SimLabDevelopments

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  1. SFML - How to create a main menu?

    http://lmgtfy.com/?q=how+to+create+main+menu+in+sfml   Quite a few discussions out there already.
  2. [SFML] How do I start making games?

    http://lmgtfy.com/?q=sfml+game+tutorial
  3. Tic-Tac-Toe

    A few things to look into... A board could be represented as arrays--perhaps a row array, and then a board is a collection of rows. Read into object oriented design.
  4. SDL,vector, with reference question

    [quote name='BaneTrapper' timestamp='1347129944' post='4978061'] I am currently working on my game project, i came across a problem/a thing i did not know If i make something like this : [/quote] Is there a question here somewhere?
  5. Which database? Text adventure MUD

    http://www.sqlite.org/
  6. Starting From The Very Beginning

    Do you see that search box on the top of the screen? Click into it and type "best language beginner". There's your answer. Seriously though, irrespective of language, perhaps the #1 skill for a developer is the ability to research and answer questions.
  7. Problem with visual C++ 2010 express

    [quote name='Ubermeowmix' timestamp='1346875467' post='4976960'] My Global scope for my project seems to have gone, I can no longer select the headers and source code. And it doesn't finish links to objects anymore. Any ideas on what I've done here? [/quote] You can't selected your own source files and headers? This usually means that the files are no longer located where VS thinks they are.
  8. just started need help

    [quote name='lozrent449' timestamp='1346773374' post='4976450'] who is the book by? [/quote] Here's a tip...to be an effective programmer, it is quite beneficial to develop problem solving / research skills. 1. Open your browser and navigate to www.amazon.com 2. In the search field, type "c++" 3. Hit <Enter> 4. There you go...
  9. Tools and engines to be used

    Take a look at this book: http://www.amazon.com/Programming-2D-Games-Charles-Kelly/dp/146650868X/ref=pd_ybh_2. Read through it, understand it, and use it as a framework to develop your project. As shadowisadog pointed out, break things down into a series of small, discrete steps. 1. Display and entity on the screen (the book example is a spaceship, but it can be whatever you'd like). 2. Move the entity around the screen by player control. 3. Add a second entity. 4. Add collision detection. 5. Add a weapon. 6. Have the entities shoot at each other. etc, etc.
  10. Tools and engines to be used

    Seriously, man, listen to the advice you are being given. It's good. If you are asking for the fundamentals in how to make a map, how can you finish the project in 6 months? Think much, much smaller...an Asteroids clone [i]might[/i] be doable.
  11. Kind of stuck in learning.

    I bought my own computer when I was 12. Had a paper route, saved my money, bam.
  12. RPG Inventory HUD

    Actually, your title *doesn't* suggest anything. Perhaps if you present an actual problem and answerable question, you might get a better response. I'll help you get started... What language are you working in? Graphics library? GUI library? What have you tried? What is the result?
  13. I'm pretty much starting out, just looking for validation/tips.

    [quote name='Goran Milovanovic' timestamp='1345049171' post='4969871'] Because C is a simpler language, and because one has to know the fundamentals in order to build something of even modest complexity in C; You can write OO C++, relying heavily on the STL, without ever really knowing what a pointer is, or knowing that memory is byte-ordered. [/quote] Really? By what definition of simple? Why don't you start with assembler? After all, you can use C pointers without ever really knowing what a memory register is.
  14. Good DirectX 11 tutorial/book?

    [i]An Introduction to 3D Game Programming with DirectX 11[/i] for the nitty gritty details. [i]Game Coding Complete, 4th Edition[/i] for the architectural discussions. And the Rastertek tutorials for a straightforward, easy to understand tutorial. I'm working my way through the Rastertek tutorials right now. While the style of code is perhaps not to taste, you shouldn't be taking the code samples verbatim anyway. I'm taking the information presented in the tutorials and rewriting it into my code, which has an architecture inspired by[i] Game Coding Complete[/i]. This effectively removes the reliance on DXUT that[i] Game Coding Complete[/i] has, all the while increasing my understanding of DirectX11. I'm not sure what more you are looking for, honestly.