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pinebanana

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  1. No one has mentioned gameplay   Also, if you're considering Magnum, I actually have integrated libRocket with Magnum (for rendering). You can look at the code here: https://github.com/miguelishawt/Magnum-libRocket
  2.   It uses GCC 4.8.1. Just thought I'd mention it.   And only for the first element. e.g. int array[][] = { 1, 2, 3, 4 5, 6, 7, 8 } does not work, however, int array[][2] = { 1, 2, 3, 4, 5, 6, 7, 8 } } does.
  3.   That dynamic cast is unnecessary IMO. If you know the type, just use a static_cast, no need to check if it's valid. If it's not then you'll get a runtime error and it's the programmer's fault, not the user's. Also you may want to consider using a std::shared_ptr rather than a raw pointer, or returning by reference and having a Release method.
  4. Pro tip: If you want more people to look at your code, host it on GitHub or BitBucket. That way they can browse it online instead of downloading it completely. I recommend you version control all your projects regardless.   You should really put #pragma once at the top of your code, that way it doesn't get in the way and you can read the necessary code. This is more of a convention, but still. Also, I believe #ifndef/#define/#endif is more portable, so if you want portability use that instead of #pragma once. Although I think most modern compilers support the use of #pragma once.   In your InputComponent, I personally think boolean(*handleInput)(Entity* entity) should be typedef'd, as if you change it, you'll have to change it twice (this can cause annoying compiler errors) and plus you get more readability if you typedef it. e.g. typedef boolean(*HandleInputFn)(Entity* entity). Also what the f*ck is boolean? Did you typedef bool or is this a C++ .NET primitive? Just use bool.   Use initializer lists, don't assign in the constructor. e.g. in your PositionComponent struct PositionComponent {      int X;      int Y;      PositionComponent(int x,int y) : X(x), Y(y) { /* this should be empty */} }; And god dammit, use smart pointers. There is more than likely going to be some leaks in your program (I'm not going to check if there is, because I can't be bothered looking for any). Raw pointers should only be used for non-owning objects (i.e. objects that you don't allocate with new/delete).   Also, try to use the stack more often, this isn't Java. In Main.cpp you're allocating objects with new for no goddamn reason. A stack allocation could suffice. For example, your WorldState and GameNode objects are allocated with new when they don't need to be. WHY? You don't even delete them (good practice to, even known they will be deleted on exit of the program, but still), which brings me to the previous point I made: USE SMART POINTERS. 
  5. +1 for linking to en.cppreference instead of cplusplus.com. @OP Don't use cplusplus.com for a reference on the standard library (for one, it's not official documentation).   Also, OP, if you're looking for a particular library for C++ that does something the standard library (or even boost) doesn't offer, e.g. a rendering library, then google it. Google is your friend, you could also try to look on GitHub or BitBucket if you can't find it on google or another search engine.
  6. You can check out my library too if you please. https://github.com/miguelishawt/anax Check the wiki for a basic tutorial on how to use it.
  7. I'm not whether I should do a Computer Science (Advanced) course (http://www.adelaide.edu.au/degree-finder/bcmsa_bcmpscadv.html), or Bachelor of Engineering (Computer Systems) with Bachelor of Mathematical and Computer Sciences (http://www.adelaide.edu.au/degree-finder/2014/bedm4_becomsysd4.html) and Bachelor of Engineering (Electrical and Electronic) with Bachelor of Mathematical and Computer Sciences (http://www.adelaide.edu.au/degree-finder/2014/bedm5_beelec&ed4.html).   The advanced computer science course differs from the regular CS course by: "You have one course in semester 2 year1 called Grand Challenges, only for advance students, which looks at bid data issues and you do your first project In second and third year you have  a 6-unit project course in which you continue to do more  project based/research.  The rest of the courses are the same that the standard one.   We have offered the advance stream for  two years and the feedback from the first students doing the project courses is very positive, they are happy then can choose a topic and have room to explore it in depth, with supervision from a lecturer."   Apparently if I chose one of the double degrees it would have the same "respect" as if I took the Computer Science course, as in when I'm applying for a job? Is this true?   The reason I'm quite confused on what to choose is because the Advanced course requires 95 ATAR (ATAR is basically a score you get depending on how well you did in school, 99.99 being highest). The double degrees only require 80-85 ATAR. Therefore if I set the double degrees as a first preference, there's no point in me putting the CS advanced course as a lower preference, as I won't get into it anyway. At the moment the CS degree is at the top of my preferences, but I'm considering in removing it entirely and just leaving the double degrees. I'm not sure, though, as I don't know whether it'd be worth an extra 2 years of study (CS is 3 years and the double's are 5 years).   I'm interested in programming, but it seems I'd learn more from the Double Degree. Although, I'm not sure that I'd be interested in the Engineering aspect. I am interested in Maths and Physics, but I don't know. This is quite infuriating. Any recommendations would be very appreciated.
  8.   FTFY   Why'd you cross "not" out? Is it not useful (no pun intended)?
  9. Okay, well this blew up. I'm definitely going to do a degree, especially with all the points made.
  10.   I live in Australia. The university I'm wanting to apply to is apparently in the top 1% of the world. They seem to teach everything from algorithms, to computer systems, OOP, lower lever/system programming, AI, CG and operating systems, etc.   I believe I can pay for my university when I start working (they take a proportion of my pay), or I can pay up-front (which won't happen, because I don't have the money for that). So I don't think money is really an issue, apart from working it off in the future.     I am very interested in programming in general, not just games programming. I don't think I'd lose interest in it just like that. So I think I will pursue in taking this decision and doing a computer science course. As if I want to do it for the rest of my life I think I should take the time to learn as much as possible (such as the low-level nitty gritty). The only thing is I'm not 100% sure if I want to do a double degree or not.
  11. I'm curious to know if I should spend 3 years of my life to get a CS degree. I'm 17 years old, turning 18, in my last year of high school (grade 12) and willing to apply to a university. I already know how to program, in various languages (here's my GitHub and BitBucket if you want to look at some of my code [I haven't finished/update some projects as of yet]). Obviously, I don't know everything about programming*, but I would say I know quite a lot. Would I be "twiddling my thumbs" for the first couple of years whilst doing a CS degree (i.e. be bored, not learn anything new)?   I'm considering between choosing CS/CS(Advanced), Bachelor of Engineering (Electrical and Electronic) with Bachelor of Mathematical and Computer Sciences, and Bachelor of Engineering (Computer Systems) with Bachelor of Mathematical and Computer Sciences. I'm not sure if the last two degrees would have all the content as a CS degree (it's a double degree; yet it has three degrees(?)).   Can I get opinions on why getting a CS degree would be beneficial to me? The only reasons I can think of is: (1) More knowledge, (2) Good environment for learning at uni (topics I'm unsure/inexperienced in or don't know about*) and (3) Looks good on a resume. Also, could I get a job (programming related) whilst studying for my CS degree? *Here's the topics I do not currently know (there is more than likely more, but here's the main ones I think I should learn and seem interesting): Assembly programming Operating Systems Here's the languages I know: C C++ C# Java JavaScript Anything really C-like VB (and TI-Basic) Had some little experience with Lua HTML/CSS (Not sure if these really count, but I still know them)
  12. Your entity could purely be an identifier (or a wrapper to identifier), that way your components are not stored within the entiy itself, makign it easier to refer to entities, and serialise/deserialize them. I recommend you to google google "entity system", as you may want to determine if you want systems within your design (systems basically have the logic associated with them. I also recommend to check out this article.   And also, you may want to check out these entity system libraries:   anax [C++] (this entity system is mine :)) entityx [C++] Artemis [Java] Artemis [C# Port]
  13.   Going further with that, you should use a pre-built math library to help you that is cross-platform in order for it to be used with GL and D3D. I recommend glm.
  14. Reading/grasping the idea isn't the whole picture, you need experience. Make little toy programs in C++ first, just using console i/o. Once you have experience and you're quite comfortable with programming, then I recommend you to move on.   Jumping straight into OpenGL wouldn't be so smart. It'd be easier if you have somewhat of a computer graphics background (e.g. you know Maya/Cinema4D/Blender/3DS Max, or even After Effects). I'd start at learning Allegro, SDL or SFML first and then moving from there. Unless of course you want to really learn OpenGL and not concentrate on making games. After that you could learn OpenGL, or even jump to a rendering engine, such as Ogre3D. It's all up to you.
  15. Couple of quick tips: //different types of possible key states #define KEY_NONE -1 #define KEY_PRESSED 0 #define KEY_RELEASED 1 #define KEY_HOLDING 2 Why are you using #define? #define is evil and should be avoided. Use an enum or const, e.g.: enum KeyState { KEY_NONE = -1, KEY_PRESSED = 0, KEY_RELEASED = 1 KEY_HOLDING = 2 }; I believe this: #include "stdafx.h" Makes your code less portable, although a person could delete it/comment it out, but yeah.   This: if (KEYS_STATE[SDLK_ID] == KEY_PRESSED) { return true; } else return false; Could simply be: return KEYS_STATE[SDLK_ID] == KEY_PRESSED; Also, KEYS_STATE2 and KEY_STATES are not not a very good names IMO. Perhaps make them more descriptive? KEYS_PRESSED_STATES and KEYS_HELD_STATES? BTW, you could probably use a struct/array to make it into one variable.   There's also a lot of some-what duplicate code, the only thing that's different is the variables, this could be avoided.