sega16

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About sega16

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  1. I also HATE java. I refuse to even touch it. I have heard some people talk about the time it would save so I started reading about it and stopped when I heard that it was an interpreted language and there is no unsigned support. I myself was wondering the same thing how can I not write a line of java and instead use C a real programming language? Also @ L. Spiro why would google hate the NDK? I refuse to write an android app until I am able to use not a line of java.
  2. Ok thank you I ran my program in terminal and now I am seing the output.
  3. I am using sdl with code::blocks I did not use the sdl preset because it creates a c++ project and I want a C program also the preset appears to have the same issue of not saving stdout.txt so I created a blank project and set up sdl in the project and I have tried both GUI application and console application and non of those target options seem to affect anything how do I either get a consol output or stdout.txt non of those are appearing. I am new to ubuntu gnu/linux so is it ubuntu or my program?
  4. Game creation software

    [quote name='Heath' timestamp='1349323035' post='4986644'] or perhaps you're developing for a system that requires such attention to detail, and you must concern yourself with excess bits and bytes, you're welcome to do that, too. [/quote] There you have nailed it my hoby is to program for very limited micro controllers I enjoy making limited hardware doing impressive things sometimes I even program in assembly but I use c alot too.
  5. Game creation software

    Yes that is true that a signed number takes the same amount of ram but what if you need to store a lot of numbers that have range of 0-255 in java you would have to use a short array but in c you could use a unsigned char array would takes half the amount of ram. Also I looked up what is minecraft and the graphics were not that good. They even had to resort to use nearest neighbor scaling on all the textures. That explains why it runs fast due to simple graphics.
  6. Game creation software

    Why java? Java is an interpreter that is bad because instead of directly being able to directly run your program it has to first in real time convert your code into machine code then run it that means slow down. Also java has no support for unsigned numbers this is bad. I can not go with out unsigned number. I needed them my programs would use a lot more ram if I could only used signed numbers. I would recommend C I write and C and my programs are fast.
  7. Tile path following algorithm

    Thank you I see what to do now I knew it was simple I guess I was suffering from programmer's block.
  8. Hello everyone. I am having some issues with my path following algorithm the enemys are supposed to follow a path that I set in the level editor. I know the path is being correctly set I can verify that. The issue is that lets say the enemy is on pixel 64 and each tile is 64 pixels the enemy is moving to the left the next tile over is to move down. The enemy moves left by lets say 2 pixels. As soon as it moves to pixel 62 the enemy will move down. I am fully aware of how integer math works 62/64=0. At first I was able to use modules and just do if (x%64 == 0 && y%64 == ) then change the direction but I was limited to speeds that are a factor of 64 and I could not work with that maily becuase my code varies the enemy speed based on frames per second and I would like more control over speed. Here is the code I used to get the direction I removed the module checks after I added the code to move based on pixels per millosecond instead of pixels per frame As the enemys would go off the path even worse due to the fact that the direction would never change. [code] direction=path[((x>>bloon_fract_bits)/tile_size_px)+(((y>>bloon_fract_bits)/tile_size_px)*11)]; [/code] Also just to give a heads up the bitshifts are because I am using fixed point math for the enemy speed and the array path is uchar array that is 88 bytes my level is 11x8 tiles and the tiles are 64 pixels each Here are some pictures The correct path in the level editor: Click on image for full size on my computer it resizes the pictures ~99% and makes them look blurry it is not your vision. [img]http://imageshack.us/a/img706/9938/leveleditor.png[/img] The incorrect path being taken [img]http://imageshack.us/a/img16/4214/pathissue.png[/img] If anybody has a good algorithm to correctly follow the path it would help me alot thank you for reading this