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About ChristianPena

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  1. ChristianPena

    The Lightsaber

    Take a look at the Molecular Disruption device from the Ender's Game book series. The following link has an explanation of it: http://www.answers.com/topic/list-of-concepts-in-the-ender-s-game-series For a space sim, this is an obvious weapon. If you are making a weapon for use in an FPS, you could modify the concept to only react to organic matter. I think it would be cool to use this against a group of enemies. Make the weapon a slow loading weapon requiring precise aim so that the player has to really pick and choose when and how to use it.
  2. ChristianPena

    Declare variables in C++

    One other point which may have been mentioned is that when you declare your variables closer to where they are used, you will find it easier to refactor the portions of code using those variables since you will not have to hunt down the variable declaration at the beginning of the code block.
  3. ChristianPena

    luaL_openlibs crashes?

    So much for following random examples straight off the web. Thanks.
  4. ChristianPena

    luaL_openlibs crashes?

    If you do have an answer, please reply since someone else might face the same issue. I've happily made the jump to Squirrel.
  5. ChristianPena

    luaL_openlibs crashes?

    Hi, I am using Lua 5.1.1. The following call to luaL_openlibs crashes the entire program with no exceptions thrown or messages displayed. _lua = lua_open(); luaL_openlibs(_lua); Any ideas?
  6. ChristianPena


    I see this function referenced in code online, but it is not defined in gl.h. Does the function exist?
  7. ChristianPena

    LuaBind call_function wrapper

    Any takers?
  8. ChristianPena

    LuaBind call_function wrapper

    I'm a boost newbie. I know about va_lists, but that is all. I see that there is a boost call being made to build the argument list, but I couldn't figure it out after googling since the documentation for that function assumes a certain amount of knowledge about BOOST preprocessing. I want to export the interface so the va_list seemed to be an easy way. What is the correct way to propogate those arguments? If you could point me in the right direction on creating a wrapper for this function, I would appreciate it.
  9. Hi all, I am wondering how I can go about wrapping the LuaBind call_function, if anyone has done it. I am attempting to abstract out my scripting system to an interface and wondering if it is at all possible to wrap call_function with a function that takes a variable argument list: class IScript { public: virtual bool CallFunction(std::string name, ...) = 0; }; and implement it as: class LuaScript : public IScript { public: ... virtual bool CallFunction(std::string name, ...); }; bool LuaScript::CallFunction(std::string name, ...) { // use call_function here using the variable arguments passed } Any ideas? If you look through the luabind code, you will notice the use of BOOST to resolve the number of arguments. Just wondering how I can work around this.
  10. ChristianPena

    Need an Algorithm in O(n^n)

    Take an array of N floats. For each of those values, go through the array and find the next largest value: for each outer in floats larger = outer for each inner in floats if inner > larger larger = inner print larger O(N^N)? Added CODE tags
  11. ChristianPena

    [MDX] How many Sprites actually in your game?

    Great. That is what I was suspecting. I just wanted to be sure.
  12. Hi all, I am wondering how many actual Direct3D.Sprite instances you have in your games. Is it enough to have 1 Sprite for the whole game and just draw all your sprite quads in that one Sprite? Any tips or hints on using Sprites? I just started reading up on them, but from what I noticed, it appears that when I used one for the first time (just this morning), I had to call Flush() on the sprite in order to render it. Maybe I need to read more, but I thought End() was sufficient. Anyway, any feedback is appreciated. I'll even accept RTFM on the second one. :)
  13. Hi all, I just wanted to see what approaches were being taken by the users of this forum in their main game loops. The one that myself and the people I work with are leaning towards is a message based system where the engine contains a message pump which dispatches messages to all listeners. Updates can happen this way as can Initialization, Activatation, Input, Output, etc. When done correctly, this provides for very loosely coupled and reusable code (except, of course, for the bindings that glue the system together). The other option is to create a Task based sort of approach where you have tasks that have the ability to override methods for receiving input, Initializing, Activating, etc. This seems to create more tightly coupled code, but I suppose with some thought, it is possible to just as easily decouple the functionality from the communication method. There are others, I am sure. What approach are you taking? Thanks.
  14. ChristianPena

    Projects from scratch?

    Quote:Original post by Sr_Guapo Quote:Original post by Rob Loach As Pipo said, starting from scratch means that you have to work on not only your game, but also the graphics engine, the sound library, the graphical user interface, everything. If you use a middle-ware library, it will allow you to focus on the actual game. True, but some of us do enjoy he actual programming. If I just wanted to push out games as fast as I could, I would be using existing engines and VB.NET... Of course, this is porobably the main reason I never really finish a project. Ditto... I love the process. Never seem to reach the end.
  15. ChristianPena

    New to game developing

    That "Guess My Number" idea is a good one. When I was learning C++, I created a small text-based RPG where I read the map and descriptions from a text file and typed in commands to move around. I recommend starting off with a small project like that. It should be: 1. Within your bounds of ability. 2. Challenging. 3. Interesting to you. I had a lot of classmates who didn't like what they programmed for class but never thought to program for themselves outside of what they were assigned. I would hazard a guess and say that they didn't learn as much as myself and others who found interesting program ideas to create.
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