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hojjatjafary

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About hojjatjafary

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  1. hojjatjafary

    FMOD C# api crash

    Found my solution, I was iterating through a generic List of string containing music cue names to get cue iterator, a List<string> musicCueNames, like this : ERRCHECK(musicSystem.getCues(ref iter, musicCueNames[i])); // Crash! I changed it to something like this :   string cueName = musicCueNames[i]; ERRCHECK(musicSystem.getCues(ref iter, cueName)); // Works! and now everything works properly, but don't know exactly why.
  2. hojjatjafary

    FMOD C# api crash

    Hi, I'm trying to implement an interactive music system using FMOD Designer C# api, I used the event system without any problem, but when I try to get music cues it crashes. FMOD.RESULT result; ERRCHECK(result = eventsystem.getMusicSystem(ref musicSystem)); FMOD.MUSIC_ITERATOR iter = new FMOD.MUSIC_ITERATOR(); ERRCHECK(musicSystem.getCues(ref iter, "myFilter")); // Crash !!! Is there anyone master in P/Invoke that can help me to find a solution to this annoying problem?
  3. hojjatjafary

    Rogue Legacy Random Level

    Thanx Álvaro, I was wondering about expanding rooms according to their doors in a DFS like manner but I didn't know how depth should I go into or should I expand rooms in Breadth. For this case I'm trying to build a random BSP tree and putting the rooms at the leaf of the tree and match the doors, this will reduce the number of trial and errors.
  4. Hi, I'm trying to implement a random level generator from premade rooms, something very similar to Rogue Legacy, As you may know this is not a procedurally generated level so doors can be in some predefined locations of rooms. There is no open ground between rooms, there is no corridors that connects rooms, rooms only connected to each other by their doors. The generation algorithm should be fast and generate levels without dead locks. All rooms are accessible from each other, some rooms may make a loop. Should I use a trial and error algorithm like Depth First Search?    
  5. hojjatjafary

    C++ Plugin Debug Log with Unity

    Hi, I don't like C# so much but this is not the reason, it is not a missing feature in Unity, some times you have some existing C++ code that you like to use them in Unity or you need to use another external plugin like Steam, you can also write plugins to gain performance improvements, here you can find more detail, they gained 25x improvements by writing C++ plugins.
  6. hojjatjafary

    C++ Plugin Debug Log with Unity

    Hi ivan, Thank you for the points you mensioned, I added a paragraph at the start of article that I think make many things clear,   "You can write a function in C# that takes a string as it's argument and print it into the Unity's console window, and then pass a pointer of this function to C++ dll, so you can call the function from C++ by it's pointer, this will redirect your strings from C++ to log window."   log messages need not be always hard coded, but often are, strings like "plugin inited.", "initialization faild" or so on, but you can use sprintf or any method you know to prepare a log string and then print it, I wrote only a string to show how to use that function pointer.   GL, Hojjat.
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