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About Vich

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  1. Vich

    life without CVS

    Quote:Original post by _Sigma So you can have the 'server' on a local machine as well as the client side? Do I just use or w/e for connect to my own machine? Absolutely! Just connect to localhost or the name of your machine and it will work. Quote:Original post by skittleo How does source control software actually help? Is taking the time to learn the software, set things up and use it really worth it? It always seemed to me a fad among hobby programmers to make themselves look more professional. I've never had a single use for it on my own projects.... call me old school. To sum a few things up: - Backups (as mention before), but in such a way that you can get a backup of any moment at any time at ease. You can easily go through the history of a file and see the differences step by step. Backups are stored incrementally, per file, that saves disk space - You can work on more than 1 task while they use the same source files. To do this, you create a "branch", which is a split off of the current version of your sourcecode. You then have two working copies that you can later merge again together when both separate tasks are finished. - If you work with a team, this makes sure that you don't have any conflicts when submitting changes. (since you might undo/overwrite each others' changes if they aren't managed) - See the difference of the file you're editting compared to the original state as it was before you started editting it. - etc.
  2. I would suggest you to use ODE, that's a free physics library with sample applications included: http://www.ode.org/
  3. Vich

    life without CVS

    Quote:Original post by _Sigma After hearing much good about Perforce, I downloaded it, but damned if I could sort out WTF I needed to do to get set up. I only need to run on my one machine. Later I'd like to get it setup for both my machines, but currently, I only code on my laptop. So, any good guides on how to set up perforce? As I was lost... After installing the server(probably at port 1666?), you just need to setup P4V(Java client) or P4Win(Windows client). http://www.perforce.com/perforce/technical.html#intro (check the "Getting Started with P4V" or "Getting Started with P4Win" PDF) What you basically need to do is: - Set up a workspace that connects to the right server - Map your workspace to a path on your hard drive I personally like P4Win better, because it's less cluttered, has a cleaner interface and allows you to copy-paste a path and then goes to that path in the repository tree. The bad side about P4Win is that it isn't supported/updated anymore(but that hasn't given me any problems for the past 2 years). PM me if you can't sort it out after reading the introductory PDF.
  4. Quote:Original post by CandleJack A little bit off topic, but I have only done development on PCs. How does one get into developing for consoles? Do you need to purchase special harware or software? It completely depends on the platform that you want to develop for. For example, if you want to develop homebrewn software for the Nintendo DS you need: - devkitPro (http://www.devkitpro.org/) (compiler + libs + tools) - a Nintendo DS that is flashed with a special BIOS - a way to get your own games on the DS: if you want to send them through Wifi, you need a network card with a certain chipset and driver. If you want them on a memory card, you need a GBA memory card. If you develop commercial stuff through Sony/Microsoft/Nintendo, you need a devkit(special version of console you develop for) and possibly licenses for the compiler.
  5. I personally like developping for both, because it forces me to design my programs better and cross-platform. Plus, it gives me a kick to get a program working on different platforms. At home I develop for PC(Linux and Windows) and Nintendo DS. At work I do PC and PS3 development(in the beginning also PS2). As a gameplay programmer for PS3, I don't really have to bother much about the PS3 API, only about how much CPU time the code takes(and there's lots of CPU time, so I don't have to complain). The API that I use for the game code is already cross-platform, so that makes it easy for me to develop a console game. At home, I like to keep occupied with the other stuff(to get some differentiation in programming). There, I'm actually doing something with the platform-specific code and create my own platform-independant system and graphics API's. What I like about PC-only development: - It compiles fast - Tools are easily available - Easy to get support - Doesn't require additional hardware (or modifications for homebrewn) - It's cheap Dislikes about PC-only development: - Varying hardware specs (my likes and dislikes of console development are more or less the reverse of what I've written here) - A flooded market(for commercial games)
  6. Simple sphere collision should be good enough: Check collision from the center of the sphere(where the camera is) to the planes: check the distance from the center of the sphere to the closest point on those planes. If that distance is closer than the radius of the sphere, the plane colliding/intersecting the sphere.
  7. Vich

    life without CVS

    Perforce does the trick for me. (profesionally at work and at home for my hobby projects) http://www.perforce.com/perforce/products.html Because: - it supports branching and all other necessary features - it has a cross-platform Java client, a Windows client, a commandline client, explorer integration for Windows, a web client, etc. - you can set up a server and workspace with ease (5 mins if you've done it once before) - crossplatform server - server is easy to backup - it's got merge/diff software - it's stable - it's REALLY fast - it has a very nice "time-lapse" and history view - it's free for 2 licenses and unlimited licenses for open source projects - MUCH more
  8. Vich

    error C2371

    These might be the cause: 1) tgaHeader_t is defined twice in your project 2) tgaload.h is included twice somehwere and it doesnt have something like: #ifndef TGA_LOAD_H #define TGA_LOAD_H // Your header's content #endif 3) tgaHeader_t is already defined in one of the other files that you have included (eg. a third party library) (same reasoning for image_t)
  9. Vich

    Error Logs?

    I prefer HTML logs because you can: - use colors to identify "succes" and errors(eg. green and red) - you can write lists and trees of list items - you can write tables with data Just think about it :) If you want a sample of how that could be done, visit http://www.lifeisdigital.net/content/category/10/28/55/ then download "COW" and look for /Source/COW/Log.cpp and .h
  10. About singletons itself: Is there a special reason why you want to use a pattern like a singleton over a static class? If not: use a static class(I mean: a class with only static members). And about the manager: I know it's probably because of your design right now that you can't imagine yourself that you need more than 1 resource manager, but from a design-point-of-view that might change in the future(because you might want to separate two types of resources into two managers, so it's easier to search for them for example). eg. You might have a resource manager for UI stuff and one for 3D stuff. Personally, I would just make a resource manager class(not static, not singleton) and make one static ResourceManager object in your UI baseclass(or some other suitable place).
  11. Vich

    What's the best engine?

    Quote:Original post by Anonymous Poster [...] "anyone" can learn programming, artistic talent is very rare. (composers, concept artists etc) The fact that you're posting anonymously says enough. I'm sure everyone can learn the basics of programming, but I'm also sure that not everybody has the potential skill for getting at a descent level. I believe that not everybody has the skill to make a góód design before programming. You could even say that everyone can become an artist, but that doesn't mean that everyone can become an artist on a professional level. Artistic talent ís rare, but I can tell you that programmers are not easy to find either(I work in a game company with about 100-150 people, so I know what I'm talking about). Sorry for the offtopicness, just wanted to make a point here :) Quote:Original post by hplus0603 Quote:"anyone" can learn programming, artistic talent is very rare In my experience, artistic talent is about as common as programmers who understand pointer to pointer. And, no, not "everyone" actually does that. Difference is: programmers yield such satisfaction from coding, they might do it for free. Apparently, artists don't. That reminds me of the picture with the homeless guy and a note saying: "Will code for food" XD [Edited by - Vich on July 3, 2006 7:45:10 AM]
  12. Vich

    C++ Help

    Here are 2 functions that calculate a random int and float between 2 values: int RandomInt(int iMin, int iMax) { int iDiff = iMax - iMin; return ( rand() % (iDiff+1) ) + iMin; } float RandomFloat(float fMin, float fMax) { float fRandom = (float)rand() / RAND_MAX; return ( (fMax - fMin) * fRandom ) + fMin; }
  13. Vich

    Checking bad pointers

    About the "smart pointers": Check Google on "auto pointer"(autoptr) and "reference counted pointers". The first one is one that destructs the data when the program leaves the scope and the second one is one that deletes the data when no piece of code uses the pointer anymore, so you don't have to delete the memory yourself in both cases. In both cases, the the template classes make sure that a value is NULL or holds valid data(under certain conditions). Check the download page of my COW project for a sample of an AutoPtr. It's in "\Source\COW\AutoPtr.h". If I recall it correctly, the standard C++ libraries(or was it STL?) also holds an autoptr class.
  14. Vich

    memory leaks

    Quote:Original post by raz0r Quote: // Call "BreakHere;" to throw a breakpoint. Make sure to only do that in debug mode. That's why you should either wrap up your interrupt in "#ifdef _DEBUG" or better yet, use _CrtDbgBreak from the CrtDbg header. Of course, this was just the core of that code :) Using _CrtDbgBreak is no-go for me, since it only works in Windows and I need stuff to work for Linux and ARM(Nintendo DS) too.
  15. Vich

    What's the best engine?

    I guess you're talking about graphics engines? From my point of view the Irrlicht engine is the best example to start with, because it's not as complex as the ones for commercial games, but still covers all your needs. But if I wasn't developping my own engine, I'd recommend Ogre3D, because it's in my opinion the best one freely available at the moment.
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