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skillfreak

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About skillfreak

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  1. To prevent cheating in online video games, players send their inputs and the server verifies that the submitted actions are possible; then updating the game state with 'checked' data. So if you wanted to have non-fraudulent high scores, you could submit the player inputs along with the seed used to create random data in your application to the server. Then have the server essentially replay the game and compute the score itself. This approach is reasonable for a game like tetris. Thought you might find this approach interesting. So it IS POSSIBLE! ;) ^sf.
  2. I cannot address all of your questions, however; Creating memory for a global purpose (not released within the function that created it) creates the possiblity that programmers on the receiving end of that function do not free those resources later. I would always create a failsafe to be sure that resources are always free'd. A resource management class is one possibility - where destructors free if not already freed. There is a good discussion of resource management in the book Effective C++. (the book just keeps coming into mind for those following recent posts) ^ A recommendation then.
  3. skillfreak

    Declare variables in C++

    I don't want to beat a dead horse, but the book Effective C++ treats this issue in Item 26: Postpone variable definitions as long as possible. It follows the advice of those above. There is also a special case for looping (construction vs. assignment) that I didn't see anyone mention (rapid skim), where this advice (variable postponement) is not sound. Refer book - a great resource.
  4. skillfreak

    Vista == Fucksta

    Visual Studio 2k5 works fine, if this is of any use to you. It claims there are compatablity issues, but I haven't run into any problems across multiple projects, large and small - if this is any measure.
  5. It is a direction, thank you for the resource. Two walls: A) Overlays rely on hardware. Device cap for my video card reveals a max overlay count of 1. I fear I might bump up against other people's software if more than one program uses overlays. Again, Microsoft Agent? How was this done? I'm not sure my understanding here is complete as of yet. Reading...: http://msdn2.microsoft.com/en-us/library/ms893120.aspx B) I DO want to be able to move this rendering around and have the behavior of a window (z-order, movable). So I do not just want to render to the desktop solely. I also may have multiple windows at different z depths within the window hierarchy. How do overlays help me here? I keep singing, microsoft agent, microsoft agent... ??? ty thus far
  6. =/ I am having a hard time finding any samples or reference material given the keywords you have suggested. I must not have a conceptual idea of what it is I'm looking for.
  7. How can I render 3d graphics over applications/desktop? Can I have a transparent dialog that I render my graphics into? Could i play with window regions? Render to desktop, but what of overlay of other windows. This is not a direct3d hooking question. [edit] it is a lot, er, exactly like those microsoft agents - the dog or the wizard. google'ing. As an example: a triangle that spins around that does not occlude a bounding region, but the triangle exactly. Andy. [Edited by - skillfreak on January 22, 2007 5:24:14 PM]
  8. skillfreak

    class design and interaction

    As an aside, OO courses in universities emphasize the wrong things as you said Captain. Students would benefit more by designing against professor given requirements, and comparing and dissecting results as a class. I did not have a course directed in this manner; frankly, it sucked. Captain, I really took in your final piece of advise - that is right where I'm at and am elated by this different way to look at it (Ben Franklin - haven't failed... 1000 ways that haven't worked). Thanks again for your replies. The general similarity among answers has also shown me a great deal. Keep hammering away. *I'll be checking up on this post over the next few days for other developments* - Sept 28 ^sf.
  9. Are you trying to link structs only for like colors in an area or across the whole pixel set? eg: 2 blobs of blue seperate by green > 3 lists where two lists of blue blobs and the green or > 2 lists where the blue blobs are connected in a single list + green list
  10. skillfreak

    class design and interaction

    Thanks for the sincere replies. I like the ideas of sending questions through your design or trying to find break cases where the design fails. I would like to know more about this kind of mentality. I could ask questions, but I would certainly like to know the right ones, or ones that are more revealing as used more in industry. Second, what is the view when two designs stand up equally in terms of supporting requirements and both being non-faulty? How can we evaluate which one really is better. Do we evaluate which one is easier to change? And if even on that mark, do we evaluate which one requires more or less object creation? .. uses more or less memory? .. more or less virtuals? .. all these small pieces having a factor on performance, or at least a factor on this possible performance/best-of model? I don't mean to take this topic over the top for the sake of it. Generally I feel I have two equally good designs, where one works via one path of thinking, and the other a separate path. At this fork, which path do I take? (oh romeo, oh romeo, where out thy romeo..) I would offer more ideas, but I don't want to bias the finality of your replies. I greatly appreciate your feedback. Thanks.
  11. I wouldn't let this hang you up. Later if you feel the same you could: > Encrypt the map > Convert to ascii to binary > Have the server just send the map when the player connects (this would mean the player never has access to the maps because they are only loaded via network and accessed in memory) ...as a small handfull keeping in mind you may do any combination of these. =)
  12. My opinion is this: If you want a bomberman type setting, tile sets are certainly a reasonable route. I would not strive for complexity. Your map files don't need to be needlessly complicated. If I were to implement the map file for bomberman, I would: Store your data in an ascii file. You can make the extension anything cool (*.map). For each square tile, specify if it is just a floor, destrutable wall, or indestructable wall. This would define a fairly basic map. The file may look like the following, where floor is '.', solid or indestructable walls are '@' and destructable walls are '#'. This is a 5 by 5 map size, for the sake of example. .###. #@#@# ##### #@#@# .###. this would be your map. You can see exactly what will be where. Since we may want to specify the textures of the floor, even beneath objects that will later be blown up, I would add a seperate layer to define those. If you didn't do a layered approach, you would have to specify all the combinations of possibilities for texture and type type(empty, wall, etc). Such as an empty blue tile is ! while a red wall tile is $. But this is harder to remember and modify. So having a seperate layer is useful so each part of the map is easy to see and edit. So, the second layer in the file would be something like (where 1 is blue and 2 is green) 11111 12221 12221 12221 11111 And walla. You may also want to add things like a theme for the textures or walls. It is also common that you specify the size of the map in the entry of the file before reading the contents. This is useful so you can allocate the correct ammount of memory and just dump the data in. Using this approach makes map editing easy from strictly an ascii stand point, but, and equally well, it makes the creation of an editor straight forward. Good luck, ^sf
  13. I want to be a great software architect. I don't know really where this information lies. If I aspire to be able to assemble the Unreal engine, I don't know what design decisions where involved for the pieces that I see. I could say the same for, say, the Ogre engine. Looking at the breadth of the classes, where did they begin? When did they iterate and break some piece apart? et al etc. This leads me to want a resource that would provide requirements.. I design what I think is a worthy class design and see how it fairs against the resource. I could then reference a list of commentary behind the authorship of the selected class implementation. I am tapping on a few doors. What resource should I seek? What general viewpoints are there about learning such a trade? When working on a large scale project (and I can't help but believe I'm not alone), complexity and coders block never come from algorithms or process, but wildly steams from wondering whether the decisions I've made about relationships and entities (atomic classes) are right or even reasonable. Please enlighten, ^sf. Andy Gilgallon
  14. skillfreak

    fog of war (war3?)

    Excellent. Thank you both for your input.
  15. I was flipping through this thread over fog of war: http://www.gamedev.net/community/forums/topic.asp?topic_id=389954&whichpage=1� A quote from there: "IIRC (just from viewing) Warcraft 3 had large fog polygons..." Is that to say, high rez textures per polygon? My overall question is how is fog of war implemented, with fine blending as seen with Warcraft III? Thx as always, ^sf.
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