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About jorelmb

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  1. The best language question again

    Quote:Original post by cignox1 The Mono project aims to provide .net enviroment on linux platforms. Last time I used it (a couple of years ago) there were problems with GUI behaviour, and a few components were missing. Surprisingly, Remoting worked like a charm. I don't know how much is Mono improved. I think Mono now supports most of the .NET 4.0 stuff. I quote from the main page : Quote: The easiest way to describe what Mono currently supports is: Everything in .NET 4.0 except WPF, EntityFramework and WF, limited WCF. There's also another distribution called Portable .NET which, as the name implies, it's focused on portability and works on many platforms. (According to Troelsen's book "Pro C# 2010..." it can even work on the XBox and PlayStation platform) On the main topic, I started with C++ and I loved it. However, I must agree with everybody else in that is not the best language to start. I recently started to learn C# and I have found it to be a really good language. It's really organized, pretty clean and very powerful. If I had to recomend one, it would be that one. Plus, you can work with XNA framework to make games.
  2. C++ Book Path

    Well, that's really interesting. The MIT algorithms book looks very good, and the C++ FAQ, yes indeed is was a must read. Thank you swiftcoder and Gage64 :) Now, I have one last question. As you mentioned the C++0x, would it be wise to wait until some book like "The C++0x Programming Language" appears before I read the book (4) [The C++ Programming Language]?
  3. C++ Book Path

    Hi! Ok, so I was browsing on for some C++ books. I think that I have a solid grasp of the C++ language, but I know that I'm still missing a lot. Looking back I learned C++ from the tutorial and the "Accelerated C++" book, both of which I think were really great. And after that, all extra stuff came from practicing. I stumbled upon "The C++ Programming Language", for which I immediately though <<this is a MUST HAVE!!>>. However, after reading some reviews, there was one that said very interesting stuff. It basically said that this was a really advanced book and that I should first read some other three books. (Here is the full review) Quote: This book is written in the way creator Bjarne Stroustrup sees his language and how his language should be used. This book is not thin on material for the intermediate to advanced C++ software engineer. (...) 1) C++ Primer 3rd Edition: Stanley Lippman Addison Wesley Books Strengths: If you are starting out with C++ with no C++ experience, this book covers every facet beginner to advanced topics, such as fundamental classes, class design covering nested class and intense class scoping rules, which Stroustrups book does not cover, there is no reference to nested classes and access privileges with nested classes with Stroustrup's book. The chapters on function templates and another chapter on class templates are the most complete and thorough beyound what you need to know for richness is explained brilliantly and better than scant coverage in Stroustrup's. The C++ Primer is long though, so if you want to learn C++ the right way, skills like this take time and effort, there is no free lunches here, but this is regarded as the best C++ book regardless of level: starter, intermediate, or very advanced master. It also serves a robust reference. This books covers the STL containers well in its own chapter and also two chapter on all the STL algoritms, plus an extended alphabetically ordered repitition in type out of the book and compile form. This book is not for the faint hearted or lazy, if you are ambitious, this book will make you a C++ king. Also get its companion C++ Answer book with all answers to the books exercise questions from author Clovis L. Tondo, also an Addison Wesley title. 2) C++ Algorithms 3rd Edition by Robert Sedgewick also Addison Wesley books. Why? You seriouly have to know your date structure skills, linked lists, stacks, trees, queues and its accompanying algoritms, such as: searching and sorting, merging and merge sorting. Stroustrups books assumes you know how these all come together, if you do not believe this, then look at his stark and algorithmically complex data structure examples, once this is read everything will be a piece of cake, believe this, do not fool yourself. 3) The C++ Standard Library Tutorial and Reference from Nicolai Josuttis , from Addison Wesley also, this book is the defacto bible on mastering the STL, which covers brilliant chapters on containers( vectors, lists, maps, sets, deques, and much more ). It also covers a huge chapter on standard IO streams, at least over 150 pages on this alone, as well a masterful chapter on STL strings. This should be read after Sedgewick's book. This book like all Addison Wesley books, is of the highest qualitiy and caliber of writing making it fun to read and plenty of type out of the book samples to bang in the concept. This books brilliantly also tutors you in function objects, iterators and all its variants, and STL algorithms. So, the real question is, what do you think of this? Is this a good path for the intermediate programer? C++ Primer 3rd Edition: Stanley Lippman C++ Algorithms 3rd Edition by Robert Sedgewick The C++ Standard Library Tutorial and Reference from Nicolai Josuttis The C++ Programming Language: Special Edition by Bjarne Stroustrup
  4. So, is there anyway to do this without the need to link to static libs?
  5. I actually thought of that, but I actually have many "secondary projects". And I didn't want the overhead of making a .lib file for each project. What I'm actually doing is a Tetris clone game, so I have a solution with the main project which contains the actual game. But now I want to implement a main menu with a GUI. So I created a new project called GUIManager in which I implemented an independant GUI manager that I could also test independantly. So now I wanted to integrate both projects without copying the source files, that way I could change the GUI manager anytime without updating the main project. And the thing is that I wanted to do that several times, so I could integrate iteratively many features one at a time. BTW, thanks for the fast response KulSeran :) [Edited by - jorelmb on August 12, 2010 4:27:31 PM]
  6. Hi! I am working with Visual C++ (2008), and what I'm doing is that I have in one solution both my "main project" and a "secondary project". Now, the main project is to use the code from the secondary project, however I've run with some issues on that because the only way I can do that is by copying the code from the "secondary project" and paste it on the "main project" folder, and I don't want that. So I was wondering, is there any way that I can link on my "main project" the .obj files generated from the "secondary project"? Thank you in advance :)
  7. Resource Naming

    How about spices? Or perhaps some sort of natural but hard to harvest fruit...
  8. C++ - Instead of using SEH

    Ohh! Nice! I like that RAII stuff... so, instead of using the "do while" I can do more with an object oriented approach. Thanx for your responses :)
  9. C++ - Instead of using SEH

    Well, I came up with a question to using something instead of the Windows SEH in c++ to support the "_finally" keyword. I know it's valid, but my question is how good or bad of a practice using this is: int someFunction (int someParameters) { do{ // Initialize if( !Initialized ) break; // do stuff if( !doneStuff ) break; //... } while(FALSE) // Do the cleaning up here return someData; } I saw this technique in a book, but it was for something completely different (Code Complete, 2nd Edition). P.D.: Sorry for my bad english...
  10. Learned C++, Read Some Books, Now What?

    Perhaps this can help you: Start Here There are many articles on how to start into game programming and such. This article in special can help you a lot (it helped me..) : How do I make games? A Path to Game Development Hope it helps, and good luck.. :)
  11. A Different Way to Level...

    I like the way leveling ocurrs in games like "The Elder Scrolls". I have Morrowind and in there you level up a skill in four ways: - If you use it - If you find a trainer that levels you up for some money - If you complete some quests some times a skill levels up - If you find a book that teaches you how to level up (however, you just open it and level up). And each time you level up 10 major skills you go up one level in your character wich allows you to advance in your attributes.
  12. Quote:Original post by Hodgman Off the top of my head, I think it's something like return -(~x);... How about return (int)( (unsigned int)(~x) ); ?? although I'm not sure...
  13. Textures

    Well, you could use a compressed format for your textures like DXT. There are five modes for it depending on the needs, but they really save a lot of RAM. Texture Compresion And they are supported natively by DirectX...
  14. moving a character diagonally

    Well, as I understand, your problem is math... I'm not sure. However, if you are moving diagonally you move like this: y | / | / |/) - - - x So, in order to get how much you move you would do this: x = (distance) * (cosine of the angle) y = (distance) * (sine of the angle) being the angle the one formed between the x axis and the line (marked with a ")") Edit: :) looks like MadMax1992 got ahead of me... lol
  15. Combat game

    Hi! I see you have the basics of game programming. I've never worked with OpenGL (I only use DX9) but I would suggest this page for tutorials. Is very good and complete: Nehe Tutorials Or if you are going for DirectX9 I would suggest: DirectXTutorials There have been many (a bunch) of discussions talking about OpenGL/DirectX9 APIs, neither of them is better, however each has its own set of advantages and disadvantages. And each use a different approach for programming. I can't suggest wich one you can use because I've only worked with DirectX9. So perhaps you might want to read some more about the topic. For the Windows programming, which you should see first, this is an amazing start for that, although in the Nehe Tutorials and in the DirectXTutorials there are some principles of Win32 programming: Beggining Windows Programming Using Resources in Win32 Programs Tracking your Windows and Using GDI the continuing chapters start talking about DirectDraw, which is an old graphics API for 2D applications using DirectX 7.0. Good luck with your Air-Combat Game!