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About Atomical

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  1. I can't answer your question, but I remember back in the days when I used to do SDL, I had the same problem with SDL_net. Couldn't figure it out, didn't either because I found something better. Here's what you do, don't use Dev C++, it's way outdated and it's a nightmare to manage. Download Visual C++ express, or you can do the Visual Studio 2010 Ultimate trial, but VC++ express works for you. Move over to []SFML[/url]. It has an all in one package and the network part is piss easy to get into and they actually have good tutorials. SFML is better, faster, easier and more robust than SDL which is slowly rotting away.
  2. [quote name='Hodgman' timestamp='1300167918' post='4785931'] Exactly right! Yes, it is such as a virtual entity of derived attachment dimensionality reaization to a capable attachment window that in which produces the ability to force attachment connections during diction to a polygonH or Holygon producing as a Psychology. Therefore infinite visual natural ability to bend a space and produce Time As Attachments as Visual As Attachments As Visual such as a Small to Big reference of H psychology to a pathed projection of sizing, but as developing attachments during a natural polygonal Area Dependent Reference, therefore producing Diction Reference of Visual Area Dependence as !!!Separation!!! EVERY TIME instead of Diction of Area Dependent Psycological Function. The basis thereof the project revolves around acquiring along the guidelines of binary probabilities, an attachment attention state that in which continues until a quadrant producing of a thirded separation is established as a psychological producing providance hierarchy of diction. Therefore CAPABLE OBJECTIVITY POLARIZATION EVEN DURING ATTENTION. Not the false statement of producing an attachment halt of psychology, yet the occuring differences of encounter as a divided quadrant of a during a divided quadrant producing as separation, ultimately producing attachments onas vector as ability diction during natural encountervism of a modulation of programming as access andas learning during a computational process HAS to be responsive along the guideline naturalism of a dictating input or output derived as interaction; therefore the computer responds to attachment dictions also as a developing natural learning occurence producing GDI+ not -GDI+ which is HGDI natural and natural GDI+. Therefore the presented modulation is a producing attachment diction of psychology, yet only produced as presentation not providances; therefore this post is considered just an H capable not a developing ability, to produce interactive output of research and developing along the guidelines of word of mouth and forums. Would love to recieve input and information. Respond if you are interested or if you have any questions, would like to produce responses from society, and the gaming development industry; and even more so produce the learning evolution development of teachers and such; to produce along the guidelines of the developmentable mathematical output thereof. [/quote] what.
  3. I'm wondering if there are any large scale projects out there, commercial or otherwise, that are using SFML in their production?
  4. [quote name='rip-off' timestamp='1295361267' post='4760711'] reply [/quote] Do you have any tips for the synchronisation issues you mentioned? Take for example synchronizing rendering and game logic, set that I just have these two threads.
  5. So I got single threaded game logic done and working in my component game engine ,but this is 2011, we use multithreading like a boss. So I need some help to get started from people experienced in this field. I know how multithreading works and I've experimented with it before so I'm not a complete beginner. The main question I'm asking is: from experience in creating game engines, what should have its own thread and what should be kept within the main thread? Also, do you know some [b]good[/b] articles that talks about multithreading in games?
  6. With my way of doing it saves time and code when creating new commands or events. You only have to add a new line in the enum and how entities should handle and send, commands and events. My main reason why I chose to do this was to stop bothering with making derived classes dude to different data types or unknown number of attributes. With this method I just send a string of bytes to the entity. Since the entity knows what kind of event or command it got, It also knows how to parse the information within the string. Like a packet in server <-> client communication. My theory is that since it doesn't do any external function calls to parse the information, but rather does it directly, it should increase speed. But I'm unsure about this.
  7. So I've been wondering about this lately and before I evolve my game even further I wonder if this is an effective way of passing data through my event functions. So I've mainly been doing this in event and command handling where I do a network packet-like way of sending my events to my entities, and then my entities do the work of parsing that information. This is an example before I start making a binary serialization class that returns the same string. char event[4]; event[0] = EVENT_EXPLOSION; // Value 11 event[1] = 32; // X event[2] = 75; // Y event[3] = 20 // Magnitude EventHandler::Instance()->handleEvent(event,NULL); //Send the event to entities who care about EVENT_EXPLOSION; Don't care about the X and Y being only 1 byte, this is just an example of something I would make. I also don't remember on the fly of writing this if I have to use memcpy but whatever. So my question is: Is this an effective way of doing this? Speed wise? I mean, I could make structures but they are not so great in course of being dynamic data containers. I had a vague idea about passing void* pure data, but that brings me back to the same idea of using my approach since a string is basically pure data in the form of bytes.
  8. Saving Level to file

    If it's a 2d platformer I suggest using JSON to store your information. It makes it easier to store and parse your information.
  9. Map file format for 2d game

    Alright I figured out that JSON spirit was good since I'm already using boost. But I can't find any "good" tutorials out there for a beginner.
  10. Map file format for 2d game

    JSON looks very nice. I'm going to find some tutorials on how to use it.
  11. Map file format for 2d game

    The map file is there to load whatever I've made in an editor(Or manually) to be put in vectors(the memory)(To loop through) at the start of every game/level. I don't need to do anything else with the file after I've called my LoadMap(path) function until I call my, If I were to make, SaveToMap() function. What I'm looking for is a tutorial or a guide on how to systematically read the map file, figure out what Entity to make, read the other values it has and apply them to the entity's properties.
  12. Map file format for 2d game

    Oh I'm sorry, forgot to put that in. I am using C++
  13. Hello I'm currently working on a 2D sfml game and I've come to the point where I want to load my entities, tiles etc from a file. I'm currently thinking about formatting my map file roughly like this "Header stuff here" Entity { Type = 3 Position = 50,50 ... } Entity { ... } Tile { ... } How would I actually read that information from my game? I am currently blank on file formats and reading/writing so please point me in the right direction. EDIT: I am using C++ [Edited by - Atomical on September 5, 2009 6:58:10 PM]
  14. I was just wondering if anyone know anything about changing the sound input using C++?
  15. I'm making a 2D tile based game using SDL where I need to update the player position often. The function I'm using to send the data is SDLNet_TCP_Send