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EarthBanana

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About EarthBanana

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    dprandle

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  1. Looking at the library it seems unlikely that it was compiled with VS 2017 - and I don't see where it lists whether it was compiled with /MT or /MD. I would recompile the library if I were you using VS 2017 - if it was linked against a different version of CRT than your linking to (which is highly likely) then it can cause hard to diagnose bugs if it works at all. It's possible that MS 2017 sees that the lib has different CRT linked and doesn't link while pragma comment ignores this and links anyways. You can use dependency walker to check if you have multiple CRT versions linked in - but almost always when working on windows I have to compile older libraries myself rather than using pre-built libraries.
  2. Did you add the actually library file (aka libnoise.lib) to Additional Dependencies under Linker->Input?
  3. EarthBanana

    Lawyer Simulator

    You can post your project under Careers->Hobby Projects but without some progress to show might be hard to get people in on the project. If you want to learn Godot you could try making some simple games that have well defined rules and mechanics but are still GUI involved. For example you could start with tic tac toe, then move up to a simple card game, maybe checkers. It REALLY helps to get a few simple games done in the tool of choice as practice. I personally went for the big project, then had to put it on hold and do smaller games after running in to road block after road block. When you don't know how to do something, you're more willing to think less and just try things when the project isn't your precious project. It also takes a lot less time to implement things and get results, which keeps morale high. This is true if you use Godot or Unity or whatever else game engine.
  4. EarthBanana

    OOP is dead, long live OOP

    I think this was specifically addressed in the article as a sort of downside - but then he made a point the c++ is not really meant to be an interpreted language like this and thats what scripting languages are for. It would be cool to see (maybe in the next blog entry?) a way to do this where run time dynamic components are possible - maybe using lua or something It certainly makes the code less confusing and is more commonsense to write it this way. Easier to debug and profile too. Lots of benefits - I guess you would have to decide if you want to give up the dynamic game object or not. It seems like it wouldn't be too difficult to implement that portion (for some kind of editor or tool) in a scripting language as he mentioned.
  5. EarthBanana

    Quaternion Class Implementation

    I would find it confusing to have a "rotation" class separate from a quaternion.. what purpose does it serve? If you think its confusing for a user to rotate using a quaternion operation then why not just provide a rotate function?
  6. EarthBanana

    sprite sheet

    ... erase with whatever you want? Google texture filtering
  7. It looks like your on your way to offering a good alternative to bgfx! Cool project and great job!
  8. I'm surprised that a "pitch" of any sort would be breaking the law.. do you know which law/laws exactly the legal teams would cite in their C&D orders? From what I have read the owners of the original materials would likely not even listen to ideas such to avoid the risk of getting blamed for stealing an idea for a product they already have in production - but I have never heard of pitching ideas getting anyone in to trouble. Different story of course if you pursue that idea and start creating a product without permission of the copyright owners.. I don't have experience in the game industry - but if there are some examples where this has happened that you know of (where ideas or pitches have been squashed with legal threats or actions indicating that the action of creating/discussing the pitch is illegal) it would be interesting to hear
  9. Very interesting topic.. It seems most of us who have attempted (or succeeded) in making an engine did it for the same reason - to challenge ourselves and to have ultimate understanding and control of the things we were making. Its hard to know where exactly to draw the line - like using a physics library seems okay but a GUI editor (that wasnt made by us) is just too easy. Like many others who have taken this path - the only resulting tangible product for myself has been knowledge - this is fine if knowledge is your goal but my goal was a game What sort of snapped me back to reality was having a child.. I realized how little time there actually is and the only way to reach my goal was to let go - let black boxes be black boxes and focus on what I want in the long term.. I took my gameplay code and moved it over to use urho3d (was the easiest fit I could find) and literally gained years of time... i may actually end up with a game
  10. EarthBanana

    Size of enum class? (c++)

    Sorry if this is a bit of a tangent of your original question - but you should start thinking about saving and loading things to a well defined format - it doesnt take much to code and really can be a huge time saver in the future. Im a big fan of the json format personally - and there are some good lightweight libraries for pretty much any language (built in to some) - but any format like this will work.. A benefit of doing this is usually the save data can be easily formatted to pretty much any other well defined format - such as easily readable text on file which is a huge help for debugging - or binary data chunks that can be stored in online databases. Another benefit is that your save data will likely not only have the ability to be platform agnostic - but even language agnostic.
  11. EarthBanana

    Developing crane simulator

    Is this your first game/graphics project? If so - do yourself a favor and don't try to make a crane simulator. I don't mean to discourage - it is just VERY unlikely you will complete the project - even using Unity or Unreal or anything really... unless you have money to hire some people.
  12. The best thing, because of your custom requirements, would be to build your game engine from scratch Jk dont do that - thats a terrible idea.. But honestly what your trying to accomplish here contentwise is the equivalent time committment (maybe a bit less not sure)
  13. The problem with tackling a large project like this without having experience in completing some smaller projects is that most solutions to the problems that you talk about are learned from doing the smaller projects.. but more than that - completing projects, however small, builds some character traits that are absolutely required to finish larger projects - persistence and discipline.   To add to the above poster's comments on coding up larger systems - code is just a tool to do a thing right? You can waste a lot of time trying to "architect" code so that it fits some criteria that will make it future proof and able to scale. Why not just write the code to make whatever thing your trying to do right now work, and don't worry about it until you have to. If things are slow its a lot easier figuring out how to make them faster and improve the thing you have than trying to write code that will be fast when you have nothing. For example - you have a lot of events and encounters on a map and you are worried about it? Have you tried just sticking "events" and "encounters" in an array and processing them every frame from beginning to end? It would likely work just fine. All of this I'm saying is learned from experience - and learned from a lot of wasted time doing unnecessary things.   I would suggest a very, very small chunk of the game your talking about - and complete it.
  14. EarthBanana

    supplying character spritesheet

    Check out Spriter or Spine   With spriter you can export good ol fashion spritesheets but save your projects so that you can easily switch clothing and animate your sprites within Spriter.   Spine has c API that will let you use the Spine animation data directly - this is a bit more involved/advanced but results in smoother animations. Last time I checked Spriter only had a library written to use this data with SFML.   In any case you can just export spritesheets and use the program to do your animation stuff. Saves a lot of time.
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