bkt

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About bkt

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  1. Wow. I can't believe I didn't think of all about adding the reference. Oh, I know it works perfectly fine alongside VS8. Thanks guys!
  2. I have a copy of Visual Studio Standard edition which contains Visual C#. Is there any way to get the XNA SDK to work with that? I just find it rather running in circles to have a copy of the Express edition when I have a full paid for standard edition. Also is the .NET SDK with limited access in this version? Because I am getting errors copying over some basic XMLWriter code that I was able to use in the Standard edition. I am getting an error about "System.Xml" not existing. Any help would be appreciated. This is my first dive into C#.
  3. Well I haven't been really working on anything game related in awhile due to school, and now that I have the time I am just brushing up on some of the DirectX goodies. I recently purchased an Xbox 360 Controller and I wrote a quick wrapper to handle the controller. I'm looking to tinker a little more with this and I wanted to figure out how to properly translate the analog stick movement to mouse positions. Does anyone have any ideas on how to go about this? I am thinking the best way would to be subtract the difference between the two movements and then apply that to the screen location. Just for some clarification I am looking to move the Windows mouse cursor and not a camera in-game. I am thinking of writing a simple application that allows for a controller to be applied for that purpose (in and out of games). There are already some applications out there for that purpose, but I am looking for a free solution (and there doesn't seem to be one). That and I am just generally interested in messing around with the controller on the PC!
  4. Should I Use the Singleton Pattern?

    namespace Platform { template<class Type> class Singleton { public: Singleton(const Singleton& rhs) { assert( !mpObject ); mpObject = rhs.mpObject; } static inline void Create(void) { assert( !mpObject ); mpObject = new Type(); } static inline void Destroy(void) { assert( mpObject ); delete mpObject; } static inline Type& ref(void) { return *mpObject; } static inline Type* ptr(void) { return mpObject; } protected: Singleton(void) { mpObject = static_cast< Type* > ( this ); } ~Singleton(void) { mpObject = 0x000000; } private: static Type* mpObject; }; }; template<class Type> Type* Platform::Singleton<Type>::mpObject = 0x000000; Based on the Singleton Pattern in Superpig's tutorial.
  5. char** argv = char* argv[] So essentially you're basically declaring that for your bullet array? No that I agree with it, but from I am reading that's what is happening there. I would go with the other guys said it simply looks much cleaner to my eyes.
  6. Well, I am just taking a stab at this, but feel free to shoot holes through my theory. The server should ultimately "know" which way your camera is facing, and from that information you should most likely only send updates that are relative to the person's camera (frustrum) right? This would eliminate the problem that existed in Diablo 2, and to an extent Counter-Strike. You are going to base sounds by distance right (e.g. player footsteps, gunshots, etc) you could do the same thing about player movement updates. That would put some more of a strain on the server I suppose, but in the end it might be worth the price. If you decide to break away from the traditional Client-Server model, and move towards a P2P model you could have the clients sending movement updates to the relative players. So the client could base their player movements by the other clients (multiple) updates. This would of course take a lot more logic, testing, and planning but its just a thought. I would personally stick the the Client-Server model unless you're just testing stuff out for giggles.
  7. Quote:Original post by Conner McCloud for(KeyFrameIterator next=keyFrames.begin(), i = next++;next!=keyFrames.end();i++, next++) CM Shouldn't that line be the following: for(KeyFrameIterator next=keyFrames.begin(), i = next+1;next!=keyFrames.end();i++, next++) Maybe its because I've been awake for going on 20 hours now, but isn't yours going to increment next intially skipping the first node? Just a thought, I'm starting to second guess myself now maybe its time to get some coffee before class ;).
  8. Really think about what you want to do with your future. I considered going to Digipen (and a few other schools), but after really thinking about it I decided to get my degree in Computer Science. I am going to be working on games while I am going to school (going to a four year school in the Spring '07). If you decide somewhere down the line that you don't want to devote your life for 18-24 months working on a game you might want to get out of the industry. At least with a Computer Science degree you won't have to play catch-up, and hope that your credits will transfer (or a school will accept them) towards the CS/CIS degree. During your years in college spend some time working on games (like I am going to) and get some demos going for yourself. Join a mod-team or two, and start a project with some friends at your school. At least then you have something to show an employer as a technology demo, as well as with your degree, and hopefully some type of honors certificates from your college. You might join the first development house and decide that you don't want to work there, and you just want to do indie stuff. With the Computer Science degree you have those options. There are also some post-graduate schools out there such as GuildHall@SMU (Texas) that specialize on teaching people who already have degrees. But I think they even require that you have some sort of portfolio before they will accept you. The choice is ultimately yours, but make sure you REALLY think it out before you decide. Those game development schools are a dime a dozen now: DeVry, Full Sail, UAT, and those schools on television. Do you really think that everyone there is going to make it? If you do choose to go to a school for Game Development I would highly suggest (if you have the means) choosing DigiPen (Washington State or Canada) over Full Sail (Florida). Good luck my friend!
  9. H file madness.... again

    Not sure that this is the exact problem but this may be something that I am remembering from my C days. typedef struct { ... } tItem; And as some other people said you need to do either: using std::vector; using std::string; or (for all of the instances of each.) std::vector<tItem> std::string I would also suggest the following to make some of your life simpler when managing the vector operations. typedef std::vector<tItem> tItemVector; tItemVector::iterator instead of std::vector<tItem>::iterator Just some suggestions! Happy coding!
  10. C++ primer

    The tutorials over at about.com are pretty decent for a primer. I would suggest purchasing "Sam's Teach Yourself C++ in 21 Days" it serves as a good primer and a decent reference book. Its all about basic C++, data handling, and it dives into some template programming as well. It does not go much past that, and you might want to eventually purchase a book that has some advanced algorithm/patterns. But that series is good enough to be considered a "primer."
  11. Just remember with some implementations of std::map if you do the following: if( keyMap["TheKey"] ) It is going to add the key if it is not already there. So the best way to search the map is the following: keyMap::iterator it = keyMap.find( ... ); if( it != keyMap.end() ) I've ran into that problem a few times. You might want to invest in setting up STLport so that you can have a uniform version of STL running depending on your compiler (or if you're sticking with one, that really shouldn't matter). Good luck!
  12. Salary of programmers

    It also depends on where you are living as well.
  13. I've spent a lot of time thinking about different ways to design a renderer. I've looked at a lot of examples, and have a few books lying around the house as well. But alas, I have a few questions, and I just would like to basically have them clarified. What's better than coming here to ask the questions? I'm still trying to grasp the difference between Fixed Function Pipeline and Programmable Pipeline. I think most of the tutorials I have seen (in books and online) have been examples of programmable pipelines, but I really don't know the difference. I know that programmable pipelines include Shaders, but I am sure that is not the only difference, right? I am also rather sure that the OpenGL tutorials that NeHe has are all Fixed Function? If there are any good books that illstrate the difference I would be glad to know of them! I've been searching Amazon for a few, and it seems this one seems pretty relevant to what I am looking for. What's the most efficient way to design a renderer and have it expandable? I am guessing that something like the following?: HandleMessage(); Clear(); BeginFrame(); For All->Draw(); EndFrame(); Events(); Input(); Thanks a lot everyone!
  14. Online Sales

    I have not got anywhere near far enough to think about distribution, but one of the places you could look into would be GarageGames.com. If the game is that big, though, you might want to send an email to Valve Software to see if you can get your game on the Steam network.
  15. What engine to use ?

    You really need to take a step back and think about exactly what you're attempting to do here before you get knee-deep in lost time. It takes several years for experienced teams of individuals to get even a bad MMOG off the ground, and these teams have a budget! My suggestion would be implementing some gameplay mechanics, concepts, and prototypes on a engine and making a multi-player (non-persistant) world first. If you have the ability to churn something like that out (mind you, artwork can be saved as well) then you can think about going on to the next step (which is a rather large one). Start small and then work towards making a bigger game. You can do this anyway you wish, but don't try to run a mile when you aren't even in enough shape to run 100m. No matter how much you think your team is ready, you aren't, and you'll need more than just talented programmers, artists, and level designers to get anywhere near finishing a MMOG.