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rbanke

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  1.   Well, system variables have a wider scope that user variables, so if a user variable suffices that is what you should use (what if you have multiple users, each of whom use the same compiler? maybe they don't want to have the compiler look for a bunch of libraries you use because it could cause clashes or whatever, again this is probably not the case but *what if*). That isn't really the reason, though, it's just the compiler expects to find external resources in: 1. built-in directories (you can't change this), this is for system headers e.g. iostream, stdlib.h, ... 2. directories specified in the $PATH (this is implementation dependent) and - for most compilers - in a special compiler variable called $INCLUDE 3. directories specified on the command-line (if using an IDE, this is set via your project options under "header/include directories" or something) 4. the current directory (if using quoted includes)   As I said, it's "better" to pass that info to the compiler by modifying your project settings (lowest scope) but isn't ideal when the project file is shared by everyone since you'll end up clobbering each other's settings and you'll have the same problem. A good version control tool can handle that but in your case it may simply be more effective to use environmental variables and forget about it. This is also the case when installing SDK's since they typically insert themselves in the $PATH so you don't need to do anything special.   Using system-dependent variables e.g. %DEV% in headers is not something you should do, because: 1. its behaviour is not really specified by the compiler, making debugging harder (and, as you see, many integrated IDE tools don't play nice with it) 2. it is most definitely not portable (if/when you ever change compilers, or want to port things to another operating system)   In effect, how the path specified in an #include is interpreted is up to the implementation, so relying on it is kind of like "fixing" a broken door using duct tape instead of metal hinges: it will come crashing down on you eventually. It's much better to turn this into well-defined behaviour by using whatever facilities your compiler (or, failing that, your operating system) offers you when it comes to specifying where library files should be found.     When I was talking about using a system variable (like %DEV%) i was using that in the projects include path not within the headers. Thanks for the tips!
  2. Ok, I'll give that a shot. Is there a reasoning why using Path (user variable) rather than a system variable is the better way to go?   Thanks
  3. Forgive me if this is not the right forum for this question, I couldn't decide which forum was most applicable.   I have recently moved to VS2012 and up until now have used windows environmental variables in my include paths (%DEV% = D:\Dev) this way my partner or others would not necessarily have to keep everything in the same location as long as they had their variables set. Now I'm noticing that IntelliSense is having problems finding those directories. A few searches show that it's been reported but not fixed.   What I really would like to know, is if there is a better way to do this than I've done until now? If our projects need DX, SDL, or other libraries, how do you guys include them in a way that is more friendly for multiple people working on the same project?
  4. Thats great to hear, I'll try that out a and see how it goes, thanks!
  5. I've recently been interested in moving my pet project (2d persistent multiplayer game) from C++ (DX & Winsock) to C# using Monogame to make Linux & Mac (and maybe someday IOS & Android) builds easily.  While doing my research, it seems that Monogame only supports UDP and I would like to use TCP. The most I've found on this is that I could use System.Net.Sockets, but how would that be portable? If anyone could point me in the right direction to find more information on this, it would be very helpful, I've not had much luck.    As an aside, I've also been contemplating sticking with C++ and just going with SDL, so if someone has a great reason to go that route, I'm all ears.
  6. So I've upgraded to Visual Studio 2008 from 2003. I am noticing extremely slow rendering on my DirectX 8 projects, and very slow frame rates on all my other projects also. For instance, I have a map editor for my 2d tile game which at full screen renders a 49x30 grid of tiles (32x32pixels each). At this size using the build from VS2003 runs at 145+- fps, while the version build in 2008 runs at 25+- fps. I confirmed all the project/solution options are the same in both versions and have no idea what the cause of this might be. Is anyone able to point me in the right direction of what to check?
  7. I should elaborate a bit I suppose. The map isn't evenly filled, there are gaps where players cannot see, or even large chunk's under or over a players current position that are unused. The normal area the player would spawn (the 'surface') would be z=10, levels 0-9 are 'above' the ground. this creates huge areas of the map that are unused, this also happens underground where there are dungeons, tunnels, etc. Ive included this ss of the map. This is currently at level 9 (1 floor above the 'ground'). You can see all the shaded NT tiles, those are empty structs in the vector (note, there is no actual 'NT' tile in that position, the editor puts them there so i can see it's an empty space :)). http://yfrog.com/31mapvqp
  8. I am currently working on a 2d multiplayer online game (wouldn't quite say mmo) which has a tile map size of 1024x1024x20. Only a small portion of that area is in use at the moment but could conceivably be even larger at some point (in x/y not z). Everything works fine as it is however the map format is a three dimensional vector of our tile structure. The problem with this is that we have tons of wasted memory due to 'empty' sections of the map. Loading the map currently uses approx 500mb of even though there is only approx 10mb of actual map data. I am looking for possible solutions to this. Is there a way to NULL unused elements during the initial resize of the vector? I have also been looking into using std::map to only load map positions which exist, using a translated coord as the key for each element. Testing this showed very slow initial load time and higher memory usage per element, compared to the same sized vector.
  9. Got it working with copyrects, Had some trouble at first but that was due to my error with the crects argument. Thanks Don! [Edited by - rbanke on August 21, 2006 10:02:56 PM]
  10. This is the part i understand (and thank you for the quick reply). Let me give you some insight on why i feel i need more information on this. I am creating a 256x256 texture, and then loading individual 32x32 tiles. Using update texture, I am trying to place these 32x32 tiles on the larger texture. However, regardless of the rect i lock or rect i dirty, it allways places the 32x32 tiles starting at 0,0 on the larger rect. If updatetexture updates the portion i mark as dirty, why would it do this? Thanks again -Rich
  11. Hello, for nearly a week now, I have been trying to find some deeper information on updatetexture(). None of my dx books, microsoft technet, or any other resource ive found really has any good information on this. All I seem to be able to get is 'it updates dirty portions of a texture' and thats it. If someone could enlighten me or even point me in a better direction as to where i can find out detailed info on this, it would be much apprecieated. Thank you -Rich
  12. dont want this lost in the shuffle just yet ;)
  13. Coming back to this problem, I seem to be having troubles getting updatetexture to work properly. I can add new tiles to the larger texture, however they ignore my specified rect and are allways placed starting at 0,0. (basically they all draw on top of each other) i seem to be unable to find a single line of sample code using updatetexture also. Short code, but unfortunatly i cant get it working.. m_Texture->AddDirtyRect(&pDirtyRect); if(FAILED(Graphics->GetDeviceCOM()->UpdateTexture( Texture, m_Texture))) return FALSE;
  14. Well thats what i am trying to avoid. I would rather have my compiled sprite file and pull the individual images 1 at a time. This makes it extremly simple to change the images when needed and add new ones without having to alter larger images. It also makes the user less able to alter the images used because they are compiled in 1 larger file rather than simple bitmaps that they could open.