Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - e_barroga

Pages: 1 ... 3 4 [5] 6
61
General / Best Way to Handle Instances
« on: November 17, 2008, 09:46:07 pm »
I've never heard of a "boost pool allocator". I'll be sure to check it out.

I need help with one more thing. I would like to create functions that manage specific things pertaining to a certain aspect of the game, which would be stored in seperate header files. I also haven't really used header files, but know what they are and also how to prevent multiple inclusions.

I would like to do something like so:
Code: [Select]


//Includes all the other headers
#include "Includes.h"

int main()
{
    GetInput();
    Events();
    ProcessObjects();
    Draw();
    return EXIT_SUCESS;
}

62
General / Best Way to Handle Instances
« on: November 13, 2008, 09:36:31 pm »
What would be a great way to handle object instances; like drawing each created instance, performing each instances' handle event, etc.

At the moment, I was thinking about creating a "instance list" and looping through the entire list, but I didn't think that was the best idea.

Code: [Select]
for (i=0; i<10001; i++) {
    i.draw();
}

63
Feature requests / Network tutorial request
« on: October 24, 2008, 09:59:43 pm »
If anybody is interested, I can do one using a third party network library called: "39DLL".

It was originally created to add stronger networking support for a software called: "GameMaker" and it is extremely easy to use.

64
General / Compiling Necessary Libraries into executable
« on: October 21, 2008, 06:33:31 pm »
Thank you for the help.

65
General / Compiling Necessary Libraries into executable
« on: October 20, 2008, 09:47:29 pm »
Just for clarification:

Instead of linking: -lsfml-system

I would link to: -lsfml-system-s

66
General / Compiling Necessary Libraries into executable
« on: October 20, 2008, 08:29:28 pm »
How do I include the necessary DLL's (sfml-graphics, sfml-system, etc.) into the executable so that they do not need to be included in the working directory?

67
SFML projects / BGB: Bull's Game Builder
« on: October 20, 2008, 08:11:18 pm »
You should have named it something like, "panzy" just for the heck of it.

68
General / Implement Collision Detection
« on: October 20, 2008, 08:08:22 pm »
Now how would I perform pixel checks using SFML to test for precise collisions?

69
Network / Broadcasting a Server
« on: August 27, 2008, 04:03:22 am »
The easiest way I know is making a dedicated master server that keeps track of people that host games. Then the people that join communicate with the master server to determine if an existing game is present.

70
Network / Networked program runs really SLOW
« on: August 27, 2008, 04:00:39 am »
Instead of sending a message every single frame, send messages on keystrokes.

When the key is pressed, send the message to start moving. When it is released send the message to stop moving.

71
General / Implement Collision Detection
« on: August 26, 2008, 11:31:21 pm »
Quote from: "quasius"
Quote from: "e_barroga"

I've managed to find an article explaining the process of pixel-perfect collisions: http://www.gamedev.net/reference/articles/article735.asp

Basically, you test collisions via bounding boxes, then you get the offsets and start testing pixel by pixel.


Yes, before doing *any* collision detection, you would at-least make sure the bounding boxes overlapped.  Ideally, you'd be checking through some kind of spatial partitioning structure first if the 2 objects are even in the same "ballpark."
But the actual collision detection of comparing each pixel is dog-slow and not scalable.  But if you're just trying to do a simple demo or whatever, you can try that method.


I know that pixel-perfect collision detection is slow, but I don't assume that it is that slow.

72
Window / Removing the console
« on: August 24, 2008, 11:04:16 pm »
After creating the Render Window, the console window still displays. How do I keep it from displaying?

73
General / Implement Collision Detection
« on: August 24, 2008, 10:40:56 pm »
Quote from: "Wizzard"
You don't have to be rude to him, he's just trying to help.

http://www.sfml-dev.org/forum/viewtopic.php?t=575


Thank you for the advice, however, I am already aware of this sort of method. I was wondering if it would be possible to perform pixel-perfect collisions. Such as non-basic primitive sprites.

[EDIT:]
I've managed to find an article explaining the process of pixel-perfect collisions: http://www.gamedev.net/reference/articles/article735.asp

Basically, you test collisions via bounding boxes, then you get the offsets and start testing pixel by pixel.

74
General / Implement Collision Detection
« on: August 23, 2008, 11:11:07 pm »
Thank you for no help, but I already did research before I made this post.

http://www.google.com/search?hl=en&q=site%3Awww.sfml-dev.org%2Fforum+%22collision%22

75
General / Implement Collision Detection
« on: August 22, 2008, 06:30:12 pm »
Getting things that are drawn on the screen to receive collision events from one another.

Pages: 1 ... 3 4 [5] 6
anything