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yewbie

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  1. Its probably not "best practices", but when I am doing projects like this I don't actually keep everything self contained I keep a big master class with all of my data members and just pass a reference to my functions that need to access any of my games data.
  2. That was my reply, yes it should be while!
  3. Its going to deal with your message pump, you need to do a message peek instead of waiting for a message, any chance you could post your current windows message pump?   edit here is a decent message pump:    for(;;)         {         //look for a message         while(PeekMessage(&msg,NULL,0,0,PM_REMOVE))         {             //check that we arent quitting             if(msg.message==WM_QUIT) break;             //translate message             TranslateMessage(&msg);             //dispatch message             DispatchMessage(&msg);                      }         Program_Running();  //This is where you want to do all of your applications logic.              }
  4. 2 small things:   All NPC dialog should be stored fully within the client and referenced with an ID or something along those lines. Unless you are planning on having constantly changing server controlled NPC dialog, even then you could just update the client with a server message containing the replaced dialog.   Figure out your packet structures etc before hand, having seperate teams working on client and server can be a huge nightmare if you are not working on the same concrete information.
  5. I agree with Khaiy if your goal is to learn SDL start with SDL =) The raw directx api can be a bit hairy for someone learning.
  6. Unity is a really great option for what you want, you should check it out.
  7. I think what you are trying to do might be more difficult than its worth, if you don't mind me asking for what purpose? Do you just want easy to use GUI buttons and stuff?
  8. Does your initOptions(); Change the username variable back to the default?
  9. Good, may I suggest that you learn C# outside of unity, it will make it much easier.   Check out this tutorial, I watched a bit of it and it seems pretty decent, give it a shot: http://www.youtube.com/watch?v=sOPM3jFo-qQ   edit: You probably want to focus more on console applications now that I actually look at this   try this one: https://www.youtube.com/watch?v=3KtlQPyRctM
  10. Unity is its own beast, you should look into getting used to the unity interface if thats the path you want to start down. From pretty much everything I've read on unity the unityscript (javascript) is *better than c# for people starting out (This can be argued)   That being said if you don't want to learn javascript and you really want to learn C# before you get into unity (which you should), download Microsoft Visual Studio Express (It's free) it's a very good IDE to learn C#, I also purchased a few used beginner books off of amazon and it was fairly easy to pick up.   An IDE is the program you use to write your programs. (integrated development environment)   Start with small text based c# console applications, but realistically if you are starting from ground zero, there are a ton of c# just getting started tutorials online that would also be very helpful.   To start look for a tutorial on how to setup your IDE with a new project and how to compile that project. Then move on to figuring out how to make the program output text to the screen. If you can get that far the next step will be trying to get input from the user.
  11. All of your questions are realtive to the ammount of time and effort you want to put into learning. My advice, start small and work your way towards a goal (and make sure to completely finish that goal before you start another project).   Using C++ and whatever library you choose to develop with its going to take you several months of hard work learning and programming to make a 2d rpg type game (Unless you kept it really really simple).   Start out with some text based stuff, maybe a simple combat testing application where you use math to determine damage taken, or a mock fight simulation.   Once you get that all figured out start looking how you need to strucure your programs in C++, I think fundamentally if I had spent more time learning about proper structure and flow starting out I would have been much better off now.   Books, read lots of books, probably one of the most helpful things for me.   Some things you need to determine: - What kind of graphics library are you going to use - If not a home brew engine what game engine will I use
  12. A really easy quick way (That is not the optimal way of doing it) is to do collision detection is to keep a RECT of your ship as well as its previous location, also have RECT's for all of thing things you want to check collision with. Every frame before rendering check if your RECT's intersect and if they do return the ship to its previous location you have stored before the render of that frame. Now if you have a bunch of objects to colide with this approach may not be that best but its a great start if you are just learning. Edit: I just noticed you tagged 3d, this advise was for 2d. Hopefully someone with more experience with 3d collision detection can weigh in for you
  13. What type of problems are you having?
  14. Look at about 1 minute into this video: http://www.youtube.com/watch?v=BsIMqFIi3II You need to put in paths for Libraries and addtional includes.
  15. Copy paste from http://gamedev.stackexchange.com/questions/21220/how-exactly-does-xnas-spritebatch-work: I have sort of replicated the behaviour of SpriteBatch in deferred mode for a cross-platform engine I'm working on, so here are the steps I have reverse engineered so far: SpriteBatch constructor: creates a DynamicIndexBuffer, DynamicVertexBuffer and array of VertexPositionColorTexture of fixed size (in this case, the maximum batch size - 2048 for sprites and 8192 for vertices). The index buffer is filled with the vertex indices of the quads that will be drawn (0-1-2, 0-2-3, 4-5-6, 4-6-7 and so on). An internal array of SpriteInfo structs is created, too. This will store temporal sprite settings to be used when batching. SpriteBatch.Begin: internally stores the values of BlendState, SamplerState, etc. specified and checks if it has been called twice without a SpriteBatch.End in between. SpriteBatch.Draw: takes all the sprite info (texture, position, color) and copies it to a SpriteInfo. If the max batch size is reached, the entire batch is drawn to make room for new sprites. SpriteBatch.DrawString just issues a Draw for each character of the string, taking into account kerning and spacing. SpriteBatch.End: does the following operations: Sets the render states specified in Begin. Creates the orthographic projection matrix. Applies the SpriteBatch shader. Binds the DynamicVertexBuffer and DynamicIndexBuffer. Performs the following batching operation: startingOffset = 0; currentTexture, oldTexture = null; // Iterate through all sprites foreach SpriteInfo in SpriteBuffer { // Store sprite index and texture spriteIndex = SpriteBuffer.IndexOf(SpriteInfo); currentTexture = SpriteInfo.Texture; // Issue draw call if batch count > 0 and there is a texture change if (currentTexture != oldTexture) { if (spriteIndex > startingOffset) { RenderBatch(currentTexture, SpriteBuffer, startingOffset, spriteIndex - startingOffset); } startingOffset = spriteIndex; oldTexture = currentTexture; } } // Draw remaining batch and clear the sprite data RenderBatch(currentTexture, SpriteBuffer, startingOffset, SpriteBuffer.Count - startingOffset); SpriteBuffer.Clear(); SpriteBatch.RenderBatch: executes the following operations for each of the SpriteInfo in the batch: Takes the position of the sprite and calculates the final position of the four vertices according to the origin and size. Applies existing rotation. Calculates the UV coordinates and applies specified SpriteEffects to them. Copies the sprite color. These values are then stored in the array of VertexPositionColorTexture elements previously created. When all sprites have been calculated, SetData is called on the DynamicVertexBuffer and a DrawIndexedPrimitives call is issued. The vertex shader only performs a tranform operation, and the pixel shader applies the tinting on the color fetched from the texture.