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ManixReaper

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  1. I hadn't thought about extending. But at the moment, to get either it extended or writing a debugger would probably take just as much effort, so I'm leaning towards writing a debugger (also, it sounds interesting as I haven't done anything like that before). But before I dive in, I want to just make sure I am not reinventing the wheel! Judging from the fact that nobody has already mentioned an alternative, I'm guessing that there isn't must out there to use?
  2. I'm having some difficulties with my current project and was hopeing that I could get a little feedback on the issue of Embedded Python Debugging for games. My project is written in C++ with Ogre3D graphics engine. I have embedded Python in the project and have done some nice things like getting the program to break when there is an exception in python, printing out errors and callstacks etc, But I am getting to the stage where debugging by print statements is just getting too slow and laborious. I have tried intergrating winpdb ([url="http://winpdb.org/"]http://winpdb.org/[/url] ) into my project, but I find it to be unuseable (I hate having to connect to the process every time I launch, and it doesn't catch exceptions). So my question is this, has anybody else embedded python in a game with a useful graphical debugger with it? I basically want something along the lines of Lua Tilde for my project. At the moment, I'm thinking that I might have to write my own GUI Python Debugger and change the structure of my program to read from sockets that it will connect to, but before I dive in the deep end I was hopeing that somebody had a better solution. Thanks
  3. Alright, I managed to figure out what I was doing wrong, kind of. I’m using Boost.Python and I was trying to pass a python class instance from python to C and then back to python using a PyObject. Boost.Python wraps PyObjects in its own boost::python::object class. By changing where I was using PyObjects* to boost::python::object everything works Good to get it working but really wish I could have figured out how to do this using PyObjects void Update(float deltaTime, boost::python::object gameObjects) { call_method<void>(self, "update", deltaTime, gameObjects); }
  4. This was the only way I could get this code to compile. I was assuming that dereferencing it wouldn't make a copy however since all of python's code is set up using ref counting.
  5. Hey, I've been looking for a solution to my problem for a while but I can't seen to find anybody that may be trying to do exactly what I am (probably not a good thing) I've embedded Python in my C program and am using boost.python for most of the binding. I have a class which is totally in Python. It is passed to the C side of the program which is fine, I get a PyObject pointer which I can inspect and see that it knows it is of 'instance' type. The issue I am having now is I want to pass this instance, via a pure virtual function call back to python so other classes can access it. Something like this: void Update(float deltaTime, PyObject* gameObjects) { call_method<void>(self, "update", deltaTime, *gameObjects); } However, when I try this I get the error: Quote:TypeError: No to_python (by-value) converter found for C++ type: struct _object Does anybody know what is going on? I really don't want to manipulate the python instance in C, all I want to do is just pass it along. Thanks in advance
  6. Hey people, I have a question about Octrees. I want to implement one for an outdoor rendering project I am working. I get the theory behind how it works and why you use them but what I am missing is the actual “How to create” one. Specifically, what happens if you have an object (say a building) that belongs to two or more leaf nodes? Do you spilt it up into separate lists of vertices and then render them (This sounds like it could be a nightmare) or do you add it two multiple leaf nodes and then when rendering, keep tract of which objects have been rendered, or do you have some external tool that takes a scene that you have defined, and then cut everything up into nice cubes that can be used by and octree??? Thanks in advance
  7. Awwwwwwww. That makes sense. Just have to figure out how to write it now :) Thanks for your timely replies
  8. Thanks for the reply ToohrVyk. The reason I was thinking of having several list was basically for height calculations. If we want to get the height on the terrain for the placement of another object and it is mixed in a tree/vector/list structure with other object that do not return height values, you will need to find the type of object that you are looking at when iterating, and if it is the terrain object (Used loosely to describe the whole terrain), then get the height of the terrain at the point you are looking at. If we put them into a separate list, then when adding other objects, you can call ‘terrain->getheight()’ and not have to worry about the type of the object or casting.
  9. Hey all, I am currently making a terrain renderer and I am wondering how I should put all the components together. I keep reading about people using scenes but I have been unable to find any more details than this. So this is what I was planning on doing: I was planning on having a scene class that has a number of pointers, one to the terrain, and one to the list of enemies, one to the player and one to the other objects in the world such as buildings and vehicles. When the game has to update, it will call the scene to update and then the scene will look at each of these pointers and tell them to update. The same with drawing. So my question is: Is this how a game engine works or dose it use some other method? Thanks
  10. Never mind. Turns out there was something when setting up my view/projection that was wrong. Got some other code to get it to work so all I need to do is figure out what not to do next time. Still don't know why an issue with the view/projection would cause that bug.
  11. I am getting this problem when I’m trying to display simple geometry. Has anybody had anything the same/know what is going on? I'm using DirectX and HLSL.
  12. Don't worry, figured it out. When I declared my array to hold my information about the index geometry I change to declaration from: WORD g_cubeIndices[7688]; to int g_cubeIndices[7688]; Small things make big difference.
  13. I am making a little terrain rendering program but have reached a problem when I try to increase the size of the map. I had a version working that was a 10 x 10 version, but now that I have extended it to 62 x 62 the problem I am getting is weird. What is happening is that every polygon that is drawn has its first vertex at point (0, 0, 0). However, when I debug the code and look at the order of my index buffer, it is correct (i.e, should use the last polygon to create the next). So I don’t know what is going wrong. I am trying to display them with Triangle strip. When I display them with a point list, every point is in the correct place. Has anyone had a similar problem?
  14. I am wanting to have a program that takes one texture, applies it to a Quad and then takes another and alpha blends it over the top of the first texture So that the entire second texture shows up and that first texture is under it. But I have nod idea how. Any suggestions.