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About EvilSteve

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  1. Quote:Original post by ajas95 Okay, I speak for those for whom 13h still means something! Mmm... 320x200, 256 colors... *nostalgia ensues* :)
  2. EvilSteve

    Smooth Timer based animation

    It sounds like your video updating code is waiting for your monitor's vertical sync before updating the screen. I don't know whether you're using SDL+OpenGL or something else, but you could try disabling double buffering if you want to update the screen faster than your monitor's refresh rate.
  3. EvilSteve

    Converting 3D Files

    The only way I could see something like this being possible would be if someone wrote a custom OpenGL DLL similar to GLTrace, but instead of it logging OpenGL calls made, it wrote out a 3D model file based on the OpenGL calls it intercepts. I don't know if something like this already exists or has ever been attempted... I'm sure it would be challenging. However, if it was possible, it would be very useful since it would allow a 3D model to be extracted from any running OpenGL program into any 3D file format the custom OpenGL DLL would support.
  4. EvilSteve

    dynamic array giving errors?

    Assuming that's C/C++ code, arrays are always zero-based. You would want to use: RECT *Squares; Squares = new RECT[1]; Squares[0].left = 0;
  5. EvilSteve

    [web] ASP escape sequences?

    Yeah, you need 4 double quotes, lol... The easiest way to isolate the_background.png would probably be like this: filename = split(temp, """")(1)
  6. It's not the most efficient solution, but you could use SDL_ttf to render a true-type font into an SDL surface, and then copy the pixels from the SDL surface into an OpenGL texture.
  7. EvilSteve


    I don't think you could use SDL_LoadBMP to directly load the image into your structure, but you could load the BMP file into an SDL surface, and then use SDL_LockSurface and SDL_UnlockSurface to transfer the pixels from the surface into your own structure. Once loaded into an SDL surface, the width and height of the image can be obtained from surface->w and surface->h respectively.
  8. I'm not aware of C# replacing C++ in commercial game development... I'm also not aware of any Joe Carmacks...
  9. Making a window in C: SDL_Init(SDL_INIT_VIDEO); SDL_SetVideoMode(640, 480, 32, 0);
  10. Quote:How many programmers does it take to change a lightbulb? Two. One to hold the light bulb and another to hammer it into the faucet.
  11. EvilSteve

    string problem

    OK, try this #include <iostream> #include <fstream> #include <string> using namespace std; int main() { string Blah = "Ha"; cout<<Blah; return 0; } Edit: Man, that Fruny guy is fast isn't he? :P
  12. EvilSteve

    string problem

    OK, fstream.h probably includes iostream.h, and iostream.h defines cout in the global namespace rather than the std namespace. You only want cout defined in the std namespace, so use #include <fstream> instead of #include <fstream.h>
  13. EvilSteve

    string problem

    Try using #include <iostream> instead of #include <iostream.h> Also, there shouldn't be a period after Blah, but I'm assuming that's just a typo.
  14. EvilSteve

    Switching APIs

    I used DirectX from version 3 to version 7 before I knew about OpenGL. Apparently the DirectX folks couldn't make up their minds over the years, as I have written and rewritten DirectDraw and Direct3D Retained Mode code as those interfaces were continuously changed and finally support for them dropped. Eventually, I decided that I had wasted far too much of my time trying to building compatibility layers between my code library and DirectX. DirectX's failure to have a well thought out initial design, when contrasted to OpenGL's standarized, backwards compatible, well designed interface, is the number one reason I switched to OpenGL.
  15. EvilSteve

    variable type speed

    I think you'll find that local variables will generally be faster to access than member variables, because all member variables have an implied this-> this pointer dereference in front of them.
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