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JWColeman

GDNet+
  • Content Count

    145
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About JWColeman

  • Rank
    Member

Personal Information

  • Role
    Amateur / Hobbyist
  • Interests
    Programming

Social

  • Github
    https://jwcoleman87.visualstudio.com/MYGAME2

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  1. So, as a hobbyist, with minimal formal training in C++ or object oriented programming, how relevant is this stuff to me? Feels like just a lot of discussion waaaaay above my head rn :).
  2. I can't really speak on the scale of things, but for this, yeah. Currently I'm using microsoft team services GDnet does not provide a special link for that, even though its technically a github. All you have to do to make the link work is remove the github stuff and just paste in the https://jwcoleman87.visualstudio.com/MyGame2/_git/MYGAME2 part. But, for the other long part, I'm afraid I can't fathom the limitations you are facing with the scope of the "bigness" of your map, so I'm generally unhelpful in that part
  3. JWColeman

    About a state machine

    This is absolutely true, before attempting what I'm doing currently I have an if/else to determine whether I was in the menu or not. I then just made my game loop update accordingly based on that simple boolean. I would recommend starting this way, but quickly observe how messy things can get when implementing it this way.
  4. It's not transatory, unless for some reason discord blows up, in any case, I'm certain logs are being kept by the bots. I have searched for keywords in conversations I've had with people months back and theyre easy to refer back to. It is actually been the primary tool for learning and discussing topics. It's less easy to talk past each other when you're in a chat room or direct messages. Forums I find sometimes you can be more easily misunderstood. What other formats for communication did you have in mind? Maybe I'm missing something and GameDev should do something about it?
  5. So, first I added the executable directories: Then, the library Directories: Then, I added my Extra Includes: Then, added additional library directories: Note, the SFML folder must actually be in this location.... Then, I added my dependencies: Note: -d for debug, and regular old sfml-audio.lib for release. Done, I think? It was very recently I did this and I hated the process tbh.
  6. JWColeman

    About a state machine

    Here is a resource that I am using currently. http://gamedevgeek.com/tutorials/managing-game-states-in-c/ There is source code for this article at the bottom. I don't have it all figured out yet, but there are 3 major components A base class from which you can virtualize all the functionality of your states from #pragma once class GameState { public: virtual void Initialize() = 0; // Load resources here virtual void Start() = 0; // Make gamestate objects here, register with renderer and physics virtual void Stop() = 0; // Remove gamestate objects here, unregister with renderer and physics virtual void Update(float dt) = 0; // Update game objects here virtual void Pause() = 0; // Stop performing updates virtual void Unpause() = 0; // Continue performing updates virtual void Render() = 0; // Update renderer here virtual void Destroy() = 0; // destroy everything }; A couple States: class MainMenu : public GameState { public: MainMenu(Renderer * renderer, ResourceManager * resourcemanager); void Initialize() override; // Load resources here void Start() override; // Make gamestate objects here, register with renderer and physics void Stop() {} // Remove gamestate objects here, unregister with renderer and physics void Update(float dt) override {} // Update game objects here void Pause() override {} // Stop performing updates void Unpause() override {} // Continue performing updates void Render() override {} // Update renderer here void Destroy() {} // destroy everything private: Renderer * renderer; ResourceManager * resourcemanager; std::vector<GameObject*> menuobjects; }; And... class Game : public GameState { public: Game(Renderer * renderer, Physics * physics); void Initialize() override; // Load resources here void Start() override {} // Make gamestate objects here, register with renderer and physics void Stop() override {} // Remove gamestate objects here, unregister with renderer and physics void Update(float dt) override; // Update game objects here void Pause() override {} // Stop performing updates void Unpause() override {} // Continue performing updates void Render() override {} // Update renderer here void Destroy() override {} // destroy everything private: void RegisterGameObject(); void RemoveGameObject(GameObject * object); std::function<void(PhysicalObject& a, PhysicalObject& b)> OnIntersect; Renderer * renderer; Physics * physics; std::vector<GameObject*> gameobjects; }; Finally, a state manager: class StateManager { public: void Initialize(); void Cleanup(); void ChangeState(GameState* state); void PushState(GameState* state); void PopState(); void HandleEvents(); void Update(float dt); void Draw(); bool Running() { return m_running; } void Quit() { m_running = false; } private: // the stack of states std::vector<GameState*> states; bool m_running; }; I am still working on figuring out how to implement the various functions in this framework, but once I do, I think I'll have a working state machine.
  7. Performing Game Logic in the GPU seems cringy altogether. Why not bring a portion of your map data onto the CPU, at least, tile locations as represented by a grid? As soon as you start talking about electricity(a game concept) rather than the color of a tile, the GPU is not the thing to figure this out? Of course, you don't need all the data for each tile, just its logical position on your map, x and y. Not sure how quickly this would reach "gigabytes" of data?
  8. JWColeman

    Frogger GameDev Challenge Entry

    Those farmers are mean! great job!
  9. JWColeman

    Entry for Frogger Challenge

    Great job! Threw me off that it was top to bottom, but i guess that's that crazy chicken! Cool music. Boat difficulty made it harder than expected!
  10. JWColeman

    Frogger Challenge Entry

    Pretty cool! Really feels like the arcade version! Nice job on the different enemy types!
  11. Really great! Good amount of difficulty, intro song is gold!
  12. JWColeman

    Frogger Entry (Monster Frogger)

    Works great! Awesome setting, kids loved it! The explosions and transformations were really cool!
  13. JWColeman

    Frogger Submission

    Super COOL! Love the track, the jump is a cool addition to the movement!
  14. Really Amazing! I love the level design and my kids love the art and sound!
  15. Really Great!!! Really hard but I enjoyed the "You have drowned even though you are a frog"
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