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gregrampage

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About gregrampage

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  1. gregrampage

    Help with compiling in VC++ Express

    When creating a C++ project in Visual Studio, select "Create emtpy project" and uncheck "create precompiled headers". Otherwise, go to your project properties (alt+f7), and navigate to C/C++ -> Precompiled headers, and set "Use precompiled headers" to "do not use". [/quote] that is correct, OR do as the compiler suggests and just add an #include "StdAfx.h" as your first line. [/quote] They already tried that, and that is definitely not the right solution even if it did work.
  2. gregrampage

    why is C++ still being over-used?

    Quote:Original post by Hodgman I (over?) use C++ because I'm comfortable with it. I'm comfortable writing twice as much code as I would have to in Python, and I'm comfortable with having to design with memory management in mind instead of relying on C#'s garbage collection. After all, having to write more code doesn't necessarily make me any less productive. We all know that lines-of-code per hour is about the worst metric you could use to measure a programmer's productivity. The joy of seeing my 10 lines of C++ succinctly expressed in 1 line of beautiful python syntax is nice and all, but to me it doesn't compare to the joy of knowing that my code is solid enough to produce compile-time errors if it is misused... You could be comfortable taking the long way to work because you absolutely know where you are going but that doesn't mean there isn't a shorter way that you can be just as comfortable with.
  3. gregrampage

    why is C++ still being over-used?

    Quote:Original post by Telastyn And managing memory is mildly satisfying. Personally, I simply found that memory management became well designed and automatic. I was simply going through the motions of new here, delete there; repeat. As a programmer you can surely relate to the infuriation that comes with wasting your time through a rote process. I just started using C# professionally a few months ago and this hits the nail on the head for me. While I'm pretty sure I (personally) am not doing a single thing in C# that I can't do in C++ I do find myself repeatedly appreciating the time saved in situations like the above.
  4. Overhead and performance aren't the same thing. Also, as stated before, there is no reason to perform optimizations like this. Wait until both your program isn't as fast as you need it to be AND you've used some kind of profiling to narrow down where the real bottlenecks are.
  5. gregrampage

    Help me choosing SDK

    Torque Game Builder is what he linked to and that is also an application that allows you to make games. It does require a small amount of scripting but I can't understand how Game Maker wouldn't require the same thing.
  6. gregrampage

    Implementing "mind control"

    Quote:Original post by theOcelot But IObject does have a shoot method. What's the problem? Ships are inherited from IObject. So every object that inherits from IObject would have a shoot method? Asteroids? Power ups? Doesn't that make your IObject class too much of a blob?
  7. gregrampage

    C++ or C#(XNA)?

    I would love to see your game that, when broken down, does not contain Update(), Draw(), and Initialize() functions of some sort. That's seriously a god awful critique of XNA. Also, if you're "shoehorning things into place and not thinking about design" that's not XNA's fault. That's your fault for not thinking about design. You can create very elegant programs with their framework. If a given program doesn't do that it's not XNA's flaw, it's the programmer's. Learning C++ won't make you any better of a programmer than learning C# will. It will just make you a better C++ programmer.
  8. gregrampage

    Best approach to game timing

    Quote:Original post by MadMax1992 I understand those two ways of limiting the frame time. I'm using them allready. Let me explain my problem with an example: One sprite in my game uses an animation. The animation contains 4 frames, and takes 4 seconds. I want to see the next frame after one second. Another sprite in my game uses another animation. The animation contains 4 frames, and takes 8 seconds, so I want to see a new frame after two seconds. This means I can't increment the frames on all sprites at the same time. What is the best way to tackle this problem? The post before me explained this already but I just want to reiterate it. Essentially you have an Animation class that, along with the frames themselves, contains its own unique timer. When you call a GetCurrentFrame() on that Animation the class can determine how much time has gone by since the last call, figure out how many frames have elapsed, and return the correct frame. This way your animation will be "animating" even when not on the screen but you won't have to call an update function on it every frame.
  9. gregrampage

    SDL Game Engines

    Quote:Original post by SonicD007 oooooooooo!!! I understand now. And then to use that function I would just do something like SDL_Surface* Ball = LoadImage("Ball.bmp"); Correct? Exactly. If you haven't seen the the tutorials at Lazy Foo they could be helpful for you with learning SDL. That function is basically the same as the LoadImage function in those tutorials.
  10. Quote:Original post by Mercenarey Who says I don't understand it? I just don't agree with it. Whatever technical excuse MS might be making (I heard they had a plan for putting DX10 in XP if Vista flopped too much, so I don't believe it is impossible). Even if you are right, "10s of thousands" is hardly anything to MS. And the "no extra income" could be a minor concern if it became a matter of people choosing a totally different (non-MS) OS instead. Then we are talking long-term strategic impact in the market, not mere here-and-now income. Right and in the long term Vista is where it's at for Microsoft. If someone is going to switch their OS over a graphics API they'll probably consider Vista in that choice too so just because XP doesn't support something doesn't mean Microsoft lost a customer.
  11. gregrampage

    Help with a book

    In my opinion, the best thing to do in that situation is to learn the general concepts being taught and abstract them from the specific language/constructs used to demonstrate the concepts. That can be tricky for a beginner but the fact that you already notice C style functions and don't want to mix and/or confuse C and C++ is a good sign.
  12. gregrampage

    The wall

    You need to learn how to program first before you can make games even as basic as Space Invaders. If you're absolutely set on learning games right away at least start with basic text based games. Use these simple games to learn programming concepts. Start with guess a number then maybe move up to tic-tac-toe or rock paper scissors. You absolutely can not start from scratch and make even the most simple of games with graphics.
  13. gregrampage

    What language to start with?

    Quote:Original post by asdqwe Go with C++. It's what all the pros use. You wanna be a pro, use it. And BTW, name some big players in the game business (id, Microsoft, Blizzard, Capcom, Epic, Monolith etc) that have EVER used Python... None whatsoever! Yeah, it's a bit hard, and you have to watch your step like you're in a mine field, but anything is better than to spend ~2 years learning Python, hit its limits, then spend ~2 more years learning how to do it in C++. This is terrible advice and also just plain incorrect. If you want to learn to ride a bike do you start with the types of bikes the pros use? No, you probably start with a tricycle or at least some training wheels. An entire "big player" game in Python probably doesn't exist but that doesn't mean it hasn't been EVER been used in them.
  14. gregrampage

    Flood fill problem

    Before you start trying new algorithms you should step through yours with a debugger and find out exactly what's causing it to crash. Recursiveness by itself doesn't cause a crash. Unending recursion could but you can't prove that's the problem just by commenting out the recursive call.
  15. gregrampage

    one last problem with tetris

    The way I do is it I check each line to see if it is full. Once I find a full line I delete the line and move all the above lines down 1 unit. Then I call the clear lines function again returning 1 + the recursive call. If no lines are full I return 0. This will always clear all full lines and returns how many were cleared.
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