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About CinoGenX

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  1. CinoGenX

    Component Based Architecture

    Thanks for the opinions guys.    As I said this is purely for practice, my only goal is to actually finish it   Any suggestions on game states specifically?   My mind just wont get itself around how this could work as a component.   I was thinking about somehow using a system for states (components for data, systems for logic), where I change (enable/disable) or add certain components in all the entities based on state changes. Or perhaps I don't need to touch or create components, but just send messages to other systems so they know that I'm in X state so should do certain things? (i.e. I'm paused so don't update physics components or accept commands in the input component etc?)
  2. Hi All   Very novice programmer here, so please bare with me.....I'm just starting a new game in dx11/c++ for practice. I decided to give a component based architecture a go to try it out on something simple.   In most of the articles I have read, the focus has been on game objects; their collision, rendering, physics, input etc, and how an object is just a container declaring which components are relevant to itself (creating instances of them) - thus components have very little knowledge/dependency on each other.   However, in the articles/examples....very little is said in terms of things I viewed as outside this scope. i.e. initialisation of wider elements (windows, dx devices) or game states.    In previous little games I have made, I have created a main dx class which dealt with this and was used throughout the game. It would inherit render and update functions from the game state it was in.   How would I tackle this using components? I'm worried I haven't really grasped the point of this methodology and am missing something obvious.   Hopefully that makes sense.    Cheers.
  3. CinoGenX

    Extended Ascii

    Perfect, thankyou guys. Working now. Still a little dizzy over why as a char the 8th bit makes it a negative...but ill study up on that later. Thanks again.
  4. CinoGenX

    Extended Ascii

    Hi all, Rather basic question... Im writing a little c++ console maze game. The char 2d array to hold the maze display is a mixture of normal and extended ascii codes. (i.e. 219 for walls etc). I'm having a little trouble with identifying these chars in my collision detection, i've looked around but not found a definitive reason for why i cant check for different extended ASCII codes, only work arounds to get it to work. I tried isascii and straight up comparision operators. I dont think im doing anything wrong with the code (please excuse the fact that i dont have an example, im at work). Should i look again (i.e. these should work fine) or is there some issue with basic comparison operators and extended ascii codes? Many thanks.
  5. CinoGenX

    How to not become overwhelmed....

    Thanks for the comments, advice and anecdotes so far guys. I really appreciate you taking your time. Regarding the few posts focusing on the language choice, this decision did not come lightly and was primarily based on the fact i had used Javascript a little previously, and C++ felt very similar when i was looking at the syntax. I really dont want to drag this thread into a "switch to X its easier, then you wouldnt be so overwhelmed ffs" thread. So please, as correct as the statement may be, can we work with these parameters. Please dont mistake my stubborness/ignorance as arrogance, im enjoying c++ and starting to understand the basics so will be sticking with that learning path unless i hit something beyond me. My plea for people to share their experiences is not restricted to people following the path i have chosen. Im mearly looking for some advice on the steps others took to go from the level i am, to the level they are, so that i can glean some encouragement and gage the amount of work. Thanks again. >.<
  6. Hi All, new game programmer here… Trying my best not to fall into one of the almost inevitable new programmer spam posts, so please bear with me, I’ll probably fail. After spending hours/days going through the myriads of help request threads and the almost programmable “do x,y and definitely z” responses…. I’ve laid out a path for myself moving forward. I’ve, of course, ignored seasoned advice and started off with C++. Intending on moving to a 2d library when ready, and deciding on where to go from there after creating a few games at that point. I’ve been a good little noob and started simple, got myself 4 or 5 C++ books and I’m starting small with games such as tic-tac-toe and other such console games. So far so good….im gaining the basics of my language in a simple gaming context and I’m happy so far. But then, I’m kind of not. The more I look at game programming the more the rift between what I’m doing and what’s needed is growing. So here (finally) is my question. Does anyone have any recommendations for how to not become overwhelmed? The gap between what im learning and the knowledge needed for a commercial game is so big that every time I see another post on some complicated game related question… my heart sinks just a little. Now I know people are going to give nice generic replies like “start small, take baby steps” etc. But can anyone help with their experience of how they moved forward. An actual proper account of what they did to end up where they are. I’m under no illusion that game programming is easy. It seems to be a long hard road which never stops long enough to let you get your footing. I’m just reaching out to try and get some encouragement on the route forward. I would love to hear the steps seasoned game programmers took to get to where they are. Does anyone have an examples they can share or links to existing posts they know of? Any help would be much appreciated. Sorry for wall.
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