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About Bnty_Hntr

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  1. Bnty_Hntr

    Buying a 360 - games games games..

    Games that I have enjoyed: Halo 3 - Great Replayability, Lots of Fun Orange Box - Keeps you busy forever (but you already have it) Gears of War - Fun game, Great graphics, too Short Assassin's Creed - Great story, well made, beautiful graphics, once you get the hang of it, it is too easy. Beautiful Katamari - Odd game, but also oddly addicting. Timeshift - Can get frustrating, but is still interesting. Viva Pinata - Besides its obvious "kiddy qualities", it is addicting Also, if anyone wants to play any game, feel free to add me (If I don't have the game, I can definitely get it) ;) Gamertag is "Null Parameter". [Edited by - Bnty_Hntr on February 12, 2008 9:30:27 AM]
  2. Bnty_Hntr

    Linked Lists in C++

    If you want to create a linked list, you need to use ALL pointers for the nodes. I corrected a few things to get you started and hinted at a few other things. I only included the things I changed. You want to do this: class Deck { public: ~Deck() { // In here, you will want to release all the memory you allocated // AKA, your linked list } // This is going to be a pointer to the start of your linked list Node* head; // This is all basically right, except one thing void addToTop(Card card) { Node *n = new Node(card, head); // Your head is now a pointer, no need to dereference head = n; } }; class Node { public: // Here you need to pass in a pointer // Remember **always** pointers in the list Node(Card c, Node* n) { card = c; // No need to reference here then next = n; } }; If you need any more help, feel free to ask.
  3. Bnty_Hntr

    rotating an object from any part of the page

    When you rotate an object, it will rotate around the origin. So, if the center of the object is at the origin it will rotate around it's center. If the object is not at the origin, it will rotate around the origin. You could think about it as orbiting. So, if the sun were at the origin and the Earth weresome number of units away, rotating the Earth would orbit it around the sun. Basically, you have to rotate before you translate. glRotatef(degrees, 0.0, 0.0, 1.0); glTranslatef (xpos, ypos, 1.0); glScalef(xshape, yshape, 1.0);
  4. Bnty_Hntr


    XML is a markup language similar to HTML. But, XML can be used to create a more structured, custom representation to the file. There are libraries that allow you to read and write XML files quite easily. XML is used in games probably primarily to store custom option in the game e.g. Screen Size, Video Quality, etc... It could also be used to store information about levels or saved games. It could be used for many things, that is just a few options. For more information check this out. I hope that helps.
  5. Bnty_Hntr

    Problem setting up DirectInput

    Don't link to dinput.lib, link to dinput8.lib That could fix it. [You already had that part I guess. So, nevermind.]
  6. Bnty_Hntr

    hey guys im new!!

    Welcome to GameDev.net! I hoe you find everything you are looking for but, in case you don't, here is a handy list to have. And, I encourage other posters to add on to this list. Visual C++ Express Edition - You will need this (or a different compiler/IDE like it) to create and use C++ programs. It is very useful, and FREE! Thinking in C++ - A very good free book that will take you through the language of C++. GameDev.net Articles - A great source for learning many things. The ultimate learning tool! Good Luck!
  7. Bnty_Hntr

    Total Newbie 100% ^^

    Here is another good book that I don't think anyone listed: Thinking in C++ There are two versions. The first version will teach you the basics of the language. It is a very good book, especially for being available for free online. It will help you learn a lot of good programming practices and Object Oriented programming. Again, it isn't game programming oriented, but you don't necessarily need that when you are just starting. Good Luck!
  8. Bnty_Hntr

    Strassen's Algorithm

    You can divide the matrices into 4 parts, that is a start. I don't quite know what you mean when you say that you can't combine the values of the recursion. You will have to expand on that one. Here are a couple links to help understand Strassen: @Wikipedia @MathWorld Here, I'll pump out some pseudo code for you to look at. It isn't too hard of code to understand actually, even though the algorithm isn't technically simple. // You will need a Matrix type that handles +, -, and * Strassen(Matrix A, Matrix B) { // When the dimension of the matrices goes under a certain threshold // You will want to multiply by the normal method // Strassen gets slow when used with low dimensions if( dim(A, B) < SOME_THRESHOLD ) return A * B // You said you can handle this next part A11 = Get A11 from A A12 = Get A12 from A . . . B22 = Get B22 from B // Now we get the 7 different parts, as defined by Strassen. // We do this recursively, using the Strassen algorithm // for all multiplications. M1 = Strassen(A11 + A22, B11 + B22) M2 = Strassen(A21 + A22, B11) . . . M7 = Strassen(A12 - A22, B21 + B22) // Now we calculate the 4 different parts of C, the answer. C11 = M1 + M4 - M5 + M7 C12 = M3 + M5 C21 = M2 + M4 C22 = M1 - M2 + M3 + M6 // The only thing left to do is to combine C11, C12, C21 and C22 // into the final matrix C. // You can do this with a couple simple loops. return C } I took this all straight from Wikipedia's description. It isn't too hard to get some code from there, or from what I gave you. I hope that all helps. If you need help actually understanding the algorithm instead of just needing code, feel free to ask. Good Luck!
  9. Bnty_Hntr

    Strassen's Algorithm

    Strassen's algorithm is a pretty complex thing. If you need someone to find you the source code, you probably would have a hard time understanding it. Plus, as you can even see from the paper posted by rohde, Strassen's algorithm only out-performs regular matrix multiplication on some cases, and not always by that much. You need very large sample sizes for Strassen to make a big difference. So, to implement Strassen for the regular multiplication that takes place in computer graphics and games is kind of an overhaul. I wouldn't suggest it unless you are working with large matrices. The only other reason you would be asking for Strassen would be homework, and then we couldn't just hand you the answer anyway. I would be willing to post some pseudo-code to get you started, but you will have to translate that into the actual working code on your own.
  10. Bnty_Hntr

    Intern Salary

    I just got an intership with IBM. I'm getting paid $22.75/hour (USD). It's not a game programming intership, but thought it might help.
  11. Bnty_Hntr

    Bit shift. C++

    Basically, you should only have to shift (r << 24). If you notice the rest of them, they go up by intervals of 8, no difference here. With the operator[]: If you are trying to access r,g,b,a like that, it most likely won't work. If you stored them in an array, I think it would. When they are stored seperately like that, they are not necessarily sequential.
  12. I've been programming for 5+ years now. I've worked mostly with things such as C/C++ and Java, some Python, Scheme/Lisp, Assembly, BASIC, HTML and javascript. I've worked with DirectX. A buddy and I put together a (sloppy) 3D Engine a couple years ago using DX, it worked pretty well. Started working with a bit of SDL. I can program Win32, I've used MFC extensively at work, so Windows programming is there. All my classes currently use Unix/Linux. So, I have that covered too. Chris Parker Parker23@gmail.com
  13. Bnty_Hntr

    newbie c++ question references

    Quote:Original post by agi_shi Quote:Original post by Agreenknight . . . int& mikesScore = myScore; //create a references . . . cout << "mikeScore is: " << mikesScore << "\n\n"; . . . cout << "mikesScore is: " << mikesScore << "\n\n"; . . . cout << "mikesScore is: " << mikesScore << "\n\n"; return 0; } You declare mikesScore and then use mikeScore. Try solving these simple issues on your own though. Did you even try to see what's wrong, especially when it's telling you something is undeclared? No he doesn't.
  14. Bnty_Hntr

    newbie c++ question references

    use #include not #includes
  15. Bnty_Hntr

    template confusion

    You need to have template declarations and definitions in the same file. So something like this: cTest.h #ifndef CTEST #define CTEST template <class T> class cTest { public: cTest(); ~cTest(); //static int sMethod(void); T data; }; template <class T> cTest<T>::cTest() { } template <class T> cTest<T>::~cTest() { } #endif Or some people do it this way: cTest.h #ifndef CTEST #define CTEST template <class T> class cTest { public: cTest(); ~cTest(); //static int sMethod(void); T data; }; // Include the definitions at the end of the file. // You can even put the definitions in a different type of file besides .cpp // I've seen people use files like .inl for inline files #include "cTest.cpp" #endif
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