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  1. I think you're a going for worlds worst excuse with this statement. My 7 year old cousin taught himself Unity in a couple weeks using online tutorials and had asteroids working (granted with 7 year old art or stuff he found online) in that time period. It was nothing to write home about, but it was playable. There are literally thousands of tutorials for Unity online, unity3d.com has some good ones from the looks of things: https://unity3d.com/learn/tutorials/s/space-shooter-tutorial
  2. I was a little sleep deprived when I wrote my original post. I have an EntitySystem that keeps a list of all entity ID's and what components they have so you can query there, generate lists of all entity IDs with multiple (or a single) component(s). Each system gets a pointer to EntitySystem for querying. This way my entities will be just pure ID's.
  3. C++ is not a windows language, there really is no such thing as a windows language. If these things confuse you, like compilers, source code????? and what philosophies btw? Then you are not a programmer honestly. The language used rarely matters, pick the best one for the job. A data structure is a data structure regardless of the language (within a few limitations) so if you know data structures you should be able to fairly easily switch languages. Your post was very short sighted that really did nothing to contribute to the OP.
  4. A) Quake was originally written as a software renderer for DOS. B) It's really old, C code. C) It has no bearing on an RTS that you claim to be making. He said a lot of them were unfinished, but didn't state how far along they were. I doubt in 4 years, while going to school many got more then a short ways in. Starting 100 game projects I could do in a single day. Getting them to a very early testing stage with programmer art is another thing completely.
  5. I went with each system (physics, movement, input, etc) having it's own container of components. My entities are just an ID and in debug mode have a std::bitset with each component type being transformed into a value between 0 and however many component types there are and checking off the correct place in the bitset for easy checking. No need for the entities to hold known components it has, really, at all and I plan to remove the bitset part of mine and make them pure ID's only. Physics knows it needs to know about movement components (so it can get the data, read-only) so it gets passed in a reference (pointer from a unique_ptr in my case) to each system it needs to know about. So my physics system basically sends a list of entity ID's to the movement system (since it knows what entities have physics) which gives it a list back of them (continuous in memory for cache-nice-ness). I've read dozens of articles on different ECS setups and I have yet to see a good reason for entities knowing about their components. You would think it would be useful, but you really have no real reason to ever query it. Even with my bitset setup, I only queried it for testing purposes and have not really used it in months. Hence me removing it soon.
  6. Yes, if you have the headers and a compiled .lib file I would recommend using that. Looks like you're compiling with the wrong character set then the library is expecting (the GetFileAttributesExW@12() bit gives this away). VC4 and 6 are completely and totally worthless. They're horrifically broken, do not even support the C or C++ standard (they used their own version) and mean your code will not safely (without work) be ported to a more modern C++ compiler. Borland 3 and Watcom (wow flashback city) are also completely and totally pointless to keep around. Hanging on to dead compilers and OS's along with programming mentality will likely hinder any progress you want to make. Few people will be able to play any game you make. Few people recommend DirectX 12, most still recommend 11. Though the documentation for 12 is very extensive and complete: https://docs.microsoft.com/en-us/windows/desktop/direct3d12/direct3d-12-reference https://docs.microsoft.com/en-us/windows/desktop/direct3d12/directx-12-programming-guide Honestly, shaders are a lot faster then immediate mode and offer a ton more options. I was hesitant to transition at first, as I stopped game coding during the period between OpenGL 1-2 and 3. But now I'm so much faster with shaders then I ever was with glVertex*() etc.
  7. Again, as we've told you a couple times, anything you learn from this book will not work on modern Windows. It is using D3D9 which is pretty much dead at this point. But it's your time and knowledge to waste, I did a few google searches but I could find absolutely nothing. Looks like you're going to have to resolve the issues yourself. You'll have to try and find the correct SDK version for the book, likely need windows XP/Vista/7 and a completely outdated and unsupported version of Visual Studios then start resolving things error by error. That bit will be a good learning experience in bringing very old and out-dated code bases into a more modern era. By more modern I still mean 8-10 years old. Only worry about the first error, as others after it can be caused by the first one. If you're going to post them, we need the whole error message, OS version, visual studio version and SDK version info; but I would spend quite a bit of time trying to resolve them yourself because waiting on replies that might fix it from a forum will take you weeks or months to get anything working most likely. I'm not trying to be a Debbie Downer here, just realistic. There are free, online, modern examples and you seem to be just starting off in programming so this is likely a very ambitious project.
  8. Honestly, Unity and C# for someone just starting out. Unity compiles to iOS with the correct license and from my understanding you can simulate it running on iOS if you don't have a iMac, Mac Mini or MacBook.
  9. You're feeding the trolls and will get even more trolls piling on. It's a complete and total waste of time for zero benefit, though if you want to spend time arguing with idiots online reddit or facebook are great places to waste time you could potentially be working on your project.
  10. The Windows API (XInput) that SDL wraps around only supports a limited number of buttons. I believe it's 10, but don't quote me on that. So regardless if a game controller comes out with 20 buttons, they will have to provide custom software to read those other buttons. I started to look into going even lower level then XInput, but it was an undocumented mess and not really worth the effort in my eyes for the chance of a one off controller.
  11. So every time I load your game, I have to download all the assets again to render them? So people who have limited data packages with their ISP will be screwed? Or does it save the data after it's downloaded?
  12. CrazyCdn

    Camera movement about a sphere.

    First off, good job on fixing your problem and posting the solution! Just an idea. You might thank yourself later for it. Don't use two letter variable names. v1 is much more expressive as vec1, should take next to no extra time to type honestly and when you return to code years later it will be much less cryptic. Also, why do some variables have underscores and others do not? Seems rather inconsistent. Again, good job.
  13. CrazyCdn

    Do game demos usually cost a lot to build?

    There is a section in this forum you can post to try and attract talent. Though you will need to likely post pictures and a rough outline of the game. No, no one will steal your idea so quite a bit of information to get the most attention. 1-2 paragraph posts typically get ignored. And general things like, "much like second life" is not worth the time to write. Be specific, which parts? Or as @Rutin said, somehow get funding and hire a team. And with your lack of experience I would recommend finding an experienced project manager because if you don't hire one, you will spend that money many times over from lack of experience I believe. A good general rule for time estimation from real life experience is to make your initial assessment, double it and add another 50% and you will still likely be low balling it, but fairly close.
  14. CrazyCdn

    Do game demos usually cost a lot to build?

    That's fine. But when working with a team, if you have a specific vision it needs to be clearly and almost explicitly laid out, otherwise the amount of time wasted re-doing work because the person took creative liberty will be amazingly and costly. Or you won't get the game you envisioned. You don't need fluff or filler. But the more detailed it is for each item, the more likely it will be correct, or need only a few later passes to finalize. The DD can also contain all the dialog and dialog options for the game if they're simple enough. I've not read a ton of design docs honestly, but none had this to be honest. Just when working with a team, as I said above, you want to be very explicit when the designers vision is solid. If they're not sure how they want something done, you can leave it open to artistic interruption. But when you have an exact idea in your head, reference images (sketches), links, detailed descriptions are all very beneficial. If it's a story driven game, you want it laid out someplace, and the design document is a fairly good place to do that. You can break the design document into multiple documents say chapters, or areas, but that is just for convenience. The goal should be to minimize having people re-do work, because it is demoralizing, which when not paid can easily break a team apart. If they're paid, it's not as horrible as people want the income, but if it happens enough they will seek another job or just slow down on their production. This of course is a generalization, everyone is different.
  15. CrazyCdn

    Do game demos usually cost a lot to build?

    He mentioned having a 10 page design document. Which, unless it is a very short game is just a brain storming document in my eyes. I've seen design docs be 300 pages for a 30 minute game, everyone is different though.
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