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Pokemonster

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About Pokemonster

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  1. Go Niche! I agree with Servant of the Lord with that. I'd also suggest looking into Google+ games. They have to play catch up with Facebook and gamewise, they're not that saturated yet.
  2. How should this be cast instead of using c-style casts? I use this style of casting too, but I'm still a c++ novice, so I'd like to know some alternatives. If that's a bit unsafe, what would be a better way to do it? [/quote] You could do something like this : Person *person = dynamic_cast<Person*>(msg.sender); if( person ) { // do something } This is much safer, since if the cast fails (msg.sender is not a Person for example), person will be NULL and you can act accordingly. On the flip side, dynamic casts come with a minor runtime penalty, so you have to decide if it's worth it. C++ Casts gives an overview of the major casting options in C++ and a comparison.
  3. Pokemonster

    It's finished!

    well, not exactly. But I reached my first milestone! It's not pretty but it's playable and technically, it's a game . There's also a menu screen and a "Game Over" screen which I won't even show because it's just text at the moment and really isn't worthy of a screenshot. But the game has scoring, asteroids flying towards the player, some particle effects, background sounds and simple collision detection. And I'm amazed at what's doable in a couple of days There is still a lot of things on my TODO list and I will keep coming back and improve. Right now, I'm thinking of where to go next...
  4. Pokemonster

    Space Shooter

    My first finished game
  5. Pokemonster

    Let's get going

    Well after attending this year's GDC, watching a lot of interesting talks and panels and meeting all those motivated people, I decided to finally stop playing games and start coding something that actually gets finished. I'm using this block to document my journey and try to give tips so you guys are not doing the same mistakes I do So without further ado, let's get going. I really got inspired by the Indie Gaming Scene, especially the XBox Live Indie Scene in particular so I decided to refresh my XNA skills and create a small game from start to finish. With about 20 different game ideas on my notebook I discarded all the over ambitious ones and the ones were I need a lot of artistic skills and was left with ... nothing Hmm, ok so maybe my own game ideas are not fit for a small first game to get my feet wet, so I kept thinking and finally came up with the idea of a simple space shooter (think X-Out or Katakis). Space Ships are easy to model and getting a first version ready to iterate on shouldn't take more that a couple of days. So now that I have the basic game idea, let's get back to the problem of motivation. For me, the main problem is getting motivated to start coding after a long work day, so I took an advice I got at GDC (I think it was Andy Schatz who mentioned this) : Define your tasks such that each task can easily be done on a day or in a couple of hours. So when you start out coding, designing, modeling etc. you already see the light at the end of the tunnel. Nothing is more depressing than designing and coding your big Game Enigine for a month without getting nearer to the finishing line. Break down big tasks into smaller ones. Finishing a task quickly is really rewarding and keeps you going. For example, this is my current task list for the game : * Sound Effects * Music * Remodel Ship * Remodel Rockets * Colission Detection between shots and player/enemy * Make enemies shoot * Title Screen * Score/Lives/Energy Whatever Overlay All these tasks are easy to do and once they work in the game, you can iterate on those areas and polish them.
  6. Pokemonster

    Welcome To The New Gamedev.Net!

    Great job guys! The only complain I have is that the site doesn't scale to my 16:10 display and I have a lot of wasted screen space. Looks nice on my iPad thou ;-)
  7. Pokemonster

    Need help being a compiler (c++)

    Just a slight correction. Broken down, the expression looks like this : z = (++x) - ((y--) * (x % y)) '%' behaves as a divsion so it's stronger than the minus operation. Nevertheless as stevenmarky said, it is undefined which expression gets evaluated first, ++x or x%y so there is no clear answer in respect to the result of z.
  8. Pokemonster

    Survival Games?

    I was just about to suggest the same, "Minecraft Alpha". It's basically about surviving the nights in a random generated world. Well ok, and mining of course :-), but you can definitely get some great ideas out of it for building a survival game.
  9. Hmm, after some more testing, it works exactly as I described it here :-) I guess what confused me was the fact that the global dictionary also has all the functions defined, despite the fact that I give only my dictionary copy to the script calls. Does anyone know why this is ?
  10. Hi there, I'm having trouble "keeping" multiple scripts in the interpreter using boost::python. Each script defines a couple of callback functions I call when certain events happen. Instead of reloading each script, I'd like to keep all the instances "loaded". I guess it boils down to the problem of isolating the different scripting "environments", i.e. dictionaries. Here's what I got so far, I left out all the uninteresting parts : ScriptingModule::ScriptingModule( const string& scriptFile ) { _scriptFile = scriptFile; // run the script to import all functions _exec(); callFunction( "init" ); } ScriptingModule::~ScriptingModule() { callFunction( "shutdown" ); } void ScriptingModule::callFunction( const string& functionName ) { try { object main_module = import("__main__"); object globalDict = main_module.attr("__dict__"); // This is how it's supposed to work I guess as soon as _dictionary is properly initialized //object scriptFunction = extract<object>(_dictionary[functionName]); object scriptFunction = extract<object>(globalDict[functionName]); if( scriptFunction ) scriptFunction(); } catch( error_already_set ) { ... } } void ScriptingModule::_exec() { try { object main_module = import("__main__"); dict globalDict = extract<dict>(main_module.attr("__dict__")); // Copy or Create new dictionary ... how??? //object ignored = exec_file( _scriptFile.c_str(), _dictionary, _dictionary ); object ignored = exec_file( _scriptFile.c_str(), globalDict, globalDict ); } catch( error_already_set ) { ... } } Now when I create a new Scripting Module, the python script will be executed once (importing all the functions). After this, an init() function will be called. Then I can keep calling my callFunction() method to execute script functions. My understanding is that I "just" need a dictionary for each of the different scripts. I found an example which uses PyDict_Copy() but this doesn't work unfortunately. I tried the following in the _exec method: PyObject* globalDictCopy = PyDict_Copy(globalDict.ptr()); _dictionary = object(handle<>(globalDictCopy)); It still looks like I just get a reference to the same global dictionary. Is this a proper way to go ? And if so, how do I do it ? :-) - ALex
  11. Pokemonster

    Why doesn't this code for references work?

    I'm not exactly sure what you're trying to accomplish, but the problem is that you're calling the AddFunc() function with PFunk()'s result which is void. AddFunc expects a function pointer which would be more like &Func.
  12. Hey, The problem is not the use of std::string but that you're trying to open an input stream for appending (ios::app). Try removing this flag and it should work.
  13. Pokemonster

    Maximum Rendering Resolution ?

    Thanks guys, thats exactly the info I needed. I wasn't able to find any information regarding FBO sizes on the NVidia product specifications page, so this really helped. Cheers, ALex
  14. Hi there, I was wondering, is there a limit to the maximum rendering resolution? And if so, is the resolution constrained by OpenGL or by the hardware board ? Checking the FrameBufferObject specs, there seems to be a limit but I can't figure out what the limiting part is of the pipeline. As a concrete example, we're using OpenGL for non-interactive rendering and are trying to render images with a size of 8192x8192. Cheers, ALex
  15. Pokemonster

    Different Stencil Shadow Techniques

    Ahh, of course. You're totally right, thanks!
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