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About null_void

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  1. null_void

    Managing loaded textures?

    Let's see if I'm understanding this correctly. Basically, you have a sprite manager, not a texture manager? So the manager stores information other than just the raw picture data? Assuming this to be the case, this is how I would probably handle it. Separate that functionality. Have separate sprite objects, which know their own rotation, size and such. Have the texture manager handle only the raw image data (and possibly the size of the image, if you find that necessary). When a sprite is told: "You need the image 'apple.bmp'," it goes to the texture manager and asks for the raw data. This way, you can have many objects which use the same texture data, but each sprite can still keep track of other attributes like your rotation point and the overall size of the sprite. Is this what you were asking, or did I completely misunderstand?
  2. Good luck with whatever you decide.
  3. Quote:Original post by TomX Well with all the bad information about Windows and the superiority of Linux (although this may not be true, it's just what I read) I feel I need to learn how to use/network Linux and I feel that using Linux would make compiling faster (probably stupid and really not much faster). This is the subject of holy wars, so I will leave my opinion out of it. I will say, though, that practically speaking, and having used tools under both operating systems, that I've not really noticed a significant difference in build times. If you want to learn Unix style network administration, then I say go for it. Nothing wrong with broadening your skill set, right? It's one more thing you can put on your resume.
  4. Quote:Original post by TomX Thanks, what advantages does Linux have over Windows in relation to programming? I can't really think of anything, honestly. That said, I use Linux as a development environment. It's just what I'm familiar with, and I like the tools available. I don't necessarily feel that they're better than their MS counterparts. Use what you are comfortable with. If you think you might like an alternative toolset better, then try it out. Use whichever one you decide that you like more.
  5. Quote:Original post by datadawgx also, this brings up another good question: AI should I have a generic AI algorithm that thinks for all the objects (given their state) or give each object it's own hardcoded intelligence? I'm a fan of using (I believe it is called a strategy pattern) for this type of thing. Each game unit has a pointer to an AI interface class, and you can mix and match behaviours as necessary. You can even have multiple types. As a simple example: Each unit may have a movement strategy and a firing strategy. I have an interface Movement and an interface Firing. From those I can derive children for specific types, such as MovementRandom, MovementRunAway or FiringShootConstantly (yes, I realize the names are horrible, but these are just examples). This way, you don't have to re-code your AI algorithms for each unit type. All you have to do is create one of the objects (you could even have them loaded from a script) and pass a pointer into your game unit object. Or was this not what you were asking?
  6. null_void

    Pointers... *object

    If you are using a pointer, you need to use the -> operator to access members of those classes. So, if you pass an (object3d * object) to a function, and object3d has a public member x, you would access it using object->x Is that what you were asking?
  7. Quote:Original post by Dmytry Quote:Original post by Etnu Quote: What does Daphne look like to Larry? Depends, is she naked? Most interesting thing,that Larry is definitely naked from Daphne's point of view [rolleyes][grin] Not just that. :) Daphne could even reach inside of Larry and remove internal organs without breaking Larry's "skin."
  8. null_void

    What do you guys do for a living?

    Graduated over a year ago with a degree in Computer Science. Am currently doing clerical work for a bank because I can't find a job as a programmer or QA person. Hoping that while I do paperwork, my chances of getting a decent job will increase if I continue to spend a lot of time looking for a real job.
  9. null_void

    What do you want to do with your life?

    If I had nothing to worry about money-wise for the rest of my life, I'd be an inventor. It would engage my mind, yet I could pick up and put down projects whenever I wanted to. It would be great, and I might actually do something useful. As I *do* have to worry about money, the only thing I can really imagine myself doing daily for the rest of my working life is coding/software engineering. Sad, huh? Now if only I could get a job doing it! Don't worry too much about it. Try to figure out what you'll like, but remember that even after college, you can still change your mind and your life.
  10. null_void

    how to properly use inheritense

    When creating my own game, I ran into a similar problem. My solution to the motion thing was to have an actual Motion object, which was contained within each entity. If an object was not supposed to move, then it would receive a Motion object that told it to stay put. Thus, I had things like: class Motion class Stationary : public Motion class Homing : public Motion class Bounce : public Motion class UserInput : public Motion (Heh, let the player control a bullet. That'll really throw them off!) and so on. I found that it worked well, and the same principle could be adapted to other types of actions as well (like weapon firing strategies). It also allowed me to mix and match properties, and I could make enemies more challenging as the player advanced. Collision is a tough one, in my opinion. There are many ways to do it, and the way I do it in my projects would probably not be compatible with what you already have established. I guess part of my problem is that I don't understand why you have the data set {x,y,w,h} in two separate places for each entity. Are these two instances likely to be different? As for protected members... I hadn't heard that they shouldn't be used, though I'm by no means an expert on the subject. I use them when it makes sense to. If you ever design a singleton base class, you'll have to make the constructor protected anyway. I suppose some might argue that it's bad style to do what I just suggested, though. Unless you're talking about protected inheritance, which I've never used.
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