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Bunnz

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  1. C++ will stay the language of choice for professional games. However, C# might be a good alternative for indie games, like Punch'n'Crunch.
  2. Bunnz

    Advice for making a 2D side scroller.

    I would suggest C# and XNA since it is easier than C++ and you can run it on both the PC and XBOX.
  3. Bunnz

    structure of a simple game

    Well, there are many ways to do the same thing with different advantages and disadvantages. Usually it is a good idea to have a class for the things you can give a name, like Player, Level, Camera, Renderer, Enemy, Weapon, GameLogic and so on. Next you should try to avoid code duplication. For example the Enemy, Player, Weapon might share some code that could be put into a model class that is a member of base class of the other classes. I also suggest, that not all classes know all other classes. It makes sense that the GameLogic knows the Player, Enemy, Weapon class and so on, but if possible avoid that these classes know the GameLogic class. All in all, the best way to learn is to play around, rethink your design, try to do it differently, take a look at others, and retry again ... ;-) If you are used to Java, you might consider using C# for your games ;-)
  4. According to NVidia and AMD it is a little bit faster to use just on vertex stream containing all the data instead of multiple streams due to better cache locality. However, what exactly do you want to do?
  5. Bunnz

    Which book should I get next?

    C++ is rather hard to learn. I would recommend learning C# and XNA. e.g. Microsoft XNA Game Studio 3.0 Unleashed
  6. Try to make your delegate public: public delegate PlayerContactHandle ...
  7. Bunnz

    Maya Exporters

    I had some trouble finding a website myself. ;-) However, the following is quite cool: http://www.robthebloke.org/research/index.htm You can also take a look at the sources of mine, which you can download at www.bunnz.com (the MayaExporter is included in Purple# 0.5). [Edited by - Bunnz on October 11, 2004 6:59:10 AM]
  8. Well, Rattenhirn is right. However, in the test I run I got following crazy result: // linearmatrix for(int y=0; y<array.GetLength(1); y++) for(int x=0; x<array.GetLength(0); x++) temp = array[x,y]; // matrix for(int x=0; x<array.Length; x++) for(int y=0; y<array[x].Length; y++) temp = array[x][y]; x86 Family 6 Model 8 Stepping 1 at 2000 MHz Testing linear... ... result: 1280 Testing linearmatrix... ... result: 317 Testing matrix... ... result: 1096 Done! So this could mean that for (int i=0; i<array.GetLength(0); i++) isn't optimized while for (int i=0; i<array.Length; i++) is optimized ;-) ?!?
  9. Mode13h is pretty cool! Almost as cool as Mode X. However, this stuff is outdated and you hardly need this knowledge when using DirectX or OpenGL...
  10. Hi! The speed difference is less than 10%. However, many games aren't cpu but gpu bound that's why there is almost no difference. While I still recommend C++ for AAA titles, I think that C# is a better choice for low and medium budget games. I'm currently working on a game written in C# - so take a look at my homepage ;-)
  11. Quote:Original post by RobTheBloke Maya Exporter Factfile Thanks!! That site is really great! I
  12. Signing an assembly means that you add some kind of identity to the assembly. Another person can assure that nobody modifed or replaced this assembly by checking if it has your identity. If you have compiled a game with a signed networking assembly, the game tests if the networking assembly has your identity on execution before the networking assembly is loaded. That way you can't replace or modify the networking assembly. However if you publish all your source code, it is possible to compile the game without using signed assemblies... However, that's not a big problem, since you just guarantee that the compiled game with your identiy uses assemblies with your identity. However, over the net you have to add additional checks, since sombody could modify and recompile the client. So you have to think how you can assure that you communicate with a non-modifed client... (but actually that has nothing to do with signed assemblies)
  13. I'm using it for my engine. It's cool!
  14. Bunnz

    2D in DirectX9 Filtering Problem

    Disabling filtering is a possible solution. However, scaled sprites look awful then. That's why I suggest to enable filtering and take a look at the "Directly Mapping Texels to Pixels" like OregonGhost suggested. You won't see any filtering as long as every texel is perfectly mapped on a pixel. It took me some time to figure it out myself, so I give you some hints how to do it: * Enable filtering * Use TextureAddress.Clamp for AddressU and AddressV * I usually use a orthogonal projection matrix like: Matrix.OrthoOffCenterLH(0.0f,800.0f,600.0f,0.0f,1000.0f,-1000.0f); * Sub 0.5f from the x, y coordinate like explained in "Directly Mapping Texels to Pixels". * Ensure that you don't apply a filter when loading a texture. Some methods stretch non power of 2 images....
  15. I recommend Applied Microsoft .NET Framework Programming from Jeffrey Richter.
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