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stratusfer

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About stratusfer

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  1. stratusfer

    Engine for 2D turn based games

    it seems really interesting, thank you, I'll look better into it
  2. stratusfer

    Engine for 2D turn based games

    Just C++ or I was considering for some reason D
  3. Hi all, I planned to create a 2D turn based strategy game using modern C++. The idea was to use SDL and make it available for at least Linux, Windows and Android and create everything from scratch, but the time is what it is, and unfortunately it will be probably hard to do that.As alternative I was thinking to use some already existent engine that would allow me to save some time. Any suggestion is much appreciated!
  4. thanks for your reply. I saw that project on google. 78 contributors, I guess I have to try it by myself as usual ;)
  5. Hi guys,   I've found this library: http://libagar.org/ that seems very promising. I'm looking for some C++ widget library that would work also on Android / IOS as I don't have to re-invent the wheel. I haven't see listed Android/IOS among the supported platforms so I was wondering if any of you knows more about it.   Any other libraries that can work like that?   Cheers!
  6. Hi Joshhua,     Thank you for  your suggestions.     Yes, I was considering that but I've decided to change a lot of things so it's not a problem to use another engine and maybe reuse some classes of my old project.     What about Qt 5?    Do you think it would be difficult to develop a 2d turn based game with this environment?
  7. Hi there,     I've been creating a 2D turn-based strategy game based on  SDL 1.2. I've seen that with SDL2 I would be able to make it run even on Android and iOS. My intention was to port this game on SDL2 but I guess it's better to re-create the whole game from the scratch.   I guess these years I've improved my programming and design skills but I have to admit I have not the knowledge of the current game industry best practices so I would love to hear your suggestions.     For the other game I created all by myself without using external libraries. I've learnt a lot but now that I'm working I've not so much time so I would prefer using some library or maybe some engine in order to save time.    I would like to continue using C++ and free (preferably open source) libraries/engines and  I would like to make my game portable to mobile platforms as well.   The other thing I would like to know concerns arts. I spent so much time looking for free tiles, image, sprites etc. Do you know any large resource freely usable or maybe engines where there are loads of freely usable things.      Thank you in advance         Edit: I accidentally pressed the send button and the title is messed up :(
  8. Sorry for the delay.. You're right Thank you!
  9. @Aardvajk In my project I just tried something like this: //HeaderA.h class A { //stuff }; //HeaderB.h //no #include here class A; class B { public: B() { A a; } }; and it worked.. In the B constructor I am not using references.. If I have understood well, you're saying that, for example, if a classA.h file requires less #include compared to the classA.cpp file, you just include only the stuff you need there and not all the #include required in the cpp file? if so, I usually do the same
  10. Hi guys, thank you very much for the explanations. Yes, that's true. I didn't think at these other cases.. Uhm... I don't know if I have understood exactly your explanation here. Are you saying that it's better the first case because the compiler can give you compilation errors and so you know that there's something wrong or that is it better the second option? Here, the use of references is just your choice right? I tried using forward declarations and creating objects on the stack and I got no problems. By the way, this Effective C++ book is a bomb
  11. [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][background=rgb(250, 251, 252)]Hi everybody,[/background] [/font] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][background=rgb(250, 251, 252)]I want to discuss a topic discussed in a previous thread: [/background] [/font]http://www.gamedev.net/topic/510239-separate-header-files-for-declarations-and-definitions/ : [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][background=rgb(250, 251, 252)] declaration and definition of classes in separate header files.[/background] [/font] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][background=rgb(250, 251, 252)]I have been reading the Scott Meyers's Effective C++ book (3ed edition):[font=courier new,courier,monospace][/font][/background] [/font][font=courier new,courier,monospace]Item31: Minimize compilation dependencies between files [/font][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][background=rgb(250, 251, 252)]but there are some points that are not so clear..[/background] [/font] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][background=rgb(250, 251, 252)]I copy and past the same question of the old thread because it's what I wanted to ask:[/background] [/font] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][background=rgb(250, 251, 252)]"I often use forward declaration of classes in my header files in order to avoid including unnecessary class headers and thus increasing dependencies (and therefore compile times). E.g.[/background] [/font] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][background=rgb(250, 251, 252)] [color=blue][font=CourierNew]class[/font] A; [color=gray][font=CourierNew]// Avoids having to include "A.h"[/font] [color=blue][font=CourierNew]class[/font] B { [color=blue][font=CourierNew]public[/font]: SomeFunction(A* parameter); [color=gray][font=CourierNew]// Compiler is happy, because A has been declared[/font] }; [/background] [/font] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][background=rgb(250, 251, 252)]However, Scott Meyers [/background] [/font]Effective C++[color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][background=rgb(250, 251, 252)] (3rd edition, page 144) suggests that it is best practise to actually put these forward declarations into a separate header file and include that instead of the forward declaration. For instance, in the above example class A would be split into 3 files: * A.h - The definitions * A.cpp - The implementations * A_fwd.h - The forward declarations (but no definitions or implementations) A_fwd.h would be included in the above code, rather than explicitly declaring class A. My query is though, is this really beneficial and do people really follow this practise? The justification for this best practise seems to be that if a class declaration changes then you only have to change it in one place (the declaration header). This doesn't see to make sense though for two reasons: * Why would my class declaration change? My definitions and implementations may but the forward declaration simply states that a class of that name exists. If I decided to rename a class then ok, but... * Even if I did change the declaration, I still have to visit all my class definitions & implementations and rename the class everywhere it's used! (This could be avoided if I'm using pimpl unless it's the interface class that's changing, but I don't think we need to get into that). Any thoughts? Cheers! "[/background] [/font]
  12. Hi there! I know this topic is a bit old (4 years old ), but it's really interesting? Anyone with a clear explanation about that?
  13. Hi guys, thx for the answers. Yes I've already used Gimp but I was looking for a simpler way. I mean, a program created expressly to create buttons and similar stuff, for example with default base button easily modifiable. Maybe I just need a Big button images set and Photoshop..
  14. Hi everybody, I'm looking for a tool to create buttons, bars etc. I'm creating a 2D strategic videogame and I want to create the borders bars, buttons and all the stuff that, for this type of games, is present generally in the right part of the screen. Already created resources are wellcomed as well Cheers
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