I've been using C/C++ for a while now, and I'd like to create an online game. I've created plenty of single-player (offline) games already, and a few online ones in other languages, so don't think...
Type: Posts; User: Gapless
I've been using C/C++ for a while now, and I'd like to create an online game. I've created plenty of single-player (offline) games already, and a few online ones in other languages, so don't think...
It's merely a question of preference. There's no right or wrong way, unless it's inefficient. ;)
I wasn't sure what board this belonged on (if any), but since it pertains to the creation of my game I put it here.
For those of you who are familiar with the following code:
x +=...
That's a rather inefficient method if you just want to store individual variables.
The correct syntax for global variables is:
COMMON global1, global2, somevar3, somevar4
Just plug in...
Very nifty, indeed. This will make life much easier. Thanks!
Vectors? Mathematical vectors, like velocity and such? Or is this somesort of programming technique that I haven't had the fortune of coming across yet?
I already tried to use GDB to debug my program, but it oddly caused my computer to lock-up when the program would normally crash.
Anyway, here is a (shortened) version of my linked list code...
You may remember me asking before about if linked lists would be better suited for my game programming needs. So, I've begun work on my own linked list to manipulate my game's particle engine.
...
What if there are multiple object types (classes) that need to be constantly updated?
I know that I could make a dozen different linked lists, but is there an easier way to contain everything...
You've both made a valid point: I was rather vague as to what I'll be doing with these objects.
Let's say the objects were projectiles, such as bullets or laser beams or holographic cheese wheels....
Hello, there. I'll start off with letting you all know that I'm new to C++, although I have prior experience with other languages (Delphi, BASIC, Pascal, and some scripting langauges). I've always...