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georger.araujo

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About georger.araujo

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  1. georger.araujo

    Finding and Choosing Libraries for C++

    For a suggestive rather than exhaustive list, you can take a look at the external dependencies of FOSS engines and frameworks like Urho3D (scroll down to "Third-party libraries"), GamePlay, and Cocos2d-x. You'll see several FOSS libraries for physics, sound, graphics, and other purposes.
  2. georger.araujo

    Linux IDEs for C++

    Qt Creator.
  3. https://github.com/eXpl0it3r/SmallGameEngine
  4. Sol. The documentation describes the features, and has a feature matrix comparing it to other libraries.
  5. georger.araujo

    initialize std::thread

    That's by design. std::thread::~thread is calling std::terminate(). So, either join() with the thread, or detach() it if you're 100% sure that's what you need.
  6. georger.araujo

    Snake using SDL

    Refactor. Here's your nudge.
  7. georger.araujo

    Learning C++11

      I really like this blog post: The Biggest Changes in C++11 (and Why You Should Care). It is clear, concise, and makes a great starting point for further reading. Also, the same site has several other good posts on the subject.   And why are you using gcc instead of Clang on macOS? Just curious.
  8. georger.araujo

    Which Win 10 for Visual Studio / DirectX

      Yes, it does. I have successfully ran it on my laptop with Windows 10 Pro x64.       Yes, it does. I have successfully built projects which use the DirectX SDK on both 32-bit and 64-bit Windows installations.       I second @[member='mhagain']. Off the top of my head, the only reason to stick with 32-bit Windows would be if you owned a particular hardware device for which you do not have a 64-bit device driver. But since you want to buy a new computer, that is probably not the case.
  9.   I don't think so. While I did not read your previous topics, from the title and your statement above I think it is a sign your problem solving and communication skills need work. I recommend thoroughly reading How To Ask Questions The Smart Way, especially the sections On Not Reacting Like A Loser and Questions Not To Ask.
  10. georger.araujo

    Ide For Linux

        Qt Creator supports all of those.   To switch between header and source file, press F4. To navigate to the next open document in history, press Ctrl+Shift+Tab. To navigate to the previous open document in history, press Ctrl+Tab. To make a quick jump to a file, press Ctrl+K to activate the Locator and type the file name. You can also jump from the Locator to function names, class names and several other objects.
  11. There's the code (for VS 2013 & 2015) for Game Coding Complete, 4th ed. It's in C++ and integrates Lua scripting. The difficulty level is intermediate to advanced. You can learn a great deal from just the source code, but consider buying the book – it will be a great help.
  12. georger.araujo

    Linux for game development

      Out of curiosity, why use Lua?  I mean, why not just use c++ for all your code.  What's the specific use case that you have that you need Lua for?     There are several compelling reasons for embedding Lua as a scripting language.
  13. georger.araujo

    Linux for game development

      Just yesterday I installed Qt 5.6 LTS on a VM running Ubuntu 16.04 LTS (Qt 5.6 LTS is only officially supported on 14.04 at the moment, though) – not so much because of Qt itself, but because of Qt Creator and qbs. I built and tested LuaPlus with those.   For Lua, there's ZeroBrane Studio, which supports LÖVE and several other game engines. I just installed it on the same Ubuntu VM and it worked well.   I use those on Windows to develop in C++ and Lua, and like them a lot. So, if you need to switch between development machines and/or need multiplatform support, they're good options.
  14. georger.araujo

    Spring Compression from Rest Lenght and Real Length

      It is correct. x is not the compression rate, it's the displacement of the spring.
  15. georger.araujo

    How does Runge-Kutta 4 work in games

      Those are just prefixes I use in my coding convention.   m_ is for the member variables of a class or struct. Also, in C++ the only difference betwen classes and structs is that of member visibility; for classes, members are private by default, and for structs, members are public by default. Minus that, they're equivalent. ro_ is for readonly parameters of functions, which I use only for input. rw_ is for writable parameter of functions, which I use for output and/or returning.
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