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Ubermeowmix

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  1. Now I have it running, loving the Lego-Esque functionality of the ECS system. Playing around with it's -at present- seemingly unlimited possibilities. Spending most of my time refactoring code and updating the core of what I am aiming towards so I can build a few interim projects whilst still working toward my main Game idea..
  2. No need to be nasty Mustey, without dreams what's the point. I'm nowhere near where I thought I would be by now trudging through the quagmire, learning a million processes and design models and theories and roadblocks. And I have a million more, but I'm loving every bit of my journey, because the achievement outweighs the feeling of despair when I just can't stay awake long enough to see that I've referenced a none existent variable or passed an array incorrectly. Alx119, you pick up that sword, and you hack through the shit that's going to get thrown at you. You keep smiling and telling yourself that you can do it, because no one else will. It's definitely hard, anyone saying otherwise is a fool. But nothing is impossible. <screams in 300 voice> "THIS IS DATA, AND TONIGHT WE DINE INTEL"
  3. Been developing a sandbox program in javascript to help me better understand bezier curves and went off on a bit of a project sidestep into covering all the different collision types in one program that showcases how they all work together in a dynamically loading thingy. Been tweaking this for some time now, so when I finally get it completed I can port it back into C++/SDL2 and then start messing around again. Trudging through most of this is slow, but I've learned some nice shortcuts and ironed out some bad habits along the way. All in all still enjoying this. Added the dynamic unit circle picture to the post, this was definitely eye opening to work through.
  4. Has anyone experienced issues with hot swapping xbox 360 controller's for the PC.   When assigning them, not only do they seem to assign in the wrong order (from the lights on the controllers) 1 becomes 2 and vice versa. But when I remove the second and reconnect it, it is moving up one space and becoming 3 and then 4 in succession.   I am removing them when SDL_JOYDEVICEREMOVED or SDL_JOYDEVICEADDED and reassigning them with the following code #define MAX_JOYSTICKS 4   SDL_Joystick *ARRAY_of_joysticks[MAX_JOYSTICKS];   //the rest is encapsulated in a class   void FUNC_refresh_gamepads() {         int INT_joystick_iter= 0;         for (int i= 0; i < SDL_NumJoysticks(); ++i)         {                 SDL_Joystick *TEMP_joystick= nullptr;                 TEMP_joystick= SDL_JoystickOpen(i);                   if(TEMP_joystick)                 {                     printf("Name: %s\n", SDL_JoystickNameForIndex(i));                     printf("Number of Axes: %d\n", SDL_JoystickNumAxes(TEMP_joystick));                     printf("Number of Buttons: %d\n", SDL_JoystickNumButtons(TEMP_joystick));                     printf("Number of Balls: %d\n", SDL_JoystickNumBalls(TEMP_joystick));                 } else {                     printf("Couldn't open Joystick %i\n", i);                 }                   if(SDL_JoystickGetAttached(TEMP_joystick))                 {                     ARRAY_of_joysticks[INT_joystick_iter]= TEMP_joystick;                     INT_joystick_iter++;                 }         } }   void FUNC_remove_controllers() {         for (int i= 0; i < MAX_JOYSTICKS; ++i)         {             if(ARRAY_of_joysticks[i])             {                 SDL_JoystickClose(ARRAY_of_joysticks[i]);             }         } }
  5. Had to learn Pythagoras and Trigonometry as I didn't realise that a large amount of game development relies on them. Plus SDL can't draw circles so I came up with a function that takes steps and draws them with lines, this way you can drop the steps right down to basic triangles -or just a line or a dot- and then go from there. Plus it makes it easy to build filled circles or thick outlined ones, depending on how they are drawn. Plus they help with collision detection which I have just managed to get up and running smoothly. Working on elastic collisions now so I can have a play with them and see how they work and where it can/can't be used. Time to start looking into quad trees next, one step closer to the start of a game world.
  6. Hi all,   Can anyone shed light on how the hell I build the GLEW libraries to work with CodeBlocks, it's driving me insane that I can't get started on an OpenGL/SDL2 project due to the stupid GLEW extensions.   I would really appreciate it if someone could direct me to a how-to or explain the steps.   Please save my sanity, muhahaahahaaa...
  7. RTFM helped with this one, it wasn't clear in the notes that the last variable taken was for the size of array's.   If anyone get's stuck I have included the code I wrote to illustrate a simple saving algorithm in SDL2   struct STRUCT_Data {     int INT_health;     float FLOAT_speed; };   void FUNC_create_and_save_struct_array_to_binary_SDL() {     ///SET THE PATH     const char* CONST_CHAR_file_ref= "saves/SAVE_save_struct_array_to_binary_SDL2.bin";       ///DECLARE THE VARS     size_t INT_array_maximum= 3;     size_t INT_array_maximum_loaded= 0; ///ONLY TO SHOW IT'S NOT USING THE PREVIOUS MAX       ///FILL THE STRUCT WITH GENERIC CHUFF     STRUCT_Data STRUCT_current_save[INT_array_maximum];     STRUCT_current_save[0].INT_health= 10;     STRUCT_current_save[0].FLOAT_speed= 33.333;     STRUCT_current_save[1].INT_health= 255;     STRUCT_current_save[1].FLOAT_speed= 3.0;     STRUCT_current_save[2].INT_health= 6;     STRUCT_current_save[2].FLOAT_speed= 1.55;       ///SAVE THE DATA TO A BINARY FILE     SDL_RWops *FILE_data_write = SDL_RWFromFile( CONST_CHAR_file_ref, "wb");     if( FILE_data_write ==NULL )     {         ///ON FAIL RETURN NOTHING TO EXIT THE FUNCTION         return;     } else {         SDL_RWwrite( FILE_data_write, &INT_array_maximum, sizeof(size_t), 1 );         SDL_RWwrite( FILE_data_write, &STRUCT_current_save, sizeof(STRUCT_Data), INT_array_maximum );         SDL_RWclose( FILE_data_write );     }       ///ZERO OUT THE VALUES SO YOU KNOW IT LOADS BACK IN OKAY     STRUCT_current_save[0].INT_health= 0;     STRUCT_current_save[0].FLOAT_speed= 0.0f;     STRUCT_current_save[1].INT_health= 0;     STRUCT_current_save[1].FLOAT_speed= 0.0f;     STRUCT_current_save[2].INT_health= 0;     STRUCT_current_save[2].FLOAT_speed= 0.0f;       ///LOAD THE DATA BACK IN TO THE PROGRAM     SDL_RWops *FILE_data_read = SDL_RWFromFile( CONST_CHAR_file_ref, "rb");     if( FILE_data_read ==NULL )     {         ///ON FAIL RETURN NOTHING TO EXIT THE FUNCTION         return;     } else {         SDL_RWread( FILE_data_read, &INT_array_maximum_loaded, sizeof(size_t), 1 );         SDL_RWread( FILE_data_read, &STRUCT_current_save, sizeof(STRUCT_Data), INT_array_maximum_loaded );         SDL_RWclose( FILE_data_read );     }       ///CHECK IT DISPLAYS OKAY     std::cout << "STRUCT_current_save[0].INT_health: " << STRUCT_current_save[0].INT_health << std::endl;     std::cout << "STRUCT_current_save[0].FLOAT_speed: " << STRUCT_current_save[0].FLOAT_speed << std::endl;     std::cout << "STRUCT_current_save[1].INT_health: " << STRUCT_current_save[1].INT_health << std::endl;     std::cout << "STRUCT_current_save[1].FLOAT_speed: " << STRUCT_current_save[1].FLOAT_speed << std::endl;     std::cout << "STRUCT_current_save[2].INT_health: " << STRUCT_current_save[2].INT_health << std::endl;     std::cout << "STRUCT_current_save[2].FLOAT_speed: " << STRUCT_current_save[2].FLOAT_speed << std::endl; }
  8. Hi all,   I'm messing around with SDL_RWwrite & SDL_RWread and trying to get my head around how to save arrays of structs or classes.   I have managed to successfully do this with ifstream to binary and back again and retain the structure of a class, is this possible with SDL2's functions or am I barking up the wrong tree.   If anyone can visually represent how the data is saved and why (or knows a link) that would be awesome.   Thanks for reading.
  9.   I think this is a total lack of experience and blindly throwing myself into something I no one to talk to about or any where I can learn this stuff (or at least that's my perception at this time).
  10. Do I need GLEW or can I just use SDL2 and run all input and sound through that? What's the difference between them as I'm not really sure why I'm wasting my time and sanity trying to get GLEW working.   Does anyone have any experience with them?
  11. One more issue is that if you use the pre-compiled files then they might be for a different version of windows and still cause errors.    e.g. glewGetErrorString@4 could not be located
  12. AH HA found out why!   This dude -link below- explains in his video that the GLEW files are precompiled for visual studio and not minGW so that's why they won't work: https://www.youtube.com/watch?v=UwpZOwT9nVc   He gives links to pre-compiled files -link below- for minGW so you can get it running, how frustrating! http://www.grhmedia.com/glew.html
  13. This raises an immediate alarm. The DLL is completely irrelevant at link time, what you need to care about is the corresponding .lib file (or .a file, depending on which naming convention was followed during build).     Okay for this bit I have a folder in my project directory called 'lib' -minus quotes- and within it the two following files: glew32.lib glew32s.lib   in my main.cpp i have the following include: #include <GL/glew.h>   If I link these using and of the following compiler flags (in Project build options->Linker settings->Other linker options) I get: ld.exe||cannot find -lglew| -lglew32 -lglew -lGLEW
  14. Can anyone tell me why I cannot get -lglew32 to link at all.   Compiler is codeblocks   I've made sure it's the 32bit version   I've even tried copying the .dll into the folder to bypass and when I put -lglew32 in the linker section it just dies. It's very frustrating:   ld.exe||cannot find -lglew32|   Your help will be much appreciated
  15. OMG FFS I have found it, the problem was:   SDL_RENDERER_PRESENTVSYNC   if((Renderer = SDL_CreateRenderer(Window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC ))== nullptr) {      return false; }