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SirLuthor

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About SirLuthor

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  1. SirLuthor

    [C++]Loading Entity into manager

    I haven't done any deep analysis of your code, but if I were to postulate as to the root of your problem, I imagine it has to do with copy-construction and destruction of the Entity objects, since you're storing them by value in the vectors. Could you post the code of your Entity class? Also, [ source ] [ /source ] tags (minus spaces) are your friend, wrap that code up :]
  2. SirLuthor

    void pointers

    With regards to your reasons; For the first, practicing poor design is really no practice at all ;] Secondly, if the function deals with several classes, consider providing a base class which defines a common interface shared by the classes in question, and then take advantage of polymorphism, another handy language feature :] If you find that the classes in question do not in fact share functionality/interface/purpose, then they really have no business all being processed through the same function in the first place! Mind sharing a bit more of your design so that one can provide more helpful and specific advice?
  3. SirLuthor

    void pointers

    Aside from "ControlCamera(&cam);" which will have to be "ControlCamera(cam);", your code is technically correct, and will compile. However, the question you should be asking yourself here is, why am I casting to void * (abandoning the lovely world of type-safety entirely) just to recast to the type in question inside the function? Is there any valid reason for the ControlCamera(...) function not to simply take an hxCamera pointer as an argument? By and large, any use of void pointers within C++ code indicates that you have a problem with your design (pedants note; exceptions exist of course :Þ). If, in fact, there is no alternate way to do what it is you want done within your system, without resorting to a cast to void * and back, then you should probably consider refactoring the section in question. Type safety is one of the many features of C++ in place to prevent you from shooting yourself in the foot, and blindly throwing it away is only going to come back to haunt you later.
  4. SirLuthor

    Temporarily ignore C Macro

    Well, I did a little digging in the windows headers, and this is their definition of the CreateFont macro: #ifdef UNICODE #define CreateFont CreateFontW #else #define CreateFont CreateFontA #endif // !UNICODE That being rather simple, you should just be able to wrap the following around any case where you absolutely need to use the "CreateFont" symbol. Seems like a bit of a hack though, FWIW. #undef CreateFont // code #ifdef UNICODE #define CreateFont CreateFontW #else #define CreateFont CreateFontA #endif // !UNICODE
  5. SirLuthor

    Temporarily ignore C Macro

    #undef SYMBOL is what you might be looking for. That will un-define the symbol for the remainder of the compilation unit, which can of course be a problem if you make use of that macro at all. You might be better served by just renaming the function; ConstructFont / GenerateFont seem to suggest the same functionality, although I don't know what exactly your function does so I could be mistaken :P Hope this helps.
  6. It's an interesting question in truth. Here are a few un-structured thoughts on the issue addressing your post in a semblance of order :P Quote: Waypoints discourage exploration and player problem solving and the internal sense of satisfaction that go with them. Yet if a game world is large or your play is episodic and often interrupted (as it seems for many RPG lovers these days) knowing where to go let's you get what you want to get done done without making you feel like you've wasted your time. But is there a middle ground here? For the large sandbox space game I'm building towards I've thought of trying to figure out ways of preventing aimless searching / wandering while still enabling the fun and surprise of novel discovery and player generated answers to problems. "Aimless searching/wandering" is definitely a problem that needs addressing. But, I feel this doesn't necessarily need to be mitigated through "direct guidance" of the player in the form of a waypoint system or what you may have. Searching and wandering, in and of itself, is not by definition bad gameplay. The problem arises with the interjection of "aimless", and this, it seems to me, is more often the result of a lack of content or poorly designed areas, where you have large, explorable areas, with nothing to find! As I see it, if one must provide all this wide open space to explore, than one needs also populate it with something that rewards the player for the time they've spent exploring. Note that when I use reward, I don't necessarily imply a physical or character-boosting reward in the form of gear or such, rather, it could come in the form of background fluff, novelties, or whatever. It merely needs to be something note-worthy to show for the spent effort in exploration. If you can't find a plausible way to validate exploration as a viable part of gameplay, than you really need to evaluate whether all the space to explore is necessary, or whether it is only there to make the game take longer (which is clearly bad). Of course, there will be areas of special interest, quest objectives, etc, and some form of guidance towards these points is I think a requirement. It is not enough to tell the player what they are looking for and let them sort out the rest, as I find this can often involve more of an intellectual investment than I am willing to invest in a video-game, being entertainment and all. This represents one of the extremes of the spectrum, the other being linear areas and A -> B -> C progression, which I also find dull (depending on the genre of the game in question of course; it does seem to lend itself well to FPS games and their ilk, or other linear narrative games). I think that the real issue here isn't just how much guidance to provide the player (something which can only really be determined by testing, in my opinion), but also how it is integrated into the context of the game, which is perhaps even more important. A fine example of hint/way-point dissemination to the player provided in the framework of the game is Morrowind, in my opinion. Using a form of fuzzy waypoints as you describe them, it tends towards vague contextual directions to an objective, e.g. "The cave lies slightly to the North-West of Foo", where you're given placement relative to familiar locations. Here the key idea is you're being given a specific "sub-area" of the greater game world in which to look for whatever it is you happen to be seeking. Admittedly, this sort of searching for locations is somewhat integral to the game as a whole and maybe not to the genre at large, but I think it's an excellent example of well integrated and not entirely simple A -> B seeking. Regarding the Faction Waypoints paragraph, I'm not sure that this is really relevant to the discussion at hand, as in the example given, you're linking specific types of gameplay (battle / reconnaissance / trade) with differing levels of guidance, which links the choice of how much guidance you want to what type of game you'll be playing, and what you do. This, as a player, is not a choice I would want to have to make in a game, I desire the ability to play the game as I see fit, whether it be as a conquering warlord, or an exceedingly successful merchant, without the basic principles which drive the gameplay and decide its difficulty changing. The "Paid Hint System" is, I feel, an excellent way of integrating contextual information into the framework of the game world, without giving the vibe of information being spoonfed to you. The player has the option of gathering as much info as they require to find the given goal (which can be different in various situations, e.g. if you're taking a quest to find something near the start of the game, or after playing for a goodly while when you're familiar with the world), and the gathering of info itself becomes another aspect of the gameplay. It doesn't have to be a simple gold -> information trade of whatever, you can integrate other means such as performing a task for the NPC in exchange for his information, or providing some information yourself to him, which has an actual effect on the game world, etc. It provides a wonderful opportunity to broaden the scope and detail of the game. In conclusion, it's not so much the level of guidance that you insert, but HOW you do it within the universe you've built up. Coherence is king and god.
  7. SirLuthor

    Dude selling entire video game collection...

    I think the REAL question on everyone's mind is, how is it possible that he could have that entire collection and be missing Goldeneye 007 for the Nintendo 64? Disturbing.
  8. SirLuthor

    laptops vs desktops, a census

    1 laptop running XP, 4 desktops running XP, 1 desktop running Vista.
  9. SirLuthor

    Great Game Soundtracks

    You guys who haven't listened to it yet, you're doing yourselves a disservice by not checking out the EVE Online soundtrack. It is pure excellence.
  10. SirLuthor

    GameDev Gamers Steam Community now up and running

    I'm signed up -- Cathode
  11. SirLuthor

    Quake 4

    Going to go against the flow here and say that I thoroughly enjoyed Quake 4. It was everything Doom 3 should have been, but wasn't. Weapons felt chunky, the action was fast, the atmosphere was solid, and I just really had a blast playing through it, it's one of the few games I keep re-playing. I couldn't play Doom 3 for more than an hour straight (too repetative, not enough fun, too much "shock"), and I still haven't managed to finish it, as a comparison. Quake 4 had everything in just the right preportions. For the record, other games that I find myself coming back to are Half Life {1, 2}, and Far Cry.
  12. SirLuthor

    Recruiting for GameDev Gaming Group

    I'm good for CS:Source, got TS & Mic, and a bunch of experience playing teams. Steam name is Lynn. Would love to play with you guys :] Could probably put me down for BF2 as well, but it's not installed at the moment, and when it is, I'm not very good at it :]
  13. SirLuthor

    Data File handling problem...

    Well, I suggest considering what the compiler is actually telling you. Based on your code, you don't declare obj anywhere, which is of course the problem here. Did you perhaps get this code straight from somewhere else without entirely understanding how it works? The simple solution of course is to define your obj somewhere else, eg. as an integer, or whatever else you require. int obj = 0; However, rather then hacking something in to make it compile, you would be better served figuring out how the code works first, as you'll then be able to solve the problems that come up in the future for yourself.
  14. SirLuthor

    Random coordinate for snake game

    Given that your playing field is 640x480, that's ~300000 different places the food could be placed in. Assuming this, your player would have to eat food one hundred and fifty thousand times before you would, on average, have to randomize twice, although this of course doesn't take into account food radius, but that shouldn't change the conclusion. I don't know about you, but playing snake through 150000 meals seems rather heroic. Ergo, it's not a problem. Edit @ Ezbez since I cannot be bothered to add a reply: Yes, I'm peripherally aware of that, however, in my semi-inebriated state I decided further approximations meaningless at best and downright misleading at worst, so I thought it best to neglect taking the width of food into account :] [Edited by - SirLuthor on May 5, 2007 3:43:48 PM]
  15. SirLuthor

    [School] Reading Project Advise

    Quote:Original post by davobrosia Isn't that like >500 pages? Sounds like it'd take a while to get through, but he may be a fast reader. I have it lying around somewhere, but I haven't gotten around to it yet. I've heard good things, though. Well, depends on your translation I guess, my copy is ~480 pages. Thing is, once you get stuck into it, it goes by really fast, in most parts.
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