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tolleyc

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  1. Cool idea. If you wanted to create a ball of water / fire / whatever, you could have the player move the mouse in small circles around the source ( pond, torch, whatever ) dragging in more of the element and then throw it. This way you could set it up to allow higher level players to make bigger or stronger balls. If a novice tried it, it could just fall apart in their face. You could use the left mouse button to specify a projectile and the right mouse button to specify a more defensive option, like a wall. If you haven't already seen it, check out this show called "Airbender: The Last Avatar" I think its on Nickelodeon. The magic users in the show do something similar to what you are describing here. It could make for some good research / inspiration. It sounds like a great idea. You could even have it set up so you could combine elements, like water and air to make an ice wall, or something.
  2. One thing you can try is instead of having attributePattern as a static member of TestClass, create a function that returns the static data in question. Example: basic_regex* TestClass::getAttribPattern { // Call the constructor here. static basic_regex attributePattern(); // Return a pointer to it return &attributePattern; } This way, attributePattern will be initialized the first time the function is called, and each consecutive call will return the same thing.
  3. Personally, I usually put a comment after all my closing curly brackets. Example: for( int n = 0; n < 10; ++n ){ < do stuff > }// End for n That way I know what is ending what, but thats just me. I don't know if anyone else does that.
  4. Done.
  5. Diodor, James Trotter, and Anonymous Poster, your right. I had forgotten about things like chatting with the computer, which add an entirely new level of realism to a game, or just using the AI to control an ally or background pieces, like villagers. Also Diodor, I agree with you when you say that the problems need to be designed to be solved by the AI.
  6. I definitely think that AI has been neglected, but for reasons other than just graphics. It is true that with today's technology it is easier to create some nice eye candy, and with our fast paced marketing its a lot easier to show off a cool explosion or other graphical element than it is to showcase an AI system, but I think that AI is a fine art. If you make it too "smart" then the player will have a hard time competing against it and won't want to play. If you don't make it "smart" enough then the player will decide that it is stupid and not like it. You have to make it just right, or believable. You have to make it so natural that the player never even notices it. Thats a very hard thing to do. As for physics, yea, physics are going to be big in the coming years. Physics Processing Units
  7. Hello everyone, I have a question about using OpenGL with MFC. I have written John Conway's Life using OpenGL for the graphics and MFC for the window and buttons. I have everything working just fine except for one thing. When the window first opens you can't see the four buttons that I created. The part of the window where the buttons should be looks transparent, like you see right through the entire window onto the desktop. When you move the window you can see all four buttons and when you press a button you can see that button, but when you resize the window the buttons look transparent again. I have overridden OnSize but not OnMove or whatever the movement message handler is so I am sure that it is something that I did or didn't do. I would post source code here but there is a lot of it and I'm not sure where the problem is and I don't want to post the entire program. I was hoping that someone here would have encountered the same problem before and could at least advise me on what to try. The code is here. The game is here if anyone needs to see what I'm talking about. Thanks for any help in advance.
  8. Brien Shrimp, yea, it is more fun to watch than play. I think that I learned a lot in terms of what kinds of concepts will translate into good games. If you want to get lots of turtles, then do nothing but reproduce. As soon as the game begins, just hit the R button.
  9. Thanks for posting the screen shot Woodsman. I need to post more screen shots on my website some time.
  10. Greetings everyone, check out my first "game". You can download it at www.tolleyworld.com. The name of the game is Survival. In Survival, you are in control of a bug. You must find food, water, get rest, and if you encounter a member of the other species, you can fight with them, run, or just try to get along. The object of the game is to be the surviving species. You can reproduce, and you should do so as often as possible. Each bug in survival only has a lifetime of 3 minutes, making rather challenging to survive. This is why, when you reproduce, your offspring inherits your behaviour. If you go after food and water when ever it is available, your kids will too. If you reproduce a lot, your kids will too. If you attack the other species when ever they get in sight, your kids will too. Survival is written in C++, using OpenGL for graphics, and DirectX for input. It should run on any windows machine with about 800mhz, and 128 megs of RAM. If anyone has anyproblems, let me know. Also, feel free to email me with any comments you have at neotolley@hotmail.com
  11. You could try grouping them and then using different levels of detail for each group. The closest ones to the camera could have a fully detailed model, and the furthest ones away could just be little billboarded images.
  12. I had a similar sounding problem once. I can't really remember exactly what happened, but I know that it was caused when I tried to delete memory twice. It always crashed at the very end of the program inside of a destructor. I hope this helps.