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About Rayno

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  1. Quote:Original post by ToohrVyk Objective Caml. That makes two of us. Seriously, it is such a fantastic language. It's elegent, concise, efficient, yet very practical. I wish it got more attention outside French academia.
  2. Rayno

    Help with assembly programming

    Hi, The first problem that jumped out at me was this: jle decide_branch # jump to decide_branch if %ebx >= %eax movl %ebx, %eax # movl %eax, %ebx # to make sure that %ebx holds the largest value decide_branch: # & %eax holds the smallest value movl %ebx, %ebx # movl %eax, %eax # On the first branch, you set you set ebx to eax, and then set eax to ebx. The result of course is than both eax and ebx hold the original value of eax. You need to use a another register if you want to swap the two. On the second branch, you set ebx to ebx, then eax to eax, which doesn't have any effect. I hope that helps you get started.
  3. Rayno

    Linux IDE

    Quote:Original post by ukdeveloper Quote:Original post by 255 It seems Eclipse and Code::Blocks are about to be the first Linux IDEs to be comparable to MSVC. Eclipse is bloated and a bit slow on Windows IMHO, how does it fare up on Linux then? Does it offer better performance at all? It shouldn't do, seeing as it's a Java app in itself, but even so. I use eclipse on linux for most of my devolopment. It is a bit of a resource hog and can be sluggish even on fast machines. The only time it is really a hassle is when CDT takes an unbearably long time to parse files. I do know they are working on optimizing the parser in future versions. Despite being a little tubby, once you get used to it, it does have some really great features and well a designed gui.
  4. Rayno

    Constructors in a vector?

    The simplest way would be like this: (I'm assuming you're using c++, correct me if I'm wrong.) Neuron Engine[4] = { 1, 2, 3, 4 }; Where "1, 2, 3, 4" are the values you want to send to the constructors.
  5. Rayno

    What other things are you into?

    I like to sit around and think about things alot. And, yeah, thats about it.
  6. Rayno

    Guy Ritchie films

    Quote:Original post by capn_midnight yeah, uhm, why does that second link direct you to download an executable file? Self-extracting zip. It unzips to a wmv file. Don't ask me why they would choose to distribute it like that.
  7. Rayno

    Guy Ritchie films

    Quote:Original post by capn_midnight Also, any idea where I can find his short "The Hire: Star"? It's one of the the series of (really cool) shorts released by BMW. The site is here, but it looks like they've taken them down. You may be able to find them somewhere still. edit: Maybe here.
  8. lexical_cast, random, shared_ptr. To tell you the truth I haven't even explored everything thats included.
  9. Yeah, just forward declare Grid. This compiles fine for me: #include <vector> using namespace std; template<typename T> class Grid; template<typename T> class Piece { friend class Grid<T>; protected: T type; Piece(){} ~Piece(){} }; template<typename T> class Grid { public: vector< Piece<T>* > vlist; Grid(){} ~Grid(){} };
  10. I would be inclined to go with idea #2. Its a slightly simpler solution, and I don't think there really would be any more overhead than idea #1. Certainly nothing that would make a difference.
  11. Hate it break it to you, but the file you want almost certainly depends on other files in the sdk, so you're are probably going to have to download the whole thing.
  12. Rayno

    Theres so many languages...

    Just to add a couple things to EmperiorRune's reponse: Languages like Python and Lua are often used for less performance intensive parts of games. Interpreted languages are nice, because they are often higher level and you don't have to compile anything. DirectX is C++, OpenGL is C. You can still use OpenGL with C++ and DirectX can be used with C too I think. But some may prefer one or the other. GDI can be used for games that don't require high performance rendering (turn based games for example). But its usually slower than OpenGL/DirectX. Good luck, and have fun.
  13. There isn't really a standard cross platform way to do that. (ie. no standard library functions.) This shows some platform specific methods.
  14. Rayno

    C++ question

    Try removing // Engine Includes #include "Texture.h" #include "Engine.h" from main.h. There doesn't seem to be any reason to have them there.
  15. Rayno

    Post your coding environment

    KDevelop 3.3 on Gnome on Linux. And I've been using SCons as my make replacement lately.
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