Unrealscript is basically java/C# with a few different keywords.
Also @ is a concat operator :v:
You can now dynamically load DLL's and access them from UnrealScript, but chances are you are going to be using UnrealScript for the entire thing. (I believe it supports *only* MSVC C++ DLL's btw)
Okay, so I know some of you use XNA, so I have a question.
What is the easiest way to change a sprites layer when creating a 2D game? Because it seems to me that the layerdepth is only based on which line is called first in the code, I can't seem to change it on the fly in anyway.
[QUOTE=SolidusBlack;20088774]Okay, so I know some of you use XNA, so I have a question.
What is the easiest way to change a sprites layer when creating a 2D game? Because it seems to me that the layerdepth is only based on which line is called first in the code, I can't seem to change it on the fly in anyway.[/QUOTE]
Use the sort depth parameter in the spritebatch draw function.
[QUOTE=garry;20070047]Made this 3D widget system for BotchED yesterday before my computer pissed me off. Basically works by intersecting rays (cursor position) with cubes, and rays with planes.
[IMG]http://dl.dropbox.com/u/3590255/Screenshots/Botch/07Feb2010_001.png[/IMG][/QUOTE]
Just a thought Garry, what are your computer specs?
[QUOTE=Loli;20089356]Just a thought Garry, what are your computer specs?[/QUOTE]
alienware
[editline]06:22PM[/editline]
oh yeah, i figured out where plaintext steam packet bodies go to.
[code]076D0A84 CE 02 00 00 24 02 00 FF FF FF FF FF FF FF FF FF Î..$.ÿÿÿÿÿÿÿÿÿ??
076D0A94 FF FF FF FF FF FF FF EF 02 94 98 01 01 00 10 01 ÿÿÿÿÿÿÿ.?????
076D0AA4 5A 40 4D 00 04 A4 9B 00 01 00 10 01 01 00 00 00 Z@M.¤›.....?????
076D0AB4 61 62 63 64 65 66 67 68 69 6A 6B 6C 6D 6E 6F 70 abcdefghijklmnop[/code]
this is a chat message payload, plaintext of course. i don't know what the first 24 bytes are (probably a payload type), but the rest is the source steam id, the destination steam id, the friendmsgtype enum, and the text itself in a zero-terminated utf8 string. oh yeah, the steam ids are the 64-bit kind that the steam community uses. this goes through compression and encryption through crypto++ (using aes and probably deflate).
[QUOTE=iNova;20089018]Use the sort depth parameter in the spritebatch draw function.[/QUOTE]
I feel stupid for asking because I figured it out by re-reading the documentation better.
Thanks though.
[QUOTE=nullsquared;20087663]Added some zooming functionality: (mouse click + drag = zoom rectangle)
-Pics-
[editline]04:28PM[/editline]
I need to fix the aspect ratio so you can't fuck it up, otherwise it gets ugly :v:[/QUOTE]
Looks sexy, not what i'd expect from you, I usually expect something 3D, and really good.
But it's always good to try new things.
I might work on making a mandelbrot program, once I read up about them..
[QUOTE=nullsquared;20087884]Thanks for the suggestion but I don't really care about colors right now.[/QUOTE]
Then what is the point at looking at a fractal? Monocolored fractals don't have any detail. Coloring what approaches infinity white and what doesn't in black doesn't allow for any of the cool features that Fractals display. Coloring the pixel based on how long it takes to reach infinity is where all the cool parts of fractals are shown.
It's like eating vanilla ice cream. Yea, it's Ice Cream, but fuck it's boring.
I would have just said it looks ugly as fuck in black and white. No need to bring Ice Cream into this.
I suddenly want Ice Cream :(
I've been slowly going through the Django tutorial. Web programming, but I'm partly doing it to learn Python, since I hate tech books.
[url]http://sliceofmuffin.com/Sanguine-3.png[/url]
Cairo in my OpenGL providing Vector rendering.
[QUOTE=blankthemuffin;20097736][url]http://sliceofmuffin.com/Sanguine-3.png[/url]
Cairo in my OpenGL providing Vector rendering.[/QUOTE]
Multi-platform, of course.
[url]http://upl.luahelp.com/uploads/w9vEH6Da/win32-cairo.jpg[/url]
edit:
Zipped up factory header-only utility if anyone wants it.
[url]http://upl.luahelp.com/uploads/THtxGxnE/FactoryTest.rar[/url]
[QUOTE=jA_cOp;20097774]Zipped up factory header-only utility if anyone wants it.
[url]http://upl.luahelp.com/uploads/THtxGxnE/FactoryTest.rar[/url][/QUOTE]
You have a memory leak for every FactorySingleton which is created.
The memory allocated here:
[cpp]mInstance = new FactorySingleton<TBase>;[/cpp]
Is never deallocated.
You need this for [i]each[/i] baseclass type used: (Of course, changing the type.)
[cpp]delete FactorySingleton<IEntity>::instance();[/cpp]
[QUOTE=Kylegar;20095814]Then what is the point at looking at a fractal? Monocolored fractals don't have any detail. Coloring what approaches infinity white and what doesn't in black doesn't allow for any of the cool features that Fractals display. Coloring the pixel based on how long it takes to reach infinity is where all the cool parts of fractals are shown.
It's like eating vanilla ice cream. Yea, it's Ice Cream, but fuck it's boring.[/QUOTE]
Relax smart guy, where's your multi-colored fractal renderer? No need to explain the obvious. My target for the little thing wasn't to make pretty pictures, it was to play with zooming into an arbitrary rectangle, and I did just that.
[editline]06:27AM[/editline]
[QUOTE=Blynx6;20095185]Looks sexy, not what i'd expect from you, I usually expect something 3D, and really good.
But it's always good to try new things.
I might work on making a mandelbrot program, once I read up about them..[/QUOTE]
My base source (~80 lines) with SDL is on the previous page, you can just plug and play and then add your own stuff.
What's a good engine to start on?
[QUOTE=Ferret++;20098705]What's a good engine to start on?[/QUOTE]
Depends on what you want to do.
Is there any way to move a window on top of the KDE/gnome panel using Xlib? I've already removed window decorations.
[QUOTE=yngndrw;20098575]You have a memory leak for every FactorySingleton which is created.
The memory allocated here:
[cpp]mInstance = new FactorySingleton<TBase>;[/cpp]
Is never deallocated.
[/QUOTE]
Indeed, and the creator objects aren't either (they're copied, although that is a reminiscent of a previous design).
I typically don't release objects that are supposed to last for the entire program duration, but that's a pretty bad habit as it makes your program leak on certain platforms. I'll fix it.
[QUOTE=yngndrw;20098575]You need this for [i]each[/i] baseclass type used: (Of course, changing the type.)
[cpp]delete FactorySingleton<IEntity>::instance();[/cpp][/QUOTE]
No, that's horrible and error-prone. It can be done automatically.
edit:
Changes:
* Now prevents you from deleting FactorySingleton's (a pretty far out encapsulation scenario :V)
* Automatic destruction to prevent leaks on certain platforms
[url]http://upl.luahelp.com/uploads/fyHDuE9d/FactoryTest.rar[/url]
[QUOTE=Kylegar;20095814]Then what is the point at looking at a fractal? Monocolored fractals don't have any detail. Coloring what approaches infinity white and what doesn't in black doesn't allow for any of the cool features that Fractals display. Coloring the pixel based on how long it takes to reach infinity is where all the cool parts of fractals are shown.
It's like eating vanilla ice cream. Yea, it's Ice Cream, but fuck it's boring.[/QUOTE]
Vanilla ice cream is nice if it's made properly, though.
Can I ask why you guys are allocating your singleton instances on the heap, instead of just making it static?
Is it so you can enforce the order of construction or something?
[QUOTE=r4nk_;20098962]Can I ask why you guys are allocating your singleton instances on the heap, instead of just making it static?
Is it so you can enforce the order of construction or something?[/QUOTE]
The new version is static. And indeed, I am using a singleton because I need to force the order of construction. I wonder if that's guaranteed to work with static variables in functions though... but it works here on GCC.
Anyone knows if static variables in functions are guaranteed to be initialized before that function is run even when the call traces from the constructor of a static object?
edit:
Nevermind, I found that it is guaranteed. Nice. However, it may have problems if the destructor of a statically allocated global object refers to the singleton, as the order of destruction is of course not guaranteed. I wonder if this is worth it for supporting obscure operating systems that may not fully clean up dynamically allocated memory. I wonder if there is a solution that handles both construction and destruction order...
[QUOTE=r4nk_;20098962]Can I ask why you guys are allocating your singleton instances on the heap, instead of just making it static?
Is it so you can enforce the order of construction or something?[/QUOTE]
You're exactly right. I always make my own singletons as static objects personally, but the only case you'd really need to do otherwise is for the order due to a dependency. Having said that, I'd argue that a singleton that has a dependency should be managed by the manager of that dependency, rather than being a singleton.
To clarify that with an example, if you had an engine object which managed its own renderer object and you had a singleton which depends upon the said renderer, the singleton should probably be managed by the engine.
Seriously, fullscreen with Xlib, how do I make it so the GNOME panel isn't showing?
Does anyone else running Ubuntu have problem with CodeBlocks? The UI is all messed up :(
[editline]09:26AM[/editline]
I just switched to Linux so maybe it's any easy fix and I'm just a newb.
[QUOTE=nullsquared;20098710]Depends on what you want to do.[/QUOTE]
An FPS with good lighting, and really good physics, I mean top physics.
[QUOTE=Ferret++;20100112]An FPS with good lighting, and really good physics, I mean top physics.[/QUOTE]
What programming language?
[QUOTE=Ferret++;20098705]What's a good engine to [B]start [/B]on?[/QUOTE]
[QUOTE=Ferret++;20100112]An [B]FPS[/B] with [B]good lighting[/B], and really [B]good physics[/B], I mean [B][I]top physics[/I][/B].[/QUOTE]
:lol:
Good luck with that.
[QUOTE=Ferret++;20100112]An FPS with good lighting, and really good physics, I mean top physics.[/QUOTE]
tRoll or a 12 year old
maybe both
[quote=ferret++;20100112]An FPS with good lighting, and really good physics, I mean top physics.[/quote]
UDK? /caps
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