• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

codder88

Members
  • Content count

    32
  • Joined

  • Last visited

Community Reputation

103 Neutral

About codder88

  • Rank
    Member
  1.   Hello everyone,   I have that triangle and I want to move top vertex, how can I do that?
  2. ok... thank's guys :D
  3. #pragma once #include "main.h" class CClass2; class CClass1 { public: CClass1(const CClass2 &Class2) { this->SetVar(Class2.GetVar()); } void SetVar(int val) { var=val; } int GetVar() const { return var; } private: int var; }; class CClass2 { public: CClass2(const CClass1 &Class1) { var = 5; } int GetVar() const { return var; } private: int var; }; i'm using visual c++ 2010 express and the compiler give me error C2027 and C2228
  4. Quote:Original post by _fastcall Use a forward declaration for B or move the definition for class B above class A. See also: Organizing Code Files in C and C++. in fact i want to use the class1 in class2 and class2 in class1
  5. if i add "class class2;" at the top of the file the compiler give me again the errors
  6. i have 2 classes class class1 { public: class1(const class2 &c){} }; class class2 { public: class2(){} }; the compiler give me error because the class2 isn't defined, how to fix that?
  7. Quote:Original post by Aardvajk For variables, std::map<std::string,std::string> and convert the values to ints, floats whatever when you need the values. Functions is a bit more tricky. Most conventional scripting languages I am aware of have a standard signature, e.g.: class script_params { /* ... */ }; typedef int(*script_func)(script_params&); And it is the responsibility of the native code to decode parameters from the supplied information. Best way I guess would be to look at how something like Lua (or the more recent and pretty interesting IonScript I spotted on here the other day) handles it. That should give some inspiration. Thanks :)
  8. I want to make a cvar system with registering functions, variables... I want to know some ideas...
  9. Quote:Original post by iMalc Quote:Original post by codder88 It's still crashing...And it's still not caused by the code you're posting. There are all sorts of way the rest of your code can cause an error to show up here. Your best options are to make a cut down minimal compile example program that produces the problem. Remove everything that isn't necessary to produce the problem. Or you could learn to use your debugger and examine the call stack. What compiler/IDE? One way or another, we need more info! I'm using VC++... I compiled in debug mode and there is an assertion failed Expression: _CrtIsValidHeapPointer(pUserData) The char* what i pass to ctest is valid... How to fix it?
  10. Quote:Original post by Wooh Does it even compile? You call your class ctest but your constructor and destructor is called CString. operator+= needs a return type. After fixing these errors it compiles and works fine. *** Source Snippet Removed *** It's still crashing...
  11. Quote:Original post by SimonForsman Quote:Original post by codder88 i have *** Source Snippet Removed *** When i close the application it crash :S maybe i need to release something? hmm, i'm not sure about this but, what are the operator precedance for += and dereferencing ? (you might be adding the char pointer to this before you dereference it which would be a likely cause for a crash) try: (*this)+=str; and see if that helps. it crash when i close the application :(
  12. i have class ctest { public: CString(const char *str) { *this+=str; // crash :S } ~CString() { } operator+=(const char*str) { for(size_t i=0; i<strlen(str); i++) { vec.push_back(str[i]); } } private: vector<char>vec; }; void print(ctest str) { //... } When i close the application it crash :S maybe i need to release something?
  13. Quote:Original post by ViperG you need to also check for these values... dm.dmDisplayFrequency dm.dmBitsPerPel dm.dmDefaultSource Jyk was correct about different modes/pits/refresh rate per screen res. I have also seen other intel chipsets reverse the x and y values because its an inverted supported resolution (no joke). so instead of getting 1024x768 you get 768x1024. I logged in a txt and works :D i have intel chipset
  14. Quote:Original post by void main The simplest solution is IMHO to create a little helper function, which will tell you if some DEVMODE with the same resolution is already contained in your vector. Something like this: *** Source Snippet Removed *** ... then just use this in your loop for testing if newly enumerated DEVMODE is worth push_backing :-) Ok i try :D
  15. Quote:Original post by _fastcall Use std::set or std::map instead of a std::vector. You may need to create a simple structure with only the information you're looking for. (See DEVMODE structure.) Or you can keep track of the current display settings: *** Source Snippet Removed *** Isn't ordered this is another piece of the log VIDEOCARD INFO: 640 x 480 VIDEOCARD INFO: 640 x 480 VIDEOCARD INFO: 640 x 480 VIDEOCARD INFO: 640 x 480 VIDEOCARD INFO: 720 x 480 VIDEOCARD INFO: 800 x 600 VIDEOCARD INFO: 800 x 600 VIDEOCARD INFO: 800 x 600 VIDEOCARD INFO: 800 x 600 VIDEOCARD INFO: 1024 x 768 VIDEOCARD INFO: 1024 x 768 VIDEOCARD INFO: 1024 x 768 VIDEOCARD INFO: 1024 x 768 .... VIDEOCARD INFO: 640 x 480 // here you can see the 640 x 480 is repeated... VIDEOCARD INFO: 640 x 480 VIDEOCARD INFO: 640 x 480 VIDEOCARD INFO: 640 x 480