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AtomicWinter

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AtomicWinter last won the day on July 18 2018

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About AtomicWinter

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  1. AtomicWinter

    Why is the sprite not animating

    Look's like you're trying to animate via a sprite sheet and not necessarily position. The drawFrame function looks fine to me, without testing, but the suspicious part to me is where you calculate the current frame: m_currentFrame = int(((SDL_GetTicks() / 100) % 6)); From this it looks like your sprite sheet has a total of 6 images (or frames), which is fine. However, what is SDL_GetTicks() / 100 returning? I would debug that part and make sure it's calculating 1, 2, 3, 4, 5, 6, 1, 2, 3, etc. as desired. If not then your frame calculations will be thrown off. The index may be waayyy out of range. [EDIT] It looks like it return milliseconds. How fast is your loop? After 10 seconds you're looking at (10,000 / 100) % 6 = 4, but you're running that at 60 frames per second it could be changing so fast that you're not even noticing? Definitely do a debug and step through it. Make sure the frame index is fine and make sure that source/destination rects are calculated properly.
  2. AtomicWinter

    Blame the Intern [Narrative Game]

    Downloading now to try it out. Nice job.
  3. AtomicWinter

    Choosing Which Computer to Use with Visual Studio

    Just an FYI about the RAM... Visual Studio is a 32-bit program so it can only use 2 GB of RAM on a 32-bit system and 4 GB of RAM on a 64-bit system (since it's large address aware). I, unfortunately, know this the hard way since I use it daily. There for a while I would always get a message about it disabling certain features in low memory conditions (even though 12 GB RAM would be free) or it just completely crashes if something intensive is happening in the IDE (it's happening rarely now that I am past that heavy part of the project). With that being said, I would definitely install it on the Acer Aspire since it has the extra RAM.
  4. AtomicWinter

    how do I get my sprite to move up and down once

    I'm confused and beginning to wonder myself... Why is @Rutin getting the bad end of the stick for trying to help someone that A) had this technology on his resume and B) has taken this technology in college? Why should he need beginner tutorials? If his instructors in college weren't able to help him then I highly doubt he is susceptible to learning this. It's way over his head. Sometimes this community is really negative and it's sad. Phil should get the 2019 troll award.
  5. AtomicWinter

    "Blueprint" Serialization Format

    I don't understand why you're so keen on not using a library to handle the parsing for you? Why would you want another set of code that you and your team have to maintain versus using a battle tested library that another team maintains? Also, that eliminates the concerns you have with the difficult parsing? If you're still keen on reinventing the wheel then it's still hard to say. I say that because you state "...the minified form our code produces..." and we don't know what that means or your pipeline. I don't know why you don't have a visual editor, whatever that is, that not only displays a visual representation of the file, but a textual representation as well. Then your pipeline can do whatever you want it to do and not have to worry about editing the raw files themselves. With that being said, and with a DB structure out of mind since you mentioned no binary, what about something like a CSV file? It a flat file and you can easily edit it with Microsoft Excel, OpenOffice, etc. Again, without knowing your pipeline I'm not sure how this would be minified as it may corrupt the file since it relies on line breaks. Either way, best of luck on your project.
  6. AtomicWinter

    SOIL

    Hello - The book "OpenGL - Build High Performance Graphics" has a section in the first chapter that goes over loading and displaying an image in OpenGL using SOIL (they also use FreeGlut like you do as an added bonus). Below is the source code for that section. I would look it over and see what they're doing differently and get some ideas from it. https://github.com/PacktPublishing/OpenGL-Build-High-Performance-Graphics/blob/master/Module 1/Chapter01/ImageLoader/ImageLoader/main.cpp
  7. AtomicWinter

    Assimp bones' relation to nodes

    I noticed this, "i think assimp discards any bone nodes that are not being used by the mesh in question (i.e. have zero weight). Hence the discrepancy between the full skeleton, and the aiBone list for the mesh." Could that be the case here? Are you positive those bones are being used by the mesh? Here is where I got that from: https://github.com/assimp/assimp/issues/1787
  8. AtomicWinter

    Is this OpenGL Modern Enough?

    Below is another great site for learning modern OpenGL. He even goes into advanced topics and even has a PDF version of the content. Also, to expand upon what @mr_tawan mentioned, they are incremental changes since version 3.3. Here is an excerpt of the getting started section: https://learnopengl.com/Getting-started/OpenGL Offline Book: https://learnopengl.com/Offline-book
  9. AtomicWinter

    UDP Confusion c++ sockets

    UDP, by design, is a "best effort" protocol. That means it will do it's best to reach the destination, but it's not guaranteed. These are fast because they get sent and they're done, "see ya later! hope you make it!". TCP on the other hand is guaranteed since it has acknowledgements that get sent, but it also comes at a cost of speed. This one would be like the mom, "hey, call me when you arrive at your destination so I know you made it". A lot of times games will use interpolation in case of lag, dropped packets, etc. so UDP can still be utilized. Here are some good articles that discusses everything in detail: https://gafferongames.com/tags/networking/ Here is one that discusses the TCP / UDP protocols: https://gafferongames.com/post/udp_vs_tcp/ Here is one that discusses the interpolation: https://gafferongames.com/post/snapshot_interpolation/ [edit] In your case of text the interpolation would not work and you would need a guaranteed delivery. Otherwise, you may find that there is missing text in places, which wouldn't be desirable. What did you test exactly to know that there was too much delay?
  10. Have you seen Andre Lamothe's book "Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization"? I have not looked at it in years and don't remember the specifics, but it's software rendering from the beginning (shading, optimization techniques, etc.). Might be worth checking out. https://www.amazon.com/Tricks-Programming-Gurus-Advanced-Graphics-Rasterization/dp/0672318350/ref=asap_bc?ie=UTF8
  11. AtomicWinter

    Red Flicker down or right direction

    Maybe it's not that piece of code at all (the original code looked correct to me). Perhaps it's how you're using the code. Are you running an example from the book or did you create your own example? Could you show us the code sample either way?
  12. Have you tried the SDL_WarpMouseInWindow function or the SDL_WarpMouseGlobal function? I am not familiar with SDLDotNet and the documentation is a little sparse, but it should have one of those (or even SDL_WarpMouse?). You will probably want to use the SDL_WarpMouseInWindow. Here are the links to the main documentation: https://wiki.libsdl.org/SDL_WarpMouseInWindow https://wiki.libsdl.org/SDL_WarpMouseGlobal
  13. AtomicWinter

    How much longer can Trump/Trumpism last?

    100% agree. I do development on the side as a hobby to get away from the political nonsense. Sigh.
  14. AtomicWinter

    Advice for Creating a Hand Drawn 2D RPG

    A little off topic, but I just wanted to say that I love your art style. The environment, shading, glows, etc. all look really cool. Well done.
  15. You do have something to fall back on... a framework/engine that took many experts years to develop and fine tune. You say that you have been programming for several years, but ask yourself what you have to show for it. You're going to always be spinning your wheels trying to develop something that will not get completed. Save your time/sanity and just use an existing engine and focus on the game you want to develop.
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