Anyone read C++ Primer Plus by Stephen Prata? Is it good?
[QUOTE=Sippeangelo;16160035]Oh bloody hell I hate that font. But if you're going to make a Habbo clone, I guess it's OK.[/QUOTE]
Well pretty much everything is a PH
[QUOTE=Swebonny;16160043]Anyone read C++ Primer Plus by Stephen Prata? Is it good?[/QUOTE]
[url]http://www.amazon.com/Primer-Plus-5th-Stephen-Prata/dp/0672326973/ref=sr_1_5?ie=UTF8&s=books&qid=1248120142&sr=8-5[/url]
It has great reviews. You can also take a look at the first chapter and the index. Amazon ships to Sweden too ;)
By looking at the index, it seems to go very deep about every topic. 100 pages only about functions and another 200 about classes. Jeez...
[editline]08:11PM[/editline]
Wasn't short either. Over 1000 pages!
Heck, I'm going to buy that!
I have it. When I was 12 I tried reading it like it was an everyday book. Then I realized it's more of a reference.
[QUOTE=Overv;16159040]Holyshit, the FPS went from 200 to 1900 [img]http://sa.tweek.us/emots/images/emot-aaaaa.gif[/img]. Thanks a lot for the suggestion, Garry [img]http://sa.tweek.us/emots/images/biggrin.gif[/img].
[url]http://i27.tinypic.com/ifvnyh.jpg[/url][/QUOTE]
MAN I WISH I COULD GET THAT FPS IN COUNTER STRIKE LOL EX DEE
But seriously,
My App looks similar to yours, it's just that I stopped working on the "game" and started learning about the network(RakNet).
Just figured out how to get 2D animations working in a game, so here is what i have so far!
[media]http://www.youtube.com/watch?v=pbbjZJSskJY[/media]
Trying to get my head around Cocoa Touch. Everything's a goddamn @property, which is ridiculous when you get to it because it's really a layer of abstraction designed to get people new to Cocoa used to working with selectors instead of ivars directly. Hell, at least make people use the pointer member operator...
I am currently working on LUA coding for an addon. The people making the addon haven't made any progress in 2 months so I figured I already knew a few programming languages how hard could it be to pick up LUA and do it for them.
:)
[QUOTE=Jimmylaw;16166290]Just figured out how to get 2D animations working in a game, so here is what i have so far!
[media]http://www.youtube.com/watch?v=pbbjZJSskJY[/media][/QUOTE]
Looks funny [img]http://www.facepunch.com/fp/rating/emoticon_tongue.png[/img]
Moved onto Ubuntu recently after 12 years of Windows. Wanted to try out what development was like in it.
Decided to go old school with vim, g++ and make. I've been rewriting a small tool for global find replace (Over a folder), going well so far. Got cross-compilation working, but boost is being a pain in the ass to compile windows binaries for.
Enjoying the environment though, will probably stay.
[QUOTE=Sippeangelo;16160113][url]http://www.amazon.com/Primer-Plus-5th-Stephen-Prata/dp/0672326973/ref=sr_1_5?ie=UTF8&s=books&qid=1248120142&sr=8-5[/url]
It has great reviews. You can also take a look at the first chapter and the index. Amazon ships to Sweden too ;)
By looking at the index, it seems to go very deep about every topic. 100 pages only about functions and another 200 about classes. Jeez...
[editline]08:11PM[/editline]
Wasn't short either. Over 1000 pages!
Heck, I'm going to buy that![/QUOTE]
I didn't know they shipped to Sweden. Bought it :D
I just gave up on getting Ogre3D to play nice with Code::Blocks. Holy fucking goddamn, their Wiki is ancient. Time to reboot and see if it works with VC++, I suppose :(
Their documentation and tutorials are top-notch, which make it much more frustrating.
[QUOTE=HubmaN V2;16176621]I just gave up on getting Ogre3D to play nice with Code::Blocks. Holy fucking goddamn, their Wiki is ancient. Time to reboot and see if it works with VC++, I suppose :(
Their documentation and tutorials are top-notch, which make it much more frustrating.[/QUOTE]
Wait doesnt code::blocks come with a prebuilt project template or something for ogre apps?
[QUOTE=Squad;16169867]I am currently working on LUA coding for an addon. The people making the addon haven't made any progress in 2 months so I figured I already knew a few programming languages how hard could it be to pick up LUA and do it for them.
:)[/QUOTE]
I think you mean "Lua".
:)
[QUOTE=r4nk_;16176992]Wait doesnt code::blocks come with a prebuilt project template or something for ogre apps?[/QUOTE]
The forums say "fuck it" AFAIK, but I'll give it a try.
After working on the rendering engine behind my jTetris I added some new features to it.
[list][*]Score
[*]Score effect
[*]It's getting faster when you reach 2000, 4000, 6000,... points
[/list]
[hd]http://www.youtube.com/watch?v=2GE8DtkaH00&hd=1&fmt=22[/hd]
[B]Edit:[/B]
[url=http://files.getdropbox.com/u/1106779/Tetris.jar]Download[/url]
Linking my animations to player controls!
[media]http://www.youtube.com/watch?v=YSLeO7Fus9M[/media]
[QUOTE=Jimmylaw;16177318]Linking my animations to player controls!
[media]http://www.youtube.com/watch?v=YSLeO7Fus9M[/media][/QUOTE]
The death animation looks great, did you make the animations yourself?
Also, what language are you using? C# with XNA? The background looks like XNA's default background.
The build number on source games, is that number the amount of compiles? If so, how do you log the amount of times you've compiled a project?
[QUOTE=Robber;16177363]The death animation looks great, did you make the animations yourself?
Also, what language are you using? C# with XNA? The background looks like XNA's default background.[/QUOTE]
Yea i made all the animations myself and yes i am using C# with xna.
[QUOTE=HubmaN V2;16177131]The forums say "fuck it" AFAIK, but I'll give it a try.[/QUOTE]
As in don't bother cuz it shit? or?
[QUOTE=r4nk_;16177455]As in don't bother cuz it shit? or?[/QUOTE]
No idea, actually. I suppose it means "the template requires some modifications that we're waiting on". Hell, I'll give it a try in the morning.
[QUOTE=Robber;16177166]After working on the rendering engine behind my jTetris I added some new features to it.
[list][*]Score
[*]Score effect
[*]It's getting faster when you reach 2000, 4000, 6000,... points
[/list]
[hd]http://www.youtube.com/watch?v=2GE8DtkaH00[/hd]
[B]Edit:[/B]
[url=http://files.getdropbox.com/u/1106779/Tetris.jar]Download[/url][/QUOTE]
2:40 epic fail lol :) lookin' good
[QUOTE=qurl;16177376]The build number on source games, is that number the amount of compiles? If so, how do you log the amount of times you've compiled a project?[/QUOTE]
I think it's the same as quake, which is the number of days since a certain date (the launch of quake maybe?)
Packet logger for a game. It hooks the game before/after the encryption/decryption.
[IMG]http://i30.tinypic.com/2ujikpe.jpg[/IMG]
Unmanaged to Managed is a bitch!
Playing around with npc_blob
[img]http://filesmelt.com/Imagehosting/pics/a9c81e2f42e5bb5c41b18f87634227aa.png[/img]
[img]http://filesmelt.com/Imagehosting/pics/f120dabdf091656a51174d1183b2e226.png[/img]
[img]http://filesmelt.com/Imagehosting/pics/845427ba2b24f647d3ffef948c8669ce.png[/img]
Decided to get cracking on networked effects, and they work great:
[img]http://img.meteornet.net/uploads/508jv3u4/ss.png[/img]
(those are supposed to be gunshots, yes)
Only problem I have is that you get loads at once if you have packet loss, ah well. I guess I could just send them unreliably. They're quite easy to do:
[code]
Type Gunshot Extends BaseEffect
Field DieTime:Int
Function MakeEffect:BaseEffect()
Local e:BaseEffect = New Gunshot
Return e
End Function
Method Spawn()
DieTime = MilliSecs() + Duration
If parent Then
ang = parent.ang
pos = parent.Pos.Copy()
End If
End Method
Method Tick()
If MilliSecs() > DieTime Then
Remove()
End If
End Method
Method Draw()
If parent Then
Local a:Float = 1 - FloatDiff(MilliSecs(), dietime, duration)
SetAlpha(a)
SetColor(255, 255, 0)
SetRotation(ang - cc_angoffset.GetFloat())
DrawRect(pos.x, pos.y, 2, 200)
SetRotation(0)
SetColor(255, 255, 255)
SetAlpha(1)
AddLight(pos.x, pos.y, 255, 255, 0, 0.8, a * 0.5)
End If
End Method
EndType
RegisterEffect("gunshot", Gunshot.MakeEffect)
[/code]
Then you can just go like:
DispatchEffect("gunshot", Self, Self.pos.x, Self.Pos.y, 200)
I also did some basic key binding, although the code is quite horrid. Works good though.
Ditched my OSG based pool game.
Working on a 3d farm game/sim that will be like a combination of harvest moon and wurm online with deformable terrain.
Got the terrain going with automatically generated normals:
[img]http://filebox.me/files/32pn5ykhz_WIP1.png[/img]
[img]http://filebox.me/files/ug76kwmg9_WIP2.png[/img]
Oh yeah and it scales :v:
[img]http://filebox.me/files/nxcstmnwc_WIP3.png[/img]
[QUOTE=raccoon12;16148030]If you prefer videos, you can go to [url]http://www.youtube.com/antirtfm[/url][/QUOTE]
These are pretty good. I'm watching through the videos and some stuff is making more sense to me now. This guy breaks stuff down into such simple terms and goes pretty detailed on explaining exactly what it's doing when you type it out.
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