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Messages - tntexplosivesltd

Pages: 1 ... 4 5 [6] 7 8 ... 11
76
Network / TCP Server, Wait() + Send
« on: January 23, 2011, 07:53:12 am »
Have your two Classes under a namespace, and use a variable in the scope of the namespace (not in any class).
It it really that bad passing around a pointer or two?

Also, the passing a pointer stuff:
You're initialisation stuff is okay:

Code: [Select]

vector<SocketTCP > *clist;


For taking in a pointer:
Code: [Select]

func initialize(SocketTCP s, *vector c ){   // notice the "*"
  scoketFromServer = s;
  clist=c;
}


And when you call the method (initialize will be a constructor?):
Code: [Select]

ServerReceiver a(some_socket, &some_vector);  // the & means address of


I could be wrong here, but I'm pretty sure it's right. Any doubts, see http://www.cplusplus.com/doc/tutorial/pointers/

77
General / What does this error mean?
« on: January 21, 2011, 02:06:44 am »
It means libgcc_s_dw2-1.dll is missing from your computer. I had the same problem. You need to get it and put it under your "System32" folder.

78
Network / TCP Server, Wait() + Send
« on: January 20, 2011, 10:02:13 pm »
The easiest way of implementing threads in OOP is to use threads as a base class and overload the Run() method. (This is a bit Java-ish, but of well). There is an example on the SFML Thread tutorial (look down under "Using sf::Thread as a base class")

79
SFML projects / Gas (simple particle system)
« on: January 20, 2011, 10:48:09 am »
No, it works. It's pretty good. Just one question:
Why when all the particles are brought together and then their polarity is changed do they expand away from each other in a square shape? If all their repulsion factors are the same, wouldn't they expand in a circular patterns?

80
General / Can't run first sample
« on: January 20, 2011, 10:44:57 am »
Oh, I was thinking of the 64-bit dlls for SFML 2.0.

Actually, I'm not sure if there are different versions for 1.6. I think that the 1.6 SDK somes with 32-bit ones that work on 64-bit machines. I'm not sure.

81
General / Can't run first sample
« on: January 20, 2011, 10:04:26 am »
Are you sure you have the 64-bit .dll files?

82
General / Can't run first sample
« on: January 20, 2011, 10:01:45 am »
Well, you have a while (true), which is always a bad start. It runs fine on my 32-bit windows 7 comp using Code::Blocks.

83
Network / internal IP problem
« on: January 20, 2011, 07:24:03 am »
You're right, it has nothing to do with the code. Leave your code as it is. If you release the code, tell the user what port your networking uses, so they  can open it on their router/firewall.

84
Window / Opening window code wont work
« on: January 20, 2011, 07:19:05 am »
Yes, the same things apply to visual C++ normally. Take a look at the SFML tutorial for setting up for Visual C++ here.
Also, another tag to add to your vocabulary:
Quote
. If you press the "Quote" button, it does it automatically.

85
Network / internal IP problem
« on: January 20, 2011, 04:44:56 am »
Ah. That is a forewall/router problem. You need to allow the port in the firewall or forward the port on the router. This is a common problem.

86
SFML projects / Gas (simple particle system)
« on: January 20, 2011, 04:32:17 am »
Looks pretty good. The source is nice and clean, luckily I can read french  :wink:

87
Network / internal IP problem
« on: January 20, 2011, 04:19:27 am »
As far as I have tested, TCP sockets work internally.

88
Window / Opening window code wont work
« on: January 20, 2011, 04:18:12 am »
Have you properly linked to SFML? Is it the dynamic or static libraries?
Also, please us the [code] tags.

89
General / [Solved] Player moves faster to the left :*(
« on: January 19, 2011, 02:13:21 am »
So, the truncation of integers was your problem then? As in, if it was 2.5, it would be 2 as an int.

90
SFML projects / Zester Project (Software Development Toolkit)
« on: January 18, 2011, 08:44:06 am »
Quote from: "Ashenwraith"
Quote from: "caracal"
Quote from: "e_barroga"
Just curious, why did you use Horde3D?

I think Ogre3D is more powerful and flexible. It is also as open-source as Horde3D (as far as I know).


I am not a big fan of C++ Templates which Ogre3D make extensive use of.
So basically my decision came down to ease of use.


What about just XNA support for SFML?

That would be really useful so you can sell your game on xbox live.

A lot of the other stuff you are making is interesting but it usually takes an army of people to develop assets for a 3D game.


XNA support for SFML? Is there such a thing? They are both game/multimedia libraries, aren't they?

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