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Neo Genesis10

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About Neo Genesis10

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  1. Neo Genesis10

    Comile Error: C2784

    Guys, yer geniuses. All problems sorted. Its a rather hack-around way to do something reasonably simple but as long as it works, im happy. Code compiles and does what it is intended to do. Thanks for your help everyone.
  2. Neo Genesis10

    Comile Error: C2784

    Okay, adding those comparison operators has sorted out the main errors, but has replaced them with a new one (shown below). What should be a simple error, however, turns out to be a monster as I have already defined an operator to perform the function it needs. bool LINE::operator<(const LINE &LineB) { return (false); } /* C:\Program Files\Programming\DevStudio\VC\INCLUDE\xutility(45) : error C2678: binary '<' : no operator defined which takes a left-hand operand of type 'const class LINE' (or there is no acceptable conversion) */ I think im closer to resolving this, though. Thanks for your input everyone now lets see if I can clear this final hurdle!
  3. Neo Genesis10

    Comile Error: C2784

    Yes, it is indeed something to do with the < operator. It always occurs where the comparison (*_F1 < *_F2) is made in xutility. I can only assume that F1 and F2 are pointers due to my lack of knowledge on the file. If so, then surely this would not prove to be a problem for the compiler?
  4. Neo Genesis10

    BlitzMax or Blitz3D?

    Its coming out for Windows and Linux. As yet, however, no release date has been given for it. Also, BlitzMax is a far more advanced version of the other Blitz products. It sacrifices a little ease of use for functionality. This makes it harder to code in for beginners. The module which will come out for BlitzMax does not have a release date either and the sum total of BlitzMax + 3D Module will probably total more than just buying the easier to use Blitz3D. Hence my recommendation. But, of course, both are outstanding languages and you should be able to make simple games after only a short while of using them. Like I said, check out the forums and ask questions. There isnt much you can say which hasnt already been mentioned on the forums at least once so feel free to ask anything about the language you need.
  5. Neo Genesis10

    Help about info on Blitz and BASIC! please

    Your goal was to make a programming language similar to BASIC. C++ allows you to do this, so for your long-term aim its better for you to learn how to use it. Visual Basic doesnt offer nearly as much ability for making compilers and although possible the result would be likely be clumsy and awkward. BASIC offers even less ability than VB and is virtually unusable for anything modern. EDIT: Yes, I've used Blitz. Check your other post in the Game Programming board for more info.
  6. Neo Genesis10

    BlitzMax or Blitz3D?

    1) BlitzMax does not directly support 3D... yet. There is a 3D module coming out which will have support for this. OpenGL commands, however, can be used in BlitzMax for various 3D-esque features (rotation, scaling etc). That should clear up the price difference. The 3D module will probably cost a small amount extra. If you want to use 3D, get Blitz3D. 2) I have used Blitz Basic, Blitz3D and Blitz Plus. I dont have Blitz Max yet as I dont own a Macintosh. Its a very simple task to make games in Blitz, so I'd eagerly recommend it for making games. Its easy to use yet flexible and comprehensive enough to make some very stunning games. For further information on any of the Blitz languages, try asking the friendly folk at www.blitzbasic.com.
  7. Neo Genesis10

    Comile Error: C2784

    class LINE { private: std::string parseit( char c ); public: std::string text; //constructor / destructor LINE(); ~LINE(); void init(LINE line); int size(); std::string fromstring( char c ); LINE operator=(const LINE &LineB); }; // Error supplied /* C:\Program Files\Programming\DevStudio\VC\INCLUDE\xutility(45) : error C2784: 'bool __cdecl std::operator <(const class std::basic_string<`template-parameter-1', `template-parameter-2',`template-parameter-3'> &,const template-parameter-1 *)' : could not deduce template argument for 'const class std::basic_string<`template-parameter-1',`template-parameter-2',`template-parameter-3'> &' from 'const class LINE' */ Actually, thats one of 24 errors, each one detailing pretty much the same error, but given for a different template.
  8. Neo Genesis10

    I' ve written some machine code: how do I execute it?

    Love the post, Skorpion. It got me thinking - how was Assembly language produced in the first place? Ultimately, someone must've gone to the binary level to program this stuff. Is it firmware or software? I think my brain is having a meltdown... :)
  9. Neo Genesis10

    Is LOD() any good?

    I believe you might be thinking of SetLOD(), a DirectX function which sets the level of detail for textures. LOD is much debated and there are many ways of performing polygon cuts. Here are some ideas to help you on your way. 1) Model switching. This involves manually checking for distance from camera and changing the model to another (pre-made) model with less or more polygons depending on the difference. The downside with this is the often noticeable 'popping' of objects when the switch is made. With careful use of shading and normals, however, this can be much more manageable. 2) Algorythmic LOD. Much harder to implement and there are many ways to perform the algorythm. This involves rebuilding the model within your code to give dynamic LOD. It takes more processing and a good knowledge of modelling, but the effects speak for themselves. If there is in fact a dynamic LOD function (OpenGL or DirectX) I would be very interested in learning of it as it would save my game from the 'popping' curse!
  10. Neo Genesis10

    Help about info on Blitz and BASIC! please

    Quote:If those above are compilers-and a compiler is something that translates a language,then they all use the same/original BASIC language?Your computer speaks nothing but binary. Binary is basically a sequence of 1's and 0's in blocks of eight (electrical signals sent through your PC). Your PC understands nothing more. BASIC (Beginners All-Purpose Symbolic Instruction Code) is a programming language in its own right. All BASIC does is convert commands entered into a form that is readable by your computer. C++, Visual Basic and other compilers do exactly the same thing. The commands used are different and different compilers will give you access to functions in varying ways. These programming languages could be made in many ways (I believe one was even made using an earlier version of itself!) but at your coding level its best not to concern yourself too much with how they are made. If you are merely interested, take a look at the Assembly language (its the closest thing to programming purely in binary). So to further emphasise the point, try not to think in terms of classic BASIC when it comes to languages like C++ and VB. They are wildly different in terms of their usage and ability. Quote:So your saying that the 3D Engine is made using C++ and it uses BlitzBasic to make a product/game?Blitz Basic itself was programmed in C++. The whole thing was made completely using C++ with no BASIC. Blitz Basic is the final programming language that average Joe's like us use to make games. Quote:Making a Custom Language is my main goal right nowFor now, I suggest giving yourself a more short-term goal of mastering programming. Making your own programming language is hard. No, very hard. And to do that you'll need to know your program inside and out. You need to know how to handle memory allocation, distinguishing between variables, complex mathematics (because your users may want to program in some lengthy algorithms) and most importantly - functionality. Its a laborious process, and one which can only be embarked on once you really know your stuff in programming. Recommended short-term goals: It sounds lame, but believe it or not, this is how a lot of people start out. 1) A "Hello World" program in C or C++ 2) A "Hello World" program using variables 3) Simple graphics (eg. Drawing a square) 4) A simple game (eg. Space Invaders). Once you feel you've mastered those, you can work on more ambitious projects. But dont think that completing those tasks means you can write a compiler. There are some who have programmed many games and dont consider themselves competent enough to write a compiler. But good luck in your endeavors.
  11. Neo Genesis10

    Comile Error: C2784

    Thanks John, overlooked that mistake. Still getting the template problems though. If I take out the overloaded operator, everything compiles as it should. But I need that operator for some of the functions I've yet to include.
  12. I've hit the end of my rope with this error. Its caused (somehow) by my overloaded = operator. It reports the error in xutility and the nature of the error suggests its something to do with the fact im using vectors as a previous bug-fix reports this error is quite common when dealing with them (Source MSDN). However, the bug-fix was sorted in VC++ 97 and I am using VC++ Version 6, an even later version. Here's the code for my overloaded operator. Hopefully an eagle-eyed coder can spot something which I have overlooked. // The offending operator LINE LINE::operator=(const LINE LineB) { this->text = LineB.text; return (*this); } // The following variable is a member of another class. vector <LINE> LineSetA; Thanks in advance.
  13. Neo Genesis10

    Help about info on Blitz and BASIC! please

    1) Microsoft Visual C++ 2) Visual Basic is better than Basic as it gives more flexibility and control. 3) See 1. 4) Blitz Basic is an easy programming language geared specifically for making games. As such, much of the drawing and loading of items is simplified. It is also comprehensive enough to allow a good deal of control. It also compiles code rather than interprets (ala DarkBasic) which makes for faster running. 5) It is perfectly possible, but I suggest taking the time to make basic programs before designing a compiler. 6) Mark Sibly coded Blitz Basic / Blitz 3D on his own. Its perfectly possible to make a programming language on your own, but it is very time consuming. 7) Depends how advanced you want the language. 8) Blitz 3D is ideal for learning how to use a programming language and getting to grips with basic 3D geometry. 9) Blitz Max is currently available only for MacOS X. It offers the same function as Blitz3D but has support for direct OpenGL programming and supports a larger number of variables. Hope this helps.
  14. I have this piece of code below which uses the quaternion camera (slightly modified to return camera coords) found on Neon Helium (http://nehe.gamedev.net). Now I have yet to find a tutorial which explains in simple terms how the translations affect rendering position for various objects and have found all kinds of strange anomolys when I experiment. Anomoly 1: When you invert the camera (that is to say, flip upside down) the left and right controls are also reversed. Left becomes right, right turns left. Anomoly 2: Creating a HUD at the position of the camera (I have attempted both positioning at camera coords and at the origin) displays nothing. I figure it is because I do not yet have the understanding I need about how translations and rotations affect one another. If anyone could point me to a tutorial I would be very appreciative. For those of you who prefer to assist in a more 'hands-on' way, I have listed the trouble source codes below. void TurnLeft() { cam.ChangeHeading(-5.0f); } void NoseDown() { cam.ChangePitch(5.0f); } void NoseUp() { cam.ChangePitch(-5.0f); } void TurnRight() { cam.ChangeHeading(5.0f); } void MoveForward() { cam.m_ForwardVelocity = 0.01f; } void MoveBackward() { cam.m_ForwardVelocity = -0.01f; } // ... void RenderWorld() { int i; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); // Reset transformation matrix glPushMatrix(); glRotatef(cam.m_HeadingDegrees, 0.0, 1.0, 0.0); glRotatef(cam.m_PitchDegrees, 1.0, 0.0, 0.0); glBindTexture(GL_TEXTURE_2D, texture[1]); glDisable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); DrawSkybox(); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glPopMatrix(); cam.SetPerspective(); // Perform translation glBindTexture(GL_TEXTURE_2D, texture[0]); glPushMatrix(); glDisable(GL_LIGHTING); glEnable(GL_COLOR_MATERIAL); glDisable(GL_DEPTH_TEST); glDisable(GL_TEXTURE_2D); glColor4f(1.0, 0.0, 0.0, 0.0); glTranslatef(-WORLD_INNER_RADIUS, -WORLD_INNER_RADIUS, -WORLD_OUTER_RADIUS); glutSolidSphere(10, 16, 16); starrot += starspd; glRotatef(starrot, 0.0, 1.0, 0.0); glTranslatef(-15, -2, 0); glColor4f(1.0, 0.5, 0.0, 1.0); glutSolidSphere(7, 16, 16); glEnable(GL_TEXTURE_2D); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); glDisable(GL_COLOR_MATERIAL); glPopMatrix(); glPushMatrix(); for (i = 0; i < MAX_ROIDS; i++) { if (roids != 0) { glLoadIdentity(); cam.SetPerspective(); roids->Render(); }; }; glPopMatrix(); glColor4f(1.0, 1.0, 1.0, 1.0); // Attempt to draw a simple HUD glDisable(GL_DEPTH_TEST); glBegin(GL_QUADS); glVertex3f(x-.5, y+0.5, z-.01); glVertex3f(x+0.5, y+0.5, z-.01); glVertex3f(x+0.5, y-.5, z-.01); glVertex3f(x-.5, y-.5, z-.01); glEnd(); glEnable(GL_DEPTH_TEST); glutSwapBuffers(); }
  15. Neo Genesis10

    Motion blur

    <bump> Oops... clumsy me.
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