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About segt

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  1. Here is another thread on this topic I've had bookmarked for a while. http://www.gamedev.net/community/forums/topic.asp?topic_id=554016 It is also worth checking out the sources for Replica Island. I don't recall offhand the exact approach it uses, but there is a separate rendering thread. The developer's blog and talks have also indicated this topic is one which he plans to integrate more thoroughly into the game. http://replicaisland.googlecode.com/svn/trunk http://replicaisland.blogspot.com/
  2. Thanks for the reply, you have answered my questions.
  3. Recently I created a small 2D game in Java that is a clone of the game Puyo, a game similar to Tetris. I have a strong background in creating games with C++ and so I knew largely what I wanted to do code-wise. Starting out, I had googled for "java game loop" to get an idea for how the basic structure works. Every site I read seemed to do the same thing. A new thread was spawned and the game loop would take place there. Rather than spend time thinking about the implications of this I just mimicked it and got the game done. Now that I have time to reflect on what I have coded, this doesn't seem to make sense. A few more google searches and I found some programmers claiming that a reason for the new thread is to gain the ability to sleep it. Input they say, is captured by a seperate thread which Java has automatically spawned upon execution of the program. That, in order for it to be processed the thread which I manage must be slept (or at least a sleep(0) must be made) or input won't ever get through. However, from what I can tell this is not true. Regardless of whether or not I sleep my thread I still receive and process input. Note I am implementing KeyListener. Is this a result of Java halting my thread so that the code to handle key events can be run? I would appreciate some gritty details as to how input actually works in Java, and how it should properly get processed in a game loop. Since many people seem to program their game loops very differently depending on whether they are making a 2D or 3D game, please provide me with answers that apply to working with a 3D game.
  4. segt

    Scripting Engine with C#

    Quote:Original post by Rob Loach Alternatively you could use my GakScript engine. It wraps .NET's CodeDom namespace into a managable interface. You tell it what language you want to script in (C#, VB.NET, Boo, etc), give it the code and the assembly references and then compile it. From the compiled assembly you can invoke methods, create instances of scripted objects, etc. </selfplug> I don't think this is what he was looking for at all. It sounds like much of what your wrapper does he's already got. I'm running into the same roadblock as cforlife. That is, how to interface a scripted object to the user so they can alter it at runtime and serialize the data over to the new object. I can't seem to find any related articles on the net.
  5. I'm writing an app in C# for the first time and I'm finding it pretty easy since it is essentially the same as C++. However I have some a question about garbage collection. Say I do something like this... ArrayList arr = new ArrayList(); arr = new ArrayList(); Is there a way to force garbage collection on the original allocation? I'm just skeptical about the whole garbage collection working. I have memory getting newed all over but theres no delete keyword and most classes I find do not inherit from IDisposable.
  6. gwihlidal, that is a very useful post! I am thinking of implementing something very similar. I have a couple more question however. Every example I have looked at including yours uses the MarshalByRefObject interface for the main proxy object. Should all other scripted objects also inherit off this interface? For instance, I plan on having a base object type in my engine which users can inherit from in scripted objects, then placing those objects in my engine scene taking advantage of polymorphism. I have gotten the impression that any assembly which needs to cross the AppDomain barrier should use MarshalByRefObject for performance benefits. Is the best solution to make my base engine object inherit from that? My next question is about your code. You create an appdomain, and then use that new domain to create an instance of and unwrap a pluginproxy. This should create the object inside of the new appdomain. Yet you pass in the created appdomain with the method LoadAssembly. This seems redundant to me, as you could use the static appdomain property of currentdomain to load any assembly. Is there reason behind your decision? [Edited by - segt on October 24, 2005 12:18:50 AM]
  7. Is it safe to call the unload method from within the AppDomain itself? Once all code paths have terminated will it then be garbage collected? That is my question. Normally you would unload an AppDomain from within a second AppDomain.
  8. I'm integrating an AppDomain solution in my game engine for C# scripting. I had it setup and working, but then I found this thread, the post with vizone in particular. It is a neat example, but how would the AppDomain ever get removed from memory (aside from program termination)? The system I am creating allows the user to switch from game to game from within the main menu, so the AppDomain must be unloaded before the next one gets created. I guess this just wouldn't fit my needs, but I do like its simplicity. Any ideas?
  9. I am interviewing for a job position in which I will be responsible for creating from scratch a system to render to VR goggles and handle input from gloves. What can I expect in terms of the equipment and software? Would the device use an existing API such as OpenGL or would it be something proprietary? I have experience in game engine design on the Windows platform and I am curious as to how much of that knowledge will spill over.
  10. segt

    ODE Problems

    I'm not sure if I should even bother posting anymore about this since I seem to figure out what I'm doing wrong after a little while :) Anyhow, I need some input on the surface parameters for objects to generate realistic collision reactions. I'm still working with the box and trimesh plane for now. After a contact is identified, I pass the surface struct and the objects to a post collision function. There, I would theoretically take the surface parameters from each object and combine them somehow (I've seen people average the numbers or run them through a small algorithm) and then send the resulting surface info back and create a contact joint. It seems however, that no matter what I set the surface info to be, the collision reaction is the same. For instance, setting the friction coefficient to infinity and the bounce to 0 should cause the box to pretty much stop dead on the surface. Instead, the box bounces a bit and slides a ways to one side before falling off the surface.
  11. segt

    ODE Problems

    Alright, got some collision going. I had to increase the max number of contact points for it to work.
  12. segt

    ODE Problems

    Okay, I made a really really elementary mistake :(. I wasn't initializing the bodyid of the trimesh to 0. Fixed my crash, but now the box is still dropping straight through the trimesh instead of colliding.
  13. EDIT: SOLVED THIS PROBLEM, LOOK TO 4th POST NOW. Hi, My implementation of ODE works with moving bodies/geoms around. At the moment I have a box dropping towards a plane that I created as a trimesh. When the box reaches the plane, ODE correctly generates a contact point. I then handle this by using dJointCreateContact, inserting the contact into my world's contactgroup. At this point everything was working, but the box would pass right through the plane. I found some source of an ODE implementation and saw the use of dJointAttach to then attach the contact joint to each body. After using this, when I call the worldstep (or worldquickstep), ODE crashes. My box has a body and geom where as the tri mesh is just the geom. Edit: I just tried it with an actual plane instead of a tri-mesh with the same result, WorldStep still crashes. [Edited by - segt on August 8, 2005 8:35:13 PM]
  14. The setup in the open file dialog is exactly what I want, but on my dialog instead. I havn't touched IShell before, and a search for "microsoft ishell" always brings up results of "microsoft is hell". Looking through some of the controls when I edit my toolbox I see things like DriveListBox and others. These seem to be what I want but I when I add them to the toolbox I cannot add them to the dialog even with ActiveX support on the project. I googled DriveComboBox and came up with some stuff but its for VB, and I'm using C++.
  15. Visual Studio doesn't seem to have what I would think would be a very common control, the combo box with a drop down tree for folder browsing. Is this a built in control or am I going to have to make my own? And if I did make my own, how would I go about getting the correct folder icons to display as the user could have their own custom icons.
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