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About ronnybrendel

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  1. ronnybrendel

    SDI and MDI

    sdi = single document interface (e.g. notepad) mdi = multi document interface (e.g. visual studio) you don´t necessarily need mfc for such things afaik, there are wizzards for mfc, where you can make a mdi/sdi/dialog-app-skeleton pretty easy
  2. ronnybrendel


    exploring can be fun, if at least there is something to discover (unexpected things, eastereggs, some item, whatever pleases) from time to time ... i once swam a whole round around the gothic 2 island ... and yes, i found some shipwracks *gg*, but nothing really surprising or big tho ... exploring in the means of diablo 2 just to not miss any bossmonster, is not fun in my oppinion, because if feal kinda forced to do so ... run the level up and down from side to side ...
  3. _ftelli64 http://msdn2.microsoft.com/en-us/library/0ys3hc0b.aspx _fseeki64 http://msdn2.microsoft.com/en-us/library/75yw9bf3.aspx these function are "undefined" whatever i try ... i searched them in my include directorys, with the textsearch they are gone, but the docu says they are there ~.~ anyone a clue what i may do wrong?
  4. maybe you stick with pointers, but use an array of nodes at the same time, for faster allocation/construction of new nodes, and memory managment?
  5. ronnybrendel

    WinProc as class member?

    functions you want to use as a callback have to be static afaik
  6. ronnybrendel

    Goblin Tinkerer

    you like warcraft don´t you ^^ ? if not, get yourself inspired by this one :) http://www.battle.net/war3/neutral/goblintinker.shtml you may not see much in this animation but ... but the goblin is actually very small and is sitting inside his "robot" ... and this http://www.battle.net/war3/neutral/goblinalchemist.shtml is the goblin alchemist who is sitting on his ogre ... they´re both pretty cool ... maybe it helps when making your own one ;) and whatch their skills [Edited by - ronnybrendel on September 11, 2006 2:44:44 PM]
  7. ronnybrendel

    64-bit compiling (again)

    well i dont understand much of this, but i doubt that this is everything ... e.g. where is the linking of this crt stuff? can you enable verbose output or sth like that? or what does you build log say? (post it) and did you try it without unicode? (at least i think that this "w"-stuff is unicode) e.g. my gcc (amd64 ubuntu) says: -------------------------------- #include <string> int main( int argc, char **argv ) { std::string s("asdf"); return 0; } --------------------------------------------- --------Compile------------------------------ --------------------------------------------- $ g++ -v -c test.cpp Ziel: x86_64-linux-gnu Konfiguriert mit: ../src/configure -v --enable-languages=c,c++,java,f95,objc,ada,treelang --prefix=/usr --enable-shared --with-system-zlib --libexecdir=/usr/lib --without-included-gettext --enable-threads=posix --enable-nls --program-suffix=-4.0 --enable-__cxa_atexit --enable-clocale=gnu --enable-libstdcxx-debug --enable-java-awt=gtk-default --enable-gtk-cairo --with-java-home=/usr/lib/jvm/java-1.4.2-gcj-4.0- --enable-mpfr --disable-werror --enable-checking=release x86_64-linux-gnu Thread-Modell: posix gcc-Version 4.0.3 (Ubuntu 4.0.3-1ubuntu5) /usr/lib/gcc/x86_64-linux-gnu/4.0.3/cc1plus -quiet -v -D_GNU_SOURCE test.cpp -quiet -dumpbase test.cpp -mtune=k8 -auxbase test -version -o /tmp/ccPTwlkQ.s nicht vorhandenes Verzeichnis »/usr/local/include/x86_64-linux-gnu« wird ignoriert nicht vorhandenes Verzeichnis »/usr/include/x86_64-linux-gnu« wird ignoriert #include "..." - Suche beginnt hier: #include <...> - Suche beginnt hier: /usr/lib/gcc/x86_64-linux-gnu/4.0.3/../../../../include/c++/4.0.3 /usr/lib/gcc/x86_64-linux-gnu/4.0.3/../../../../include/c++/4.0.3/x86_64-linux-gnu /usr/lib/gcc/x86_64-linux-gnu/4.0.3/../../../../include/c++/4.0.3/backward /usr/local/include /usr/lib/gcc/x86_64-linux-gnu/4.0.3/include /usr/include Ende der Suchliste. GNU C++ version 4.0.3 (Ubuntu 4.0.3-1ubuntu5) (x86_64-linux-gnu) compiled by GNU C version 4.0.3 (Ubuntu 4.0.3-1ubuntu5). GGC-Heuristik: --param ggc-min-expand=100 --param ggc-min-heapsize=131072 as -V -Qy --64 -o test.o /tmp/ccPTwlkQ.s GNU assembler version 2.16.91 (x86_64-linux-gnu) using BFD version 2.16.91 20060118 Debian GNU/Linux --------------------------------------------- --------Link--------------------------------- --------------------------------------------- $ g++ -v -o test test.o Ziel: x86_64-linux-gnu Konfiguriert mit: ../src/configure -v --enable-languages=c,c++,java,f95,objc,ada,treelang --prefix=/usr --enable-shared --with-system-zlib --libexecdir=/usr/lib --without-included-gettext --enable-threads=posix --enable-nls --program-suffix=-4.0 --enable-__cxa_atexit --enable-clocale=gnu --enable-libstdcxx-debug --enable-java-awt=gtk-default --enable-gtk-cairo --with-java-home=/usr/lib/jvm/java-1.4.2-gcj-4.0- --enable-mpfr --disable-werror --enable-checking=release x86_64-linux-gnu Thread-Modell: posix gcc-Version 4.0.3 (Ubuntu 4.0.3-1ubuntu5) /usr/lib/gcc/x86_64-linux-gnu/4.0.3/collect2 --eh-frame-hdr -m elf_x86_64 -dynamic-linker /lib64/ld-linux-x86-64.so.2 -o test /usr/lib/gcc/x86_64-linux-gnu/4.0.3/../../../../lib64/crt1.o /usr/lib/gcc/x86_64-linux-gnu/4.0.3/../../../../lib64/crti.o /usr/lib/gcc/x86_64-linux-gnu/4.0.3/crtbegin.o -L/usr/lib/gcc/x86_64-linux-gnu/4.0.3 -L/usr/lib/gcc/x86_64-linux-gnu/4.0.3 -L/usr/lib/gcc/x86_64-linux-gnu/4.0.3/../../../../lib64 -L/usr/lib/gcc/x86_64-linux-gnu/4.0.3/../../.. -L/lib/../lib64 -L/usr/lib/../lib64 test.o -lstdc++ -lm -lgcc_s -lgcc -lc -lgcc_s -lgcc /usr/lib/gcc/x86_64-linux-gnu/4.0.3/crtend.o /usr/lib/gcc/x86_64-linux-gnu/4.0.3/../../../../lib64/crtn.o
  8. ronnybrendel

    Binary vs Text file formats

    Quote:Original post by Joakim_ar ronnybrendel: Saving floating point values in hexadecimal kinda defeats the purpose of XML being easy to read. And besides I don't think the processing time required to parse a number means anything compared to the disk access. your right. for integers it is a bit faster, and it requires less space in most cases but you´re flexible with the size of your number 1-8 bytes for 32bit e.g. ... i mean it could eat less memory than binary (so you can say that loading a fully charged binary integer maybe as slow/fast as loading a hexvalue --- depending on the number itself) - and you can read it with your own eyes ;)
  9. ronnybrendel

    Binary vs Text file formats

    in most cases i think, it´s desirable to sacrifice some performance in order to debugg better although its only reading and writing performance which is lost ... if you want you can make cachefiles out of your xml data, in order to load them faster the next time? as for the numbers: saving in hex make it pretty fast to load into a programm (at least faster than with base 10) and if HD-Speed is your bottleneck, try zlib
  10. ronnybrendel

    64-bit compiling (again)

    can you please post you complete compilation and ofcourse linking line(s) ... may be he links to the rwong libraries? im just guessing that the standard setup links to the 32bit version and thus its crashing. (and yes i have no visual studio 2005 avail, to try it myself) did you set up the correct library and include directories in your settings ? ( i remember, that there are some subdirectorys with "x64" in it.) ... why is there a penguin at the title (without this penguin i probably would have never whatched this one :lol:)
  11. ronnybrendel

    Discussion: what makes a game good?

    1.) personally i play games that are new, in any kind (gameplay-wise) 2.) i dont like games where i know i cannot achieve anything i less than 1hour, or i dont feel the progress a good game should have/be: 1.) intuitive gameplay 2.) a story which does not continue every 2h with a new videoclip ... most likely the story is told all the time (refering to "beyond good and evil" - very valuably example for a nicely told story) 3.) finishable, not too difficult, and not too easy (thats probably the most difficult thing to achieve) 4.) balance(weapon,race,speed,...) in multiplayer-mode (especially for egoshooters and RTS) 5.) few waiting time (to recover health/mana, too long videos ... anything that disruptes the flow)
  12. when using recursion remember that stack pushing and poping is time too (not much tho ) it simply depends on your tree and algorithm your compiler optimizes the two ways differently ... buzzword: loopunroling
  13. ronnybrendel

    A world without GUIs, is it possible?

    the UI wasnt perfect. lionhead apologized with releasing black and white 2, which has a real HUD ... i think the handling in BW 1 was not good. a little HUD is better in most cases: e.g. for switching commands, choosing things to build, and stuff ... there are some things that can be displayed without HUD, but it would be worse than with. Minimizing HUD? ok. Getting rid of it? no.
  14. ronnybrendel

    whats wgl in linux?

    i realized that glut isnt that cool for this purpose, and glfw seems to be pretty old, and cannot help with fonts and other OS specific things. so the question is: is there any lib out there helping me with windowing, fonts, und stuff?
  15. ronnybrendel

    How to parallelize OpenGL

    my approach would be to try to keep one thread busy with calculations(and whatever you have to do) and doing blocking rendering routines on the other thread?! im an ogl beginner tho i dont know much about cad, but if you have a huge amount of data coming from RAM, maybe the bottleneck is the bus? not the cpu ... maybe its worth a try to use openmp instead of oldschoolthreading, it may save some syncronising time, which the scheduler would usually take ( i am not sure, i just wanted to mention it, maybe someone else has some more experience ) ... i once visited a course, but the didnt compare to standard threading librarys ... only MPI and openmp was adressed €: its not possible to parallelize opengl itself, but you can parallelize your calculations ( but they have to be resource-unrelated, or syncronized well ) [Edited by - ronnybrendel on August 1, 2006 8:52:21 AM]
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