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Jolle

Member

205

1. Better card shuffling routine

I think I've heard that "rand() * DeckCount / RAND_MAX" gives statistically better results than "rand() % DeckCount", and as above said, just srand once.
2. how can i parsed command line...?

Check http://www.wischik.com/scr/howtoscr.html, it has a part about the parsing (although it's ugly). Google is your friend.
3. how to set rendertarget to texture map?

I've heard that the easiest way if you want mutlisampling, just draw to the main backbuffer and copy it.
4. what is the name of this problem (if it exists)

It may look like trivial recursion, but it seems it isn't. Anyway I didn't find the trivial stuff about it, but I manage to write some Haskell code that solves the problem. Maybe I missed some vital trick that makes it much easier, I dunno. f 0 = [[]] f n = concat [[x : z | z <- f (n - x), z == [] || head z <= x] | x <- [n, n - 1 .. 1]] stylish = putStr . unlines . map (init . tail . show) . f Main> stylish 5 5 4,1 3,2 3,1,1 2,2,1 2,1,1,1 1,1,1,1,1 (zeroes not included, it didn't make any sense)
5. random number

As said by many people already, you should only call srand once. The code you show above calls it for every random number you generate.
6. Easy word wrapping? [Mostly Solved]

Here's some code I used in an old app. It uses a lot of bad things, but the basic word wrap technique isn't very bad. (And yeah, you don't spell length that way) char** WrapLine(char* str, int w) { static char* lines[16]; int currentLine = 0; int place = 0; while (str[place] != 0) { int lenght = w / FONTW; if (strlen(&str[place]) < lenght) lenght = strlen(&str[place]); else { while (str[place + lenght] != ' ' && lenght != 0) lenght--; if (lenght == 0) lenght = w / FONTW; } lines[currentLine] = new char[lenght + 1]; memcpy(lines[currentLine], &str[place], lenght); lines[currentLine][lenght] = 0; place += lenght; if (str[place] == ' ') place++; currentLine++; } lines[currentLine] = NULL; return lines; }
7. New to Opengl

I've never really liked the nehe tutorials. I found them messy and unpedagogic. When I was new to OpenGL they didn't help much. But each to his own I guess.
8. Problem with recv (Winsock)

atoi wants a null terminating string, doesn't it? edit: also, always check n.
9. the settlers...this is not a "i wanna make something similar" post. :)

Too bad they've completely destroyed the settlers concept.
10. Home grown or save your time?

Use the one in stl.
11. Condition testing

It will skip "another == one_more", but will check something_else. If it was "if( something && veryLargeLongRunningFunction() )", the function would only be run if something was true.
12. SOLVED, C++ vector of vectors hell

Unless you loop the code you show from World.cpp three times, m_Cycles will only have one vector. Edit: Otherwise I think it works as you want it to. Edit: Edit: When pushing m_Values into m_Cycles, what is added to m_Cycles is a copy of m_Values, so you won't need more m_Values vectors.
13. Check out my Particle Engine

http://members.gamedev.net/ryan_zec/OpenGL_Demos/SDLGameParticleEngine.zip clicky Looks nice.
14. Socket Descriptor Range

In other words, use a hash table.
15. fps affected by mouse

It would help if you posted your main loop.
16. vfs versus normal filesystem

advantages: - you don't clutter the real filesystem with thousands of small files (which could be the case for ie scriptfiles for RPGs) - the average computer user won't be able to rip/change your files - you can bundle things, which may be very handy for patches/mods and addons. disadvantages: - you can't work directly with your files, but this is usually not really a problem: don't bundle the files up until release - depending on how things are done, you may not be able to use normal file operations that's what i could think up right now
17. Why doesn't timedelta method work?

If you're running at 350 fps, you really should have better precision than timeGetTime(). Look up QueryPerformanceCounter.
18. 2D Soft Shadows

You might want to check out bluescrn's latest LD48h entry. Full source code available. It's unfortunetly not soft shadowing, but nor is any of the other things posted here. Maybe it will help anyway.
19. Please explain ARB_texture_non_power_of_two

Anyone know if it's slower, or anything like that, to use non power of two textures?
20. access to gamestate

Maybe this can be of interest for you http://www.bookofhook.com/Article/GameDevelopment/TheQuake3NetworkingModel.html
21. Current survey

"What's your compiler's fontface?" For most compilers this doesn't make any sense. Maybe "What's the fontface of your IDE or text editor?" would be better.
22. [web] Using javascript, how to output total for variable to an already made table?

What's the difference between .innerText and .innerHTML, if any?
23. to virtual or not to virtual

Quote:Original post by Polymorphic OOP Quote:Original post by Jolle blablabla That's not a true at all. Once a function is declared virtual in the base A, it is ALWAYS virtual whether you explicitly write virtual in child classes or not. It's entirely up to you whether or not to write virtual in B or C. The outcome is exactly the same. Yeah, a quick check shows that you're correct... now I'll have to hunt down and burn whatever source that taught me that in the first place ;) Sorry for lying to you bobster :/
24. to virtual or not to virtual

B's destructor should be declared virtual if B have any other function declared virtual. B's functions should be declared virtual if you want other classes that inherit from B to be able to use them as virtual functions, just like with A->B edit: don't know if my wording was that good. but if a function is virtual in A, but not in B, then it's B's version is the "final" one. ie. you can't make a new one in class C and except that to be called like ((A*)c)->MyFunc()
25. Rendering order for my objects

Yeah, thanks :)
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