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RulerOfNothing

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  1. Well if you're running class test then it's obviously not going to run class Puppy. You don't need to delete either class to run the other class though.
  2. I'm not sure why it's happening either: when I compile and run the code it outputs "Passed Name is:Blue berry" as expected. How are you compiling and running your code anyway?
  3. Well, without seeing what is under 'while(true)' I can't really tell what the problem is, so if you could also upload the contents of that loop that would be helpful.
  4. That's not going to solve the main problem with FAST_FLOOR, namely that it gives incorrect results for nonpositive integers (eg if x is equal to 0, it will return -1. x=-1 will result in -2 etc).
  5. The most likely problem is that you aren't initialising the font member of the FontLoader class, and as it is a pointer to a sf::Font object it is most likely pointing to an invalid address when you call loadFont. The solution is to replace 'sf::Font*' with 'sf::Font' and the '->' with a '.', which will mean that the font member is always initialised when you construct a FontLoader.
  6. You are correct: sqrt(a*b)=sqrt(a)*sqrt(b), but sqrt(a+b)!=sqrt(a)+sqrt(b) (except where a or b are zero).
  7. When you say that your attempts to add gravity always fail, in what sense is it failing and how are you adding gravity?
  8. If you want to determine whether a point (tx,ty) is within a circle with its centre at (x,y) then you need to determine whether (x-tx)2 + (y-ty)2 is less than r squared (where r is the radius of the circle or what you are referring to as the range)
  9. When you say that you can't get it to work, what exactly is occurring?
  10. How I would approach this is as follows: The procedure is called on the selected tile Check if the selected tile contains a mine, if so the game is over Otherwise, make the selected tile visible and check if the selected tile has any adjacent mines If there are no adjacent mines, call the procedure on all the non-visible adjacent tiles
  11. One obvious question here is how often the map changes. When you check for passability, does this take into account mobile objects? If not, you could probably get away with only updating the partitions whenever the stationary objects on the map change (probably just building construction/destruction, but maybe terrain modification if you are planning on including something like that)
  12. It is not necessary to use C++ to write games, and it is more than possible to write games with C# or Java. If you already have experience in using those languages I would recommend using them for your early game projects over learning C++. For graphics I would recommend using SFML if you are going to use C++ or C#.
  13. Well, if you're drawing a triangle list, you need 3 vertices for each triangle. You want to use D3DPT_TRIANGLESTRIP here instead and swap the 1st and 2nd vertex.
  14. Thanks for those links Stainless and jefferytitan. I will take a good look at all of them over the next few days and then hopefully start work on my 4X game.
  15. Your understanding would be correct Orymus3, and I would appreciate any help you could provide.