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Deftwun

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About Deftwun

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  1. Anything from coding style and design to the game mechanics really. How readable is the code? Do the controls feel right? What things could / should be fleshed out to turn this into a fun game? I know the art leaves a lot to be desired (I'm not a great artist and I didnt put a ton of time into it). I'm going to try and focus on something smaller for my next project, just curious what things I should do differently in the future. 
  2. This is a little project written in java using libGDX and Box2d I've been working on for a few months. It ended up being a tad too ambitious though. I need lots of art/content/levels but a lot of the basic mechanics are fairly solid. I got pretty far but it needs a lot of work to be any where near a 'game'. For now I'm going to leave it alone but I may come back to it.    So instead of letting it rot on my hard drive I released it on Github under MIT license in case its at all useful to anyone. Feedback on whats there is appreciated!   ZombieCopter on Github
  3. Deftwun

    Free Game Dev Software for Beginners

    Hey thanks for leads guys! I'm still adding content but I should have a few articles up in the next week or so about some of the tools I've found. You can check out my site here. Thanks!
  4. Deftwun

    SFML:can not find climits

    also be sure you have linked the different lib files in the right order. I use codeblocks so it might be different. You need to link in this order: System->Window->Graphics-> the rest in any order...
  5. Deftwun

    Free Game Dev Software for Beginners

    Good stuff! Just the kind of thing I was looking for. Anyone else have some suggestions?
  6. I'm writing an article for my site (Still under construction) on some of the cool new software available to game developers today for FREE. There's so much stuff out there these days it can be tough to keep track of it all. I was hoping I could get a few ideas on the tools and software you use to get your games out there. It could be anything from SFML, Box2D,Gimp, Audacity, Unity, etc... anything goes. It's aimed towards beginners mainly but I'd like to hear of some advanced tools as well. The main point of the article though is that it has to be free or open source. Thanks!
  7. [color="#1C2837"]Vortez: [color="#1C2837"][quote[color="#1C2837"]]Why not just use vsync for that??? That way it work on every computer that might be using a different framerate than 60 hertz. And you don't have to do anything to make it work exept maybe one line of code to turn it on and off. I've never seen the point of manually framecapping an application...[/quote] [color="#1C2837"]Are you saying having vsync on essentially caps your render calls at 60hz? (edit: or rather the users refresh rate..) [color="#1C2837"]I was unfamiliar on what vsync really did until i just read this, so i think what your essentially saying is similar to what [color="#1C2837"]Yogurt Emperor said: [color="#1C2837"]Don't limit your render calls. [color="#1C2837"] [color="#1C2837"]but you add: enabling vsync will limit your render call to the refresh rate of the users machine anyway. [color="#1c2837"]Is this right? [color="#1C2837"] [color="#1C2837"]
  8. @Yogurt Emperor Thank you for clearing up alot of my questions. Use QueryPerformanceFrequency() and QueryPerformanceCounter().[/quote] This sounds like just what I'm looking for in that regard. Is this a windows function or part of the c++ standard? Also your suggestion about not limiting render calls makes a lot of sense and I'm glad you brought it to my attention. @BeerNutts [color=#1C2837][size=2]I think everyone is getting ahead of themselves. My guess is the OP has some experience with Game programming, but probably not a whole lot. And, I'll assuming asking him to interpolate movement between frames would be more than he currently needs to do. Going through that effort would probably be a waste and the gain would be minimal, if any. [/quote] you are correct I have only started learning c++ and game design early this year so interpolating between render frames is probably not necessary for me right now. Same with multi-threading; something I haven't even touched or thought about yet. Just want to go back and make sure I'm getting the fundamentals right. Which I'm glad I did. Thanks for all the replies and good info! [color="#1C2837"]
  9. So I guess the thing that really has me scratching my head... is how do i calculate my total frame time. What is a good benchmark to judge how the application is running as a whole? What frame rate am I calculating? My first thought was to just calculate the time between game loop iterations: ///FPS Calculations float FrameRateList[FPS_CALC_BUFFER]; //Container holds previous FrameRates for (int x = 0; x < FPS_CALC_BUFFER; x++) FrameRateList[x] = 0; //zero out buffer float PrevFrameTime = 0; //Time of last frame float FrameRate = 0; //Current FrameRate int ListIndex = 0; //Frame rate buffer index (increments every frame) ///Game Loop while (SimTimer.GetElapsedTime() < RUN_TIME){ //FPS Calculation FrameRate = 1/(SimTimer.GetElapsedTime() - PrevFrameTime); //calculate this frames rate PrevFrameTime = SimTimer.GetElapsedTime(); //save this frames timestamp for next frame FrameRateList[ListIndex] = FrameRate; //add framerate to list if (++ListIndex == FPS_CALC_BUFFER) ListIndex = 0; //increment list index (start at beginning if we've hit the limit) //physics if (PhysicsTimer.GetElapsedTime() >= (1/PHYSICS_RATE)){ mWorld.Step(1/PHYSICS_RATE,6,2); //step the world PhysicsTimer.Reset(); } //Render if (RenderTimer.GetElapsedTime() >= (1/RENDER_RATE)){ mWindow.Clear(sf::Color::White); //draw some stuff mWindow.Display(); RenderTimer.Reset(); } //debug if (DebugTimer.GetElapsedTime() >= (1/DEBUG_RATE)){ //Calculate the average of all the framerates in the buffer //... and output to console DebugTimer.Reset(); } }//... end loop But does this make sense at all really? I get a ridiciously high average (>100,000) but I figure that makes since since the Loop just goes as fast as it can and the other calls (render,physics,debug) aren't always called. So how could I judge how fast/consistent the game SYSTEM as a whole is doing? What do people normally do and what does one generally refer to when they say "the engine runs at 60 FPS"
  10. oh ok so your saying there is benefit to rendering faster than physics. Yeah I suppose stepping physics faster may result in some jitters and stutters and having the rendering just draw whatever it can as fast as it can would have the opposite effect. So do you think this implementation would maintain a more or less constant physics time step? I can kind of see a situation where maybe the physics rate is set at 30 milliseconds but maybe takes 32milliseconds to finish stepping. I'm thinking though that you would need to be using a whole lot of CPU for this to happen. Again I guess it would depend largely on the project.
  11. Thanks. You make a good point. There Is no point in rendering faster than the physics. But I was thinking more if the physics were to update slightly faster then the render rate. That way maybe the physics engine is updated every frame but is only rendered every 3 or something. Just to be able to fine tune on a larger project. With say different render modes or whatever. I haven't done much work with physics engines (i'm learning box2d) So I'm just thinking about how, with the addition of AI, game logic, rendering, etc everything will look and feel (and maybe find CPU hogs). Just to have a little more control. But again I haven't gotten down a complete large project yet, so I'm just wondering what some drawbacks/advanteges/alternatives there may be.
  12. So I've been looking at different ways of implementing constant framerates and the like. I've seen a lot of different implementations most seeming a little more thought out than mine. It's what I've always done because it seems so simple but I'd like some advice/criticisms. Here's the gist: //Render Rate float RenderRate = 60; sf::Clock RenderTimer; RenderTimer.Reset(); //Physics rate float PhysicsRate =60; sf::Clock PhysicsTimer; PhysicsTimer.Reset(); while (GameIsRunning){ //Physics if (PhysicsTimer.GetElapsedTime() >= (1/PhysicsRate)){ PhysicsWorld.Step(1/PhysicsRate); PhysicsTimer.Reset(); } //Render if (RenderTimer.GetElapsedTime() >= (1/RenderRate)){ mWindow.Clear(sf::Color::White); for (int x =0; x < mEntityList.size(); x++){ mEntityList[x]->Render(&RenderWindow); } mWindow.Display(); RenderTimer.Reset(); } }//... end loop My big concern is that there is no defined 'Frame' that... I guess contains the Render and Physics calls. They just kinda do their own thing on their own time. I have made a couple basic game prototypes so far but have only really run them on my PC and an 'ok' laptop. I didn't seem to have any glaring problems. Just looking for some possible pitfalls that I might not think of till later on.
  13. well um.. yeah thats pretty much exactly what I'm looking for. sorry bout that .. That newfangled google sure is handy.
  14. [color=#1C2837]I thought I heard somewhere that it is possible in GIMP to create a sprite sheet from a number of layers. Basically hit a button and all your layered animation images are transformed into a usable sprite sheet, instead of having to manually position the images. (Not sure if this is done with a plugin or is just a standard feature) How is this done and is it possible in Paint.NET? I'm much more familiar with paint.net so that would definitely be convenient. I'm willing to switch to GIMP though if necessary. This feature sounds INCREDIBLY helpful. Thanks!
  15. I thought I heard somewhere that this is possible in GIMP to create a sprite sheet from a number of layers. Basically hit a button and all your layered animation images are transformed into a usable sprite sheet, instead of having to manually position the images. (Not sure if this is done with a plugin or is just a standard feature) How is this done and is it possible in Paint.NET because that's what I'm familiar with.. Thanks!
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