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  1. " ??????????? ???? ???? ?? ????????. :) " Nope, ?? ??????? :p
  2. ? ??? ?? ?? ??????, ?? ???? ?????? ?? ?????? :3 .
  3. ne e kato da stavam 7:30 za da otida na party ^^
  4. "?????? ? ?????? ??? ????? , ????? ?????" -???? 2013
  5. iskam da sexam taz luna
  6. ?????????????????

    SDL 2.0 compiling for android

    Uh admitivly I dont know alot about compiling but as far as I understand, I use the NDK to compile the actuall SDL source files themselfs. So without actually having the library build to begin with I dont know how I can link it in the eclipse project o.o
  7. ?????????????????

    SDL 2.0 compiling for android

    So I decided to use SDL 2.0 to develop for the android platform. I downloaded the Android SDK/eclipse/NDK, I installed eclipse and I've set up the project directory and everything ( took me a full day of research and downloading D: ).   So my eclipse project currently looks like this:       Now only thing left is to compile the SDL library with the NDK.         And here is where I get an error saying:   "Unresolved reference to SDL_main."   I tryed to search on google but I couldnt find any solutions. I tryed changing int main(...) to SDL_main but that didnt work either. I am totaly out of ideas and google doesnt seem to be of much help either D:, any help would be priceless <3. Thanks in advance   P.S: if you need me to provide any more info, let me know ^^. P.S2: my Android.mk file looks like this: LOCAL_PATH := $(call my-dir) include $(CLEAR_VARS) LOCAL_MODULE := main SDL_PATH := ../SDL LOCAL_C_INCLUDES := $(LOCAL_PATH)/$(SDL_PATH)/include # Add your application source files here... LOCAL_SRC_FILES := $(SDL_PATH)/src/main/android/SDL_android_main.c \ main.cpp LOCAL_SHARED_LIBRARIES := SDL2 LOCAL_LDLIBS := -lGLESv1_CM -llog include $(BUILD_SHARED_LIBRARY)
  9. ?????????????????

    virtual and class inherience

    That was hell of useful as well, thanks so much for the tip :o !
  10. ?????????????????

    virtual and class inherience

    Thanks alot for the answer guys really cleared thigns up they were really helpful :o !    Now I just have 1 follow up question, if I dont overide the virtual f() function in my child class, can I still call the original f() function ( defined in the base class ) through my child object ( the B object in my example )
  11. ?????????????????

    virtual and class inherience

    Hello there dear forum.   So my question is about class inheriences and virtual functions.   so lets say I got a class structure as following class A{ A(); ~A(); virtual void f(){ //does w/e } }; class B : public A{ B(); ~B(); void f(){ //does something diffrent } }; main(){ B object; } so first thing is, in what order do constructers/deconstructers get called :o ? As far as I understand the constructurs are builed from the base up meaning the constructor of A will get called and then the constructor of B and deconstructers are the opposite, meaning B's deconstructor first and then A's. Am I right o.o ? The main question tho once I "overload" the virtual function in the child class does the base's class function still get called or only the function in B. ( once I actually call the function ofc).   P.S all under the asumption I am creating only a object of B and no objects of A are used.   Thanks in advance ^^ <3
  12. I am no hater like you, bow down to a nigger thats greater then you
  13. ?????????????????

    Question on conversion functions

      Yeah I feel emberessed because of the silly mistake         Yeah I am aware that they can be represented as 1 class but my mindset was: Well vectors represent direction and length but they dont know where they are at, aka they dont contain information about their position   Points on the other hand are exacly the opposite they represent position but have neither length nor direction   And yea while the fundemantle ideas behind the 2 are completly diffrent, their structure ( representation w/e) is exacly the same BUT because of the core ideas being opposite to each other, it will actually be confusing for myself to have them be the same class thats why I chose to seperate them ( and yea I am already feeling the negatives of it )   P.S: Thanks to both of you for all your help guys  ;3 <3 the examples were really helpful as well ^^
  14. ?????????????????

    Question on conversion functions

    Hello guys and thanks to all of you in advance for the help.   So for the question:   I have 2 simple classes class Vector2D{ float X,Y; } class Point2D{ float X,Y; } as simple as it gets.   Now I want to be able to perform basic math on them like Vector2D vec; Position2D EntityPosition1; Position2D EntityPosition2; vec = EntityPosition1 - EntityPosition2; Now I already have an operator overload for the - but when I try to do it says that there is no possible conversion from Point2D to Vector2D, fare nuff. Simple googling pointed me to the conversion functions but while I was browsing I was left with the impression that conversion functions are actually a bad thing, is that true or did I just go too shallow on the googling :o ?   Also about the syntax itself.   So I added this peace of code into my Vector2D class header operator Point2D(); so far so good but when I go into the Vector2D.cpp file and simply write operator Point2D(){ } without adding anything else I immidatly get an error message saying "conversion function must be a nonstatic member function", that doesnt really make sence considering its a member function and its not static ( atleast thats my understanding of the syntax while looking at the examples on google but I guess I am clearly wrong ) I dont understand the syntax of how this things works and quite frankly documentiation on google doesnt make it easyer as well, I am not sure how the syntax even works or if I should be using conversion functions to begin with.   Again thanks in advance for the help guys and sorry for the long post on this simple mather, any help appriciated <3   P.S: I've been loving the Game developing article project so much its really a great way to learn.
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