• What are you working on? V5
    2,005 replies, posted
[QUOTE=high;18895050]Cause ignoring a useful feature of C++ makes you an amazing coder![/QUOTE] It's only useful if you have no idea what you are doing. Also, there is no need for smart pointers if you're not retarded.
[QUOTE=Xerios3;18895333]A quick question : What's better, C# and XNA orrrr C++ and some 2D engine ? I had this crazy thought of remaking my game in c++ before it's too late =)[/QUOTE] Whichever language you fancy the most. They're both great platforms for 2D games.
[QUOTE=high;18895161]So you still using C then? Fuck that, use assembly![/QUOTE] So in C++ you shouldn't return whether a function succeeded in the return value - you should always use exceptions? I don't get your point? We're not saying don't use exceptions. We're saying use them for legitimate program halting exceptions. Not for returning fail on every function you make.
[QUOTE=Xerios3;18895333]A quick question : What's better, C# and XNA orrrr C++ and some 2D engine ? I had this crazy thought of remaking my game in c++ before it's too late =)[/QUOTE] XNA in C# is very quick to pickup since everything is documented on MSDN. Also errors are easily handled and debugged. C++ will probably take longer especially if you need to look up documentation and learn the engine workings. Depending on how explained it is from the developer(s) it could be confusing.
What is this argument about? Both sides are right as far as I can tell. Exceptions are usually better than error codes, but you should use exceptions everywhere like you might if you were using error codes. Doesn't that sum it up?
[QUOTE=Xerios3;18895333]A quick question : What's better, C# and XNA orrrr C++ and some 2D engine ? I had this crazy thought of remaking my game in c++ before it's too late =)[/QUOTE] XNA just takes away so much hassle. Stick with it.
[QUOTE=gparent;18894936]Or C++. It depends on the design, not what language you're using. Guess that's what happens when you spend your time trying to reverse shit instead of actually coding it.[/QUOTE] I'm going to second this statement.
[QUOTE=garry;18895452]So in C++ you shouldn't return whether a function succeeded in the return value - you should always use exceptions? I don't get your point? We're not saying don't use exceptions. We're saying use them for legitimate program halting exceptions. Not for returning fail on every function you make.[/QUOTE] [QUOTE=high;18889442]How is code failing not an exception situation?[/QUOTE] :facepalm: Like I have said, exceptions have their uses. Like replacing the retarded fail() call in the streams.
Hmm, aren't there any other 2D rendering libraries other than XNA ? I don't like having my players install a fat 13mb XNA framework just to play my game, size really matters to me
What I never liked about XNA when making 2D games is that I could never find a way to draw 2D primitives like rectangles, circles and lines.
Same here, but that's not really a big deal =/ So ok, I'm gonna stick with C# , as for XNA gonna see if there are any other 2d C# engines around
[QUOTE=high;18895696] Like I have said, exceptions have their uses. Like replacing the retarded fail() call in the streams.[/QUOTE] That's not "retarded" (btw, you might want to check the dictionary). For example, if a user enters a char but you try to get an int, the stream is set to badbit, and then you can use fail() or rdstate() or good() to check for it, perhaps in a loop or something. This isn't an exceptional case. An exceptional case would be something like "failed to open a console window."
[QUOTE=Xerios3;18895901]Same here, but that's not really a big deal =/ So ok, I'm gonna stick with C# , as for XNA gonna see if there are any other 2d C# engines around[/QUOTE] You could use SlimDX, not an engine but a managed DX wrapper. A Very good and powerful one at that, much better than MDX due to the fact it is supported and has DX10,10.1,11,2D etc as well as 9.
[quote]Although XNA and SlimDX share several goals and expose some common components, the overall intent of the two libraries is very different. While XNA's main focus is to provide a comprehensive solution for producing managed games, SlimDX seeks to faithfully expose as much of the [b]Windows multimedia architecture as possible for all kinds of applications.[/b][/quote] Somehow I don't like the sound of that also their End-User Runtime is over 17mb errrmm...
[QUOTE=garry;18895109]No, it makes me a productive programmer[/QUOTE] I am usually against what I am about to do... but, I agree with Garry...
[QUOTE=nullsquared;18895968]That's not "retarded" (btw, you might want to check the dictionary). For example, if a user enters a char but you try to get an int, the stream is set to badbit, and then you can use fail() or rdstate() or good() to check for it, perhaps in a loop or something. This isn't an exceptional case. An exceptional case would be something like "failed to open a console window."[/QUOTE] Why the heck wouldn't you know what to expect from the user? Bruteforcing to parse the data doesn't seem like a good way...
[QUOTE=Xerios3;18896233]Somehow I don't like the sound of that also their End-User Runtime is over 17mb errrmm...[/QUOTE] By that they mean they expose DX10 and the newer technologies in DirectX that XNA does not. XNA is DX9 only, which also means no DX8/7 support for older hardware and onboard cards as well as not having any of the fancy new stuff.
[QUOTE=Robber;18895772]What I never liked about XNA when making 2D games is that I could never find a way to draw 2D primitives like rectangles, circles and lines.[/QUOTE] For some reason they don't include methods for drawing them, but it's pretty simple to do it yourself. [url]http://msdn.microsoft.com/en-us/library/bb196414.aspx[/url]
[QUOTE=Xerios3;18895756]Hmm, aren't there any other 2D rendering libraries other than XNA ? I don't like having my players install a fat 13mb XNA framework just to play my game, size really matters to me[/QUOTE] That's not big at all. And you only install it once.
So I was working on my C# to continue on to toy around with XNA and decided to download XNA and install it... Only to realize you can't use VS 2010 with XNA yet... :(
[QUOTE=high;18896257]Why the heck wouldn't you know what to expect from the user?[/QUOTE] Because the user isn't a computer :downs:
[QUOTE=nullsquared;18896623]Because the user isn't a computer :downs:[/QUOTE] Rating yourself agree makes you post seem more important. :downs: Anyways, if you are retrieving something from the console that can be multiple things. Its probably better that you get it as say a string and parse it yourself instead of bruteforcing.
[QUOTE=high;18896817]Rating yourself agree makes you post seem more important. Anyways, if you are retrieving something from the console that can be multiple things. Its probably better that you get it as say a string and parse it yourself instead of bruteforcing.[/QUOTE] I rated him agree actually.
[QUOTE=high;18896257]Why the heck wouldn't you know what to expect from the user? Bruteforcing to parse the data doesn't seem like a good way...[/QUOTE] How about instead of throwing exceptions everywhere you just accept input as a string and use atoi. [b]Example:[/b][code] #include <iostream> #include <string> int main() { printf( "Enter a number: " ); std::string str; std::getline( std::cin, str ); int num = atoi( str.c_str() ); printf( "\nYou entered %d!\n", num ); } [/code]
[QUOTE=Xera;18896376]For some reason they don't include methods for drawing them, but it's pretty simple to do it yourself. [url]http://msdn.microsoft.com/en-us/library/bb196414.aspx[/url][/QUOTE] It's still a lot harder more complex than what I'm used to [cpp]g2.draw(new Line.Float(5,10,10,10));[/cpp] I think C# can do that too with the System.Drawing class, but it's not "compatible" with XNA.
[QUOTE=high;18896817]Anyways, if you are retrieving something from the console that can be multiple things. Its probably better that you get it as say a string and parse it yourself[/quote] Parse it myself using ... once again, streams? :downs: This: [cpp] int num = 0; do { std::cin.clear(); std::cout << "Please enter an integer: "; } while (!(std::cin >> num)); [/cpp] vs: [cpp] int num = 0; bool done = true; do { done = true; std::cout << "Please enter an integer: "; try { std::cin >> num; } catch (const std::exception &e) { done = false; } } while (!done); [/cpp] [quote]Instead of bruteforcing.[/QUOTE] I don't think you understand what bruteforcing is.
Why is it that we always seem to devolve into stupid shitty arguments about the most insignificant things? We all have our different opinions, so why don't we either try and work out the issue clearly without resorting to calling each other retards or simply accept that there is a differing viewpoint, shut up, and move on? Waking up in the morning to see three new pages is great, you're thinking "Cool, some people have [i]actually[/i] been working on stuff, for once!" But no! Lo and behold, it's three pages of argumentative posts about something largely completely irrelevant and simply a matter of opinion! In other, [b]on-topic[/b], news, I'm still stuck trying to work out which parts of my classes should handle what parts of the game. Like I said in my last 'constructive' post, the menu system which includes a high-score page, credits page and intro loader all works fine and there's no issues there which I was quite pleased with given this is pretty much my first C++ project. Trying to make relevant art assets in Photoshop that scale to the resolution I want in-game is also proving to be difficult. Nothing I can't work through or around though, so hopefully in my next post I'll actually be able to join the people in this thread posting screenshots of their work and not just talking about it in general terms (Or not at all, like I've been doing most of the time).
I feel ya pain bro
[QUOTE=nullsquared;18897424]Parse it myself using ... once again, streams? :downs: This: [cpp] int num = 0; do { std::cin.clear(); std::cout << "Please enter an integer: "; } while (!(std::cin >> num)); [/cpp] vs: [cpp] int num = 0; bool done = true; do { done = true; std::cout << "Please enter an integer: "; try { std::cin >> num; } catch (const std::exception &e) { done = false; } } while (!done); [/cpp] I don't think you understand what bruteforcing is.[/QUOTE] I thought you meant support for multiple data types by trying to get each one. Anyways.. TryCoutInt? You shouldn't just ignore that the user didn't enter an integer anyways. [QUOTE=mechanarchy;18898188]Why is it that we always seem to devolve into stupid shitty arguments about the most insignificant things? We all have our different opinions, so why don't we either try and work out the issue clearly without resorting to calling each other retards or simply accept that there is a differing viewpoint, shut up, and move on? Waking up in the morning to see three new pages is great, you're thinking "Cool, some people have [i]actually[/i] been working on stuff, for once!" But no! Lo and behold, it's three pages of argumentative posts about something largely completely irrelevant and simply a matter of opinion! In other, [b]on-topic[/b], news, I'm still stuck trying to work out which parts of my classes should handle what parts of the game. Like I said in my last 'constructive' post, the menu system which includes a high-score page, credits page and intro loader all works fine and there's no issues there which I was quite pleased with given this is pretty much my first C++ project. Trying to make relevant art assets in Photoshop that scale to the resolution I want in-game is also proving to be difficult. Nothing I can't work through or around though, so hopefully in my next post I'll actually be able to join the people in this thread posting screenshots of their work and not just talking about it in general terms (Or not at all, like I've been doing most of the time).[/QUOTE] I try to stop but null just wont let it happen.
[QUOTE=Jallen]As for you, I haven't really seen anything you've made, which leads me to believe that you are in no position to critisise high. You haven't produced any shit which was impressive[/QUOTE] I've made plenty of cool pieces of shit, I haven't posted most of it Would you like me to post each and every cool thing I've made?
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