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About yckx

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  1. I've only skimmed this article, but I like that it gives a structured approach to the task of adding scripting to a game. A lot of other intros I see give technical info of how the two languages talk to each other, but ignore things like best practices or suggested approaches to actually planning what to do with script, and how.
  2. yckx

    The Lua Tutorial

    Is there a reason you opted to roll your own rather than using tools such as swig or luabind? And did you have a reason for not mentioning them? :) Not meant as an attack, but if such tools aren't at least mentioned than one might infer that no such tools exist.   That being said, having tried several Lua binding libraries and swig, this article has inspired me to try a manual approach in order to better understand what's really going on.
  3. yckx

    C++: Custom memory allocation

    I hate to nitpick, but the example memory addresses look like they should be hexadecimal, but aren't. 0x12 should be 0x0C, etc.       Otherwise, it's a decent read so far.
  4. yckx

    Game projects

    If Minecraft looked like this, I'd actually want to play it. Well done!
  5. yckx

    Data exchange formats!

    If you already happen to be using it for scripting, Lua works pretty well as a data-description language. And Lua scripts can be compiled.
  6. yckx

    Game State

    I was missing the [b]OnEnter()[/b] and [b]OnExit()[/b] methods.
  7. yckx

    Game State

    I have something close to this, but your implementation is a little less bare-bones than mine. I think I may have to revise my GameState class.
  8. yckx

    Alien test

    The ear tag is a nice touch.
  9. yckx


    I actually did some coding yesterday and today. GitHub says it's been about six weeks since I've committed any changes. I blame Batman: Arkham City, Dark Souls, Assassin's Creed: Revelations and Star Wars: Tho Old Republic beta weekends, and various holiday preparations. I imagine I won't get any more real coding time in until the second week of January. Regardless of any progress I can point to, I'm still continually thinking about it, so it's not abandoned by any means, just simmering on the back burner at the moment.
  10. yckx

    Decisions, Decisions. And an Aha!

    Oh, yeah. My desk is right at the foot of my bed. I shut it down before going to bed, because the glowing LEDs keep me up. The thought of waiting through the boot sequence is the only thing that keeps me in bed when I have such hypnopompic epiphanies.
  11. I've thought all day about how to compile all the maze meshes into one static vertex buffer. Right now, each corner and straight section is its own mesh, which gets transformed every frame. That's 1632 needless transformations. The issue is how and where to create an ID3D11Buffer* initialized with the pretransformed verts of all the wall meshes. The Maze and GFXDevice classes know nothing about each other, and I don't want them to. Passing a vector of entities to the Renderer (which owns the GFXDevice), or vice versa, feels kludgy--I don't want to have to call the renderer when I load a new maze before I actually need to draw it. While typing the above, I thought of doing it in the MeshCache. It makes decent sense--the Cache creates, stores and fills requests for mesh data. It will require some small interface redesign, but it's doable. Why didn't I think of this before? I wish I'd come to this realization before 1am. My coding life is filled with eureka moments immediately after powering down the pc or as I'm turning out the light. Or even moments before I would have fallen asleep had the epiphany not occurred. And I'm still working on resuming a normal sleep schedule; so while I could stay up and implement it (I'm exhausted by my damnable sleep patterns, but not really feeling tired at the moment), I really should take a sedative and go to bed. There's (almost) always tomorrow ;)
  12. yckx

    Return of the Cage

    It took longer than I'd expected to return to this point, but here I am: And to be honest, I don't care that it's taken me a while. I'm having fun, I'm happy and satisfied with the improved quality of (most of) my code, and I have mo deadline to meet. Sure, I'd love to see this project reach a completed state, but there are days when it feels like working on DRON is the only thing keeping me focused enough to maintain mental stability. None of my other hobbies or interests currently provide that comfort, so I look to the eventual completion of this project with some small trepidation ;) I still need to get rid of that ungodly flat shader. That's high on my list, but I also want to get the maze mesh into a default buffer since it doesn't need to be updated per frame. Also, I'd like to get scripting set up so that I can throw the maze definition parsing (it's defined as a char string for easy editing) and maze generation code into a Lua script.
  13. yckx


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