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Czar05

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  1. Thanks Hodgeman, wil_, and everybody else for your responses. They were very helpful.
  2. I was just wondering if the documentation for these Rendering APIs are made available to the public. I tried Google, but had no luck. Does one have to be a partner of Sony to acquire the documentation.   Also, If anybody has ever used these APIs, what were your impressions of them.
  3. Thanks guys for the input. I guess I just have to learn as much as I can and hope it all sticks.
  4. I am curious on how you Math and physics gurus retain the amount of math you know. I have this horrible habit of learning a mathematical  or physics concept and then forgetting it months later. It never truly lasts long if I don't use it.   I have some math books lying around, and I usually try to learn from them whenever I can. I just don't want to waste my time reading and doing problems when I'm just going to forget it in a couple of weeks.     I just want to know what the secret is. Is it a matter of practicing math everyday? If yes, then how do you know which subject to practice on?   Would appreciate some input.
  5. Thanks for the tips L.Spiro and Glass_Knife.   @L.Spiro, your first tip is interesting. What was your experience like with OpenGL? One of the major reasons why I'm going the OpenGL route is because its cross platform ( I eventually also want to learn Direct3D as well), but I'd like to hear your perspective.
  6. What are some tips or advice that you would give a beginner whose learning 3D computer graphics, especially with OpenGL. Is there anything you know now, that you wish somebody told when you first began learning OpenGL or  3D graphics programming in general.    Would appreciate some advice, thanks.
  7. @Thanks for the advice wintertime.
  8. Ok, I see what you guys are saying. Thanks guys for the help. Much appreciated.
  9. This is probably a silly question, but I will ask anyway.   Wouldn't the following code cause a memory leak.   void LinkedList::addNode(int nValue) {     NodePtr newNode = new Node;     newNode->next = nullptr;     newNode->data = nValue;     if(m_head != nullptr)     {         m_currentPtr = m_head;              while(m_currentPtr->next != nullptr)             m_currentPtr = m_currentPtr->next;                  m_currentPtr->next = newNode;     }     else     {         m_head = newNode;     } } My problem is with the newly produced node NodePtr * newNode = new Node . The following code does not have a delete newNode anywhere in the program. I know there can't be a delete command in the function addNode , because that would be pointless, as it would delete the newly produced node. So I am left wondering, doesn't this cause a memory leak? Thanks in advance.      
  10. Thanks h4tt3n and Alvaro for the help, especially for the code sample. Got the result I wanted, kinda wondering why I didn't think of it before.
  11. I am having trouble getting the right parabolic trajectory for my projectile. So far, I have managed to figure out the initial velocity for the projectile. The projectile can launch, but I am not sure how I can get the proper parabolic trajectory. I know the only force that should be applied to the projectile is a vertical force (gravity or acceleration), but I can't seem to get it right. m_Gravity = sf::Vector2f(0.0f, 9.81); m_Max_Height = 180.0f; I have tried using the following Newtonian Formulas http://en.wikipedia.org/wiki/Projectile_motion, but I keep mentally drawing blanks on the code implementation.   Below is what I have now   Input Function: void Cannon::Input() {     if(m_barrel.getRotation() <= 105.0f)     {       if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right))       {         m_barrel.rotate(1.0f);         m_ball.rotate(1.0f);                }     }     else if(m_barrel.getRotation() > 105.0)     {         if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right))         {             m_barrel.rotate(0.0f);             m_ball.rotate(0.0);         }     }     if(m_barrel.getRotation() > 1.0)     {         if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left))         {             m_barrel.rotate(-1.0f);             m_ball.rotate(-1.0f);         }     }     else if(m_barrel.getRotation() <= 1.0)     {         if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left))         {             m_barrel.rotate(0.0f);             m_ball.rotate(0.0f);         }     }          if(sf::Keyboard::isKeyPressed(sf::Keyboard::Space))     {         m_ball.move(m_initialVelocity);         m_fired = true;     } } Update Function:   void Cannon::Update() {     m_Newtime = m_clock.getElapsedTime();     m_dt = m_Newtime - m_Oldtime;     m_Oldtime = m_Newtime;     float theta = ConvertToRadians();     float Speedxi = 160.0f * sin(theta);     float Speedyi = -160.0f * cos(theta);     m_initialVelocity = sf::Vector2f(Speedxi, Speedyi); }   Can somebody push me in the right direction on the code implementation. Thanks in advance.
  12. @Mathias Goldberg, thanks for the heads up. I bought the book 2 or 3 hours ago, and I was beginning to get a little anxious. You explanation has made me more confident about my purchase thanks.
  13. Its my laptop, but I also have a desktop machine (Though I don't know the specific graphics card at this moment). Hopefully, I will get some of the code examples to work, if not then I will just downgrade then to fit the version that I do have. Thanks for the help guys, I appreciate the insight.
  14. I have an Intel(R) HD Graphics 4000 card.
  15. Thanks Sik_the_hedgehog, I will keep that in mind