• What do you need help with? Version 1
    5,001 replies, posted
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I don't even understand this thread... isn't the entire programming forum section dedicated to questions like this...
This is for very small quick questions. And the programming forum is about more than just questions!
A surprisingly good contribution by Chad Mobile, not that I have anything against him personally.
Haha I was surprised that a thread started by him would keep going like this
I revive it occasionally with my stupid questions :)
Fair enough To be honest, I don't think I've actually used this thread for asking questions yet D: Well, I'm writing a minecraft bot at the moment, so who knows.
I'll post what I posted in the "What are you working on?" thread. [QUOTE=RSahlgren;21389699]I'm currently learning C#, and I must say it's much easier than I thought it would be. But so I'm currently out of ideas what to make. So anyone have a good idea that I could work on, for learning purposes.[/QUOTE]
Depends on how much you know and how much you know about programing in general. If you like visual stuff get SFML or something similar and make pixel patters.
[QUOTE=Darwin226;21389933]Depends on how much you know and how much you know about programing in general. If you like visual stuff get SFML or something similar and make pixel patters.[/QUOTE] I thought of something more text-based, but I'll look into that.
[QUOTE=Darwin226;21364969]A surprisingly good contribution by Chad Mobile, not that I have anything against him personally.[/QUOTE] Why thank you.
Well guys I'm making a tile-engine in C# XNA currently every Tilelayer holds a array of numbers ( the tiles ) and a list with the corresponding texture's Only now I want to add to it that 0 is a no draw texture ( So I can have multiple layers ) Currently on every layers initialization I add a 1*1 fake texture so the list start from 1 and not from 0 and then add a if 0 then don't draw to the draw method. This seems a bit hacky though. I thought of making it like this : pseudocode : [code] // where x is the texture type if x != 0 then draw(texture[x-1]) end [/code] does this seem right to you ?
A more modular approach would be still calling draw(texture[x]); and in draw checking if texture.ShouldDraw();.
You could also just put a null at index 0 in your list of textures, and add a null check to the drawing code so that if there's no texture, it doesn't draw anything.
I need to figure out a way to 'unpack' a decimal number to a binary string.
Aren't there tons of functions for those? Or do you mean deserializing?
[cpp]std::string bits(sizeof(theDecimalType)*8, '0'); std::string::reverse_iterator iter = bits.rbegin(); while(theNumber){ *iter = theDecimalNumber & 1; //check first bit theDecimalNumber <<= 1; //move first bit out ++iter; }[/cpp]
Oh, forgot to note, I got past that a while ago.
I need help coming up with an idea to make in PHP, everything has already been done before and better than I could; so it feels helpless.
fixed, although i'm running across some problems, i'll post them tomorrow
I need a quick way to write an array of pixels to a file that can be recognized as an image. Any suggestions?
Both SFML and SDL support creating and plotting bitmaps then saving to various image formats (Image::SetPixel, Image::SaveToFile and SDL_Surface.pixels, SDL_SaveBMP). SFML supports a variety of formats in-built, with SDL you'll need SDL_image for anything but the BMP format.
Is there a faster way of setting pixels in SFML.Net than image.SetPixel?
[url]http://www.tomshane.cz/neoforce/License/tabid/58/Default.aspx[/url] Does this mean I can use this in my XNA game and if I want sell it on xbox ?
[QUOTE=Darwin226;21444754]Is there a faster way of setting pixels in SFML.Net than image.SetPixel?[/QUOTE] <snip> Ignore me, misread.
[QUOTE=quincy18;21447139][url]http://www.tomshane.cz/neoforce/License/tabid/58/Default.aspx[/url] Does this mean I can use this in my XNA game and if I want sell it on xbox ?[/QUOTE] I think so.
I could use some help getting started on a particle system in c#, I've found an awesome tutorial, but the 2 first chapters were/is missing. So that sucks. I was thinking to make a basic 2D shooter game, with some simple but somewhat nice looking effects. Anyhow, I would apperciate if anyone could give a quicky about it. Especially tips and explanations (obvious).
I'm having a bit of trouble with char arrays, structs and files. I've defined a struct for the files contents: [code] struct MapFile { int num_tilesets; int filepath_length; char* tilesets[]; // array of filepaths int tile_width; // in pixels int tile_height; // in pixels int width; // in tiles int height; // in tiles MapTile tiles[]; int num_entities; MapEntity entities[]; }; [/code] But I can't get the tilesets array to work. What I need to do is define the size of the array after I've read the first 2 values of the file (the dimensions of the array). But I can't find any information on how to do this. can anyone help?
Maybe use a vector and then resize it afterwards?
Quick question: how would I go about making a java GObject move towards a point / in a set direction on the canvas at a constant or varying speed? [editline]08:12PM[/editline] Like a missile.
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