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fireside

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About fireside

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  1. fireside

    Python vs. Blitz

    I would stick with python and try panda3d. If I really wanted to spend money, I would get the Torque engine, but I don't so I'm playing around with Panda3d right now.
  2. fireside

    SDL sprites leaving trails....

    Out of curiosity, what's wrong with the cone3d tutorials? I'm using his sprite class right now which seems to be working very well. It uses a background replacement method rather than a fill, I think. Oh wait, that's right. There was an error in the code where it was getting the width twice instead of getting the width and height and leaving trails. Other than that, I think it's a nice sprite system for small games. I think there's a lot to said for using cone3d's tutorials. You get a nice sprite class, and yet you'll end up learning alot because it won't exactly fit your application. I decided to use SDL_image instead of the bitmap load. Made those changes. Found out the alpha channel didn't work, learned more. Saw the trails, and had to adjust that. All the while using a fairly proven and general framework that will be more reusable than if I started from scratch. [Edited by - fireside on November 6, 2005 12:07:41 PM]
  3. fireside

    Python or Basic?

    Python has a much better syntax, is cross platform, can be used for all your programming projects, and just keeps getting better, more useful, and even faster. Things like liberty basic etc, are really dead ends. Stick with general purpose languages. This, of course, does not apply to Visual Basic, which is a useful general purpose language, but Python has Pygame, a great way to get started with graphics and still stay with a general purpose language. It's also used with Blender, the most popular open source modeler.
  4. I like the about.com tutorials. I've never used them from the start, but when I want to brush up on something I haven't used much, it's the first place I go. http://cplus.about.com/od/beginnerctutorial/l/blcplustut.htm
  5. fireside

    Odds?

    Don't know, but why is it so important to have a "job" in game programming. If you like it, do it. Personally, I try to avoid jobs in general. I'd rather be good at investing, then I can do anything I like, whenever I like. I even gave up trying to work on a game team because it ends up becoming a job. The game ends up being a game I'm not really interested in because someone else is in charge.
  6. fireside

    My algorithm sucks (4 in a row)

    Hard to tell much from your description. Any code gets complicated as far as number of lines. The important thing is to get used to breaking your code down into functions and classes that make it more readable. You don't want 100's of lines of sequential code. I often rewrite a program as an excersize. If you can read it and find errors easily, and it works, it's good code.
  7. fireside

    Game States - game loop

    I don't have too much experience with this, but the game loop is a core function that you only want one instance of. With my game, I use it as a base level. It's really just sends the amount of time transpired to the objects in the game since the last loop so they can update themselves and then calls a draw for each object on the level.
  8. fireside

    Hey Quick Question?

    Check out the about.com c++ tutorials. http://cplus.about.com/od/beginnerctutorial/l/blcplustut.htm
  9. fireside

    Clanlib - compiling with mingw

    You could try the clanlib mailing list. Not sure they would help either because most clanlib windows people use Microsoft. Too bad, really. Otherwise study automake and chase down the errors given. I use clanlib with fedora core3 and it compiles fine, but I had to install it with prefix="/usr".
  10. fireside

    2D Graphics/Game Library?

    Simple way to handle depth is by drawing order: ground.draw();house.draw();roof.draw(); If things are moving around you can sort by y value before drawing.
  11. fireside

    Make sure its only one class instance

    I was thinking of using another solution for this problem, but this seems pretty simple. I could just return a boost shared pointer and include the getInstance function in my classes.
  12. fireside

    Strengths of 2D games

    I think 2d has a definate advantage over 3d when it comes to puzzles. They require a kind of standing back and looking at the whole picture, and a certain level of abstraction. Very few puzzle games even work in 3d, and if they do, it doesn't add anything. Puzzles in 3d haven't come much farther than moving boxes around so you can get higher or finding the right key for a door.
  13. fireside

    C++, naming member functions

    My 2 cents. Stay away from underscores. Sure, they look nice, but you have to reach way up there with your little pinky all the time. If you only use first capital letters for class names, you won't have to type the stupid C all the time. Use camel hump to seperate words. Use plurals for vectors or containers. Most importantly, use names that tell something useful about the property or function, like what it is or what it does. Splurge on this, type a few extra words. There's nothing more important for readable code.
  14. fireside

    using objects in arrays

    Quote:Wouldn't each level be "described" externally in a file. Well, I was going to use inheritance from a sort of generic level class. Of course, some information about the level would be saved that changes, but I was going to create each object and then run it. Does sound a little strange, but I already started it that way.
  15. I'm looking for advice on using the least memory for switching game levels that are objects. If I put them in an array, I would be allocating memory for all the levels. I could use enum with a switch statement and allocate memory and then delete when it returns, but I don't know if that's the best way. There could be as many as 20 or 30 levels, maybe more. Anyway, any ideas would be appreciated. Language is c++, level will have a run() function.
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