. assert() is defined in assert.h (cassert in C++).
  6. JParishy

    Picking a 3D Game Engine

    Yes, I usually dick my options carefully. :D
  7. I've read plenty of other peoples' code. Not because I want to learn anything important from it, instead I like to see other peoples' style. I think it's interesting to see how other people format their code because sometimes you see that your style and logic flow could easily be changed for the better based on what you see from others' code. I don't think you should totally avoid reading source code. I just wouldn't use it to learn a particular skill or task.
  8. JParishy

    how come this is a fly?(opengl)

    It looks like image data to me. Textures are built of an array of different colored pixels. When put all together, it creates an image. What you see is a code representation of all those pixels. When uploaded to OpenGL and applied to a quad, you will see the image as it would appear in say... Photoshop or MS Paint.
  9. JParishy

    Makefile question

    Well, the easy answer is: Don't use makefiles. It's old (crappy) technology. I would suggest switching over to a CMake or SCons (Yummy Python) system. Much less hassle, and something that wasn't released in 1977.
  10. JParishy

    What is the best portable C++ compiler?

    Ah, okay, I see what you mean. Code::Blocks is probably your best choice then. When installing Code::Blocks it will ask you if you want to install MinGW (IIRC). So, when you install both of them, make sure you tell them to install onto the flash drive and you should be okay. I've never tried using Code::Blocks on a flash drive, so you may just want to give it a shot, and see how it works.
  11. JParishy

    What is the best portable C++ compiler?

    Hello, landes1024, welcome to the forums. Your post has me confused as to what you are trying to do? Are you trying to write and compile code on a portable device, or something similar, but not a laptop? One of the most portable compilers is probably GCC. It runs on Linux (And other Unix platforms), and Windows in the form of MinGW. If I misunderstood you, please let me know.
  12. JParishy

    Error while compiling

    Have you enabled the DirectX Debug Runtime, and consequently seen any debug messages outputted to the console in Visual Studio? [EDIT] Actually, what exactly are you trying to achieve? If you are trying to print out the string, which it looks like you are, you may what to consider a for-loop like: for(int i = 0; i < strlen(message); ++i) { char currentChar = message; // Do what you have to do with that char. }
  13. JParishy

    Error while compiling

    Try: g_pd3dDevice->StretchRect(surface, &src, backbuffer, dest, D3DTEXF_NONE); You need a pointer to your RECT, and you were passing it by value.
  14. JParishy


    Well, this largely depends on your platform. In Windows, you will need to download Visual Studio, which will come with the Windows SDK, which in turn contains the OpenGL development libraries. In Linux, you should download and install either the OpenGL drivers from your graphics card's manufacturer, or the Mesa software OpenGL renderer. These will then contain the development files you need. In Mac OS X, you should install Xcode, which will install everything you need. You should note that under OS X, when using the OpenGL framework, you should include <OpenGL/gl.h> and not the standard <GL/gl.h>. Hope that helps.
  15. There is a Managed DirectX alternative called SlimDX which is maintained by a few members from this site. I've yet to use it extensively, but from what I tried it works very well. They are working on getting better documentation on the project, but at it's current state it is very usable for game development tools.
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