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cozzie

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  1. Not sure if it helps, but you could check this one:
  2. How can I find out what the number on the hamburger menu icon means? In my case it says 3, I assume that there are 3 updates on forum topics I'm in/following, but how do I find which ones? Also I was wondering where I can find "my messages" (inbox etc). btw, I'm on mobile currently, so maybe it differs on desktop.
  3. Sounds both fun and a bit weird looking forward to the next update, maybe some footage?
  4. Thanks, that helps a lot.
  5. I understand the need of upgrading and for some things I also see the improvement. But when it comes to navigating through the forum, man, I was almost used to the way it changed too last time and now it changes again, with auto preview etc. For me personally, I like a clear overview of all "latest forum activity" titles only, so I am able to quickly pick the ones out where I might be able to help out. I really have to search now to find anything.
  6. The Crew 2: https://m.youtube.com/watch?v=MXN1nmL-DQU
  7. Hi all. To prevent everybody from searching, here's a beginning of the list. Please keep them coming, to get a completer view. SONY Uncharted - The lost legacy https://www.theverge.com/2017/6/12/15776936/uncharted-lost-legacy-trailer-gameplay-sony-playstation-e3-2017 Days gone https://www.theverge.com/2017/6/12/15776600/days-gone-trailer-ps4-gameplay-sony-playstation-e3-2017 Shadow of the Colossus (remake) https://www.theverge.com/2017/6/12/15788806/shadow-of-the-colossus-remaster-sony-playstation-4-trailer-e3-2017 Detroit - Become human https://www.theverge.com/2017/6/12/15749598/detroit-become-human-trailer-sony-playstation-ps4-e3-2017 Spiderman https://www.theverge.com/2017/6/12/15741410/spider-man-trailer-gameplay-ps4-playstation-sony-exclusive-e3-2017 God of war - be a warrior https://www.theverge.com/2017/6/12/15780562/god-of-war-trailer-announced-sony-playstation-e3-2017 Horizon Zero Dawn - Frozen Wilds https://www.polygon.com/e3/2017/6/12/15788746/horizon-zero-dawn-the-frozen-wilds-dlc-ps4-playstation-4-sony BUNGEE Destiny 2 https://m.youtube.com/watch?v=V61goxGFFGI UBISOFT Far cry 5 https://www.google.nl/amp/s/www.theverge.com/platform/amp/2017/6/12/15776810/far-cry-5-trailer-gameplay-ubisoft-e3-2017 Beyond good and Evil 2 https://m.youtube.com/watch?v=L449s9bVdeM Mario + Rabbids; kingdom battle http://m.ign.com/articles/2017/06/12/e3-2017-mario-rabbids-kingdom-battle-officially-revealed-release-date-announced Assassins creed: origins https://m.youtube.com/watch?v=NeYOsNdyeks https://m.youtube.com/watch?v=A7kSzTatiNo EA Need for Speed - Payback https://m.youtube.com/watch?v=ib8BRMW5Gvs BETHESDA/ Machinegames Wolfenstein 2 - the new colossus http://m.ign.com/articles/2017/06/12/e3-2017-wolfenstein-2-the-new-colossus-collectors-edition-revealed Doom VFR and Fallout 4 VR https://www.google.nl/amp/s/www.theverge.com/platform/amp/2017/6/12/15780430/doom-vfr-fallout-4-vr-trailer-bethesda-e3-2017 Other Total war - Warhammer 2 https://www.gamespot.com/articles/e3-2017-total-war-warhammer-2-gets-release-date-ne/1100-6450812/
  8. Thanks all. @Ferrous: that's an option too, indeed. Basically breaking out of the for loop will result in the same as a return (in this specific case), because the function stops after the for loop.
  9. Thanks both. @Apoch: I'm actually working on the implementation of my input wrapper based on your article from 2011 (by head) :)
  10. Hi, I have perhaps a relatively simple question about breaking out of a for loop. ​My current code does the following: - loop through a std::vector of input contexts ​- if the requested button can be mapped as an action or state in a context, the for loop stops. ​So basically I map the button to an action, in the 1st context the loop runs into and then stop (a button can only lead to 1 action, in the 1st context it finds a mapping). The contexts are sorted on priority [0] being the highest priority. The code: void CInputManager::SetRawButtonState(const RAW_BUTTON pButton, const bool pState, const bool pPrevState) { for(auto &context : mContexts) { if(context.IsActive()) { if(context.MapButtonToAction(pButton)) break; else { if(context.MapButtonToState(pButton, pState)) break; } } } } Now, what I want to do is add another check: ​- I only want to try to map button to action in a certain condition (pState = true, pPrevState = false) After trying to add that to the code, my mind gets confused, is it correct how I tried this, or is the theory on the 'break' no langer valid (because of if statement within if statement).  Back to the basics: I think that the break simply takes me out of the for loop. If so, all is good. ​Can someone confirm this or tell me where my mind confuses me? :) The attempt: void CInputManager::SetRawButtonState(const RAW_BUTTON pButton, const bool pState, const bool pPrevState) { for(auto &context : mContexts) { if(context.IsActive()) { bool actionDone = false; if(pState && !pPrevState) { if(context.MapButtonToAction(pButton)) actionDone = true; } if(actionDone) break; else { if(context.MapButtonToState(pButton, pState)) break; } } } }
  11. If you choose for directx as an API, I would suggest the DX11 boom from Frank D Luna. It assumes you know the basics of C++
  12. I also saw a dummy (in a positive way) article on gamasutra earlier this week Sorry it was on GD actually: https://www.gamedev.net/news/index.html/_/education/where-do-gpus-come-from-r108
  13. Is there a question hidden in there?
  14. I think ti's interesting if your use-cases have a bottleneck or performance issue which could be solved using this technique