• What do you need help with? Version 5
    5,752 replies, posted
[QUOTE=ShaunOfTheLive;36080550]Hexadectree?[/QUOTE] Yeah, in 4D.
[QUOTE=ShaunOfTheLive;36080550]Hexadectree?[/QUOTE] Damnit I thought it was going to be 13 and a half. :(
[QUOTE=Topgamer7;36080261]You shouldn't need a XNA specific tutorial, it's a data structure. In any case, a "quad""tree" is a tree where for each branch there are four leaves. Or in nerd speak, to each node there are four children. [url]http://en.wikipedia.org/wiki/Quadtree[/url] [url]http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/quadtrees-r1303[/url][/QUOTE] I know that, I just have no idea how you would generate one, and then further detect which objects are where in the tree.
How do i prevent the console from coming up on a VS2010 project? i started an empty project and im using a native gwen window. i don't wanna use freeconsole() (or any like it, because that causes the console to come up then go away)
[QUOTE=MickeyCantor;36084351]How do i prevent the console from coming up on a VS2010 project? i started an empty project and im using a native gwen window. i don't wanna use freeconsole() (or any like it, because that causes the console to come up then go away)[/QUOTE] If you're using premake, tell it to be of type "WindowedApp". If you are manually modifiying the settings inside vs2010, [code] (right click on a project) properties -> configuration properties -> linker -> system -> SubSystem: Windows (/SUBSYSTEM:WINDOWS) (Native might also work with some major changes) advanced -> Entry Point: mainCRTStartup [/code] I'm pretty sure that's all you need.
On Linux, I'm having problems with my compiled game not launching directly due to libraries. Although I made a little shell script that sets LD_LIBRARY_PATH then runs it (works fine), it'd be nice if I could make it run directly. I know there must be a way because the Osmos executable (from Desura) does it.
[QUOTE=NovembrDobby;36092401]On Linux, I'm having problems with my compiled game not launching directly due to libraries. Although I made a little shell script that sets LD_LIBRARY_PATH then runs it (works fine), it'd be nice if I could make it run directly. I know there must be a way because the Osmos executable (from Desura) does it.[/QUOTE] What libraries are you using? Most of any libraries I use in Linux are installed in the default /usr/lib and don't require to change the LD_LIBRARY_PATH.
[QUOTE=NovembrDobby;36092401]On Linux, I'm having problems with my compiled game not launching directly due to libraries. Although I made a little shell script that sets LD_LIBRARY_PATH then runs it (works fine), it'd be nice if I could make it run directly. I know there must be a way because the Osmos executable (from Desura) does it.[/QUOTE] If you want to manually load libraries, you'll have to use something like libdl on Linux. Otherwise, it's the method you mentioned with LD_LIBRARY_PATH.
I've spent hours fighting with SFML to get it working with VS2010, after getting almost every kind of error imaginable, I've made it to this: [IMG]http://i.imgur.com/Z6jox.jpg[/IMG] Anyone ever had similar problems?
[QUOTE=Creeper;36095981]I've spent hours fighting with SFML to get it working with VS2010, after getting almost every kind of error imaginable, I've made it to this: [IMG]http://i.imgur.com/Z6jox.jpg[/IMG] Anyone ever had similar problems?[/QUOTE] Are you using 1.6?
Oh, sorry, 2.0.
[QUOTE=Creeper;36096038]Oh, sorry, 2.0.[/QUOTE] Move that "return 0;" outside of the while-loop. And also, try using window.clear(sf::Color(0, 0, 0)); instead. Don't use 1.6.
[QUOTE=Parad0x0217;36096066]Move that "return 0;" outside of the while-loop.[/QUOTE] Oh god, can't believe that fixed it. Don't even know how I managed to get it inside the while loop in the first place. Well, it's semi fixed. The program runs, but the CMD window still returns the same error. Close enough. Thanks man.
[QUOTE=Naelstrom;36092955]What libraries are you using? Most of any libraries I use in Linux are installed in the default /usr/lib and don't require to change the LD_LIBRARY_PATH.[/QUOTE] Some SFML shared libs that I compiled. I can't seem to compile the static ones properly (you have to link a whole other bunch of stuff with it for that), and I can't use precompiled libs because I modified SFML.
Quick Question - I'm dealing with a 3rd party web service that returns an XML response In .NET is it acceptable to just serialize the response and work with it that way? XPath is a ball ache I'd rather not deal with
[QUOTE=NovembrDobby;36097227]Some SFML shared libs that I compiled. I can't seem to compile the static ones properly (you have to link a whole other bunch of stuff with it for that), and I can't use precompiled libs because I modified SFML.[/QUOTE] I've hacked with Desura and I've used HOLLY to make a Fraps thing all using LD_LIBRARY_PATH, would you mind sharing the shell script you're launching, the directory structure, the library filenames, outputs, etc. Just anything that would help.
[QUOTE=Jookia;36098068]I've hacked with Desura and I've used HOLLY to make a Fraps thing [b]all using LD_LIBRARY_PATH[/b], would you mind sharing the shell script you're launching, the directory structure, the library filenames, outputs, etc. Just anything that would help.[/QUOTE] what
[QUOTE=Jookia;36098068]I've hacked with Desura and I've used HOLLY to make a Fraps thing all using LD_LIBRARY_PATH, would you mind sharing the shell script you're launching, the directory structure, the library filenames, outputs, etc. Just anything that would help.[/QUOTE] Did you ever release the linux/holly fraps thing? If so mind linking?
[QUOTE=T3hGamerDK;36098523]what[/QUOTE] He probably redirected the LD_LIBRARY_PATH to use his own libraries, which he can inject his own code into.
Anyone know any good materials for learning 2D Games in Java? I would like to use just plan java, no libraries. I can't seem to find any good resources on how to start.
[QUOTE=Richy19;36099187]Did you ever release the linux/holly fraps thing? If so mind linking?[/QUOTE] Uh, nope. [url=https://github.com/Jookia/hollygram]Here it is.[/url] It segfaults though, but that's probably due to aging. [QUOTE=Naelstrom;36099234]He probably redirected the LD_LIBRARY_PATH to use his own libraries, which he can inject his own code into.[/QUOTE] I think the term for this on Windows is DLL injection, except it's really hard to do.
Anyone here know how Advance Tile Loader library for Love2D works? I been trying to learn and I been trying to fix this problem for like 2 days. Basically I made it so the player moves more smoothly instead of tile by tile but this broke a lot that I can't seem to fix. Before I was able to check if the next tile was an obstacle and/or useable tile. It still does this but not what I want. It does collision on my sprite's foot and I can't do any interacting with useable tiles. I'd appreciate the help. Link to .love file. [url]https://docs.google.com/open?id=0B9CuO1pBb2gVbHNCNDNlOVl4alk[/url]
So I'm new to C# and I was wondering how everytime I try to change something in the middle of my code it highlights an entire letter, and if I then write something it deletes everything infront of that letter which makes me have to type everything all over. Sorry for the dumb question :downs:
[QUOTE=Doom;36103054]So I'm new to C# and I was wondering how everytime I try to change something in the middle of my code it highlights an entire letter, and if I then write something it deletes everything infront of that letter which makes me have to type everything all over. Sorry for the dumb question :downs:[/QUOTE] Have you pressed the Insert key by mistake by any chance.
[QUOTE=hexpunK;36103089]Have you pressed the Insert key by mistake by any chance.[/QUOTE] Thanks, that solved it!
[QUOTE=Lord Ned;36075861]I'm trying to create and destroy a lot of objects every frame in my game in C++. It's an attempt to implement Bullet's debug-drawer, which gives me objects one primitive at a time (line, sphere, box, etc.) This works fine until I try to draw terrain-collision, which is fed to me one line at a time and can be 7k line primitives+ [b]each frame[/b]. My current debug system takes each primitive request, generates a Vertex and Index buffer and pushes it back into a std::vector. Then, at the end of each frame it sees which ones have expired lifetimes (since it supports long-term objects, not just every frame) and removes those. However, when trying to create and delete 7K+ objects per frame, the std::vector is becoming problematic because of allocation/deconstruction time, even with 10,000 CBaseDebugPrimitive *'s pre-reserved. I know I need to reduce allocations, and reuse existing ones each frame, but I can't come up with a solid solution. If I just pre-allocate say 10,000 lines and keep them in a list, I still have to search through the entire list each time I add an object to find the first free spot, and that becomes slower and slower the more objects there are. Am I missing something obvious? [b]Edit:[/b] I thought about combining like draw-calls into one big set of GPU buffers, but that still has the problem of 'holding' them until the end of the frame, and checking to see if they exist already can be a very slow process. [b]Second Edit:[/b] All of the Bullet demos just use immediate-drawing mode in OpenGL and skip creating a buffer, etc. I'm using directX 10, so this is NOT an option as far as I know.[/QUOTE] Object pools. Also, PhysX.
[QUOTE=DevBug;36103178]Object pools. Also, PhysX.[/QUOTE] Yeah I did fix it. I just allocated 10,000 'line' instances (start, end, 3 bytes for color) which turns out to be ~230mb but it's debug-only so it'll do for now. At the end of each frame we just set the index of which we're using to zero, incriment each time a line is added during the frame, and generate a VBO/IBO from all of the instances once at each frame. Works great.
I would make a suitably sized vertex buffer (it doesn't have to be able to store all of them at once, in fact don't waste space), and map it at the start of the frame, copy vertexes straight in to it from bullet, unmap it and draw the amount. If it maxes draw and keep going. Use line list primitive type to avoid index buffer.
[QUOTE=Philly c;36103436]I would make a suitably sized vertex buffer (it doesn't have to be able to store all of them at once, in fact don't waste space), and map it at the start of the frame, copy vertexes straight in to it from bullet, unmap it and draw the amount. If it maxes draw and keep going. Use line list primitive type to avoid index buffer.[/QUOTE] That does sound like a less-memory intensive, more stable and more futureproof method. I don't know what would happen if I drew it immediately when it hit max, could end up rendering behind the sky. :v: I do understand what you're getting at however. Thanks!
[QUOTE=Lord Ned;36103785]That does sound like a less-memory intensive, more stable and more futureproof method. I don't know what would happen if I drew it immediately when it hit max, could end up rendering behind the sky. :v: I do understand what you're getting at however. Thanks![/QUOTE] Fair point actually. What I said about drawing at max then and there could easily come out of order.
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