Don't worry about design, just start coding. If this is your first attempt to code a game, then you need to code more. Experiment! If you are worried that writing two more classes for handling sound...
Type: Posts; User: fractality
Don't worry about design, just start coding. If this is your first attempt to code a game, then you need to code more. Experiment! If you are worried that writing two more classes for handling sound...
After looking at the code I would say that you have a long way to go. Try to pick one part of the game and really work on that part instead of adding a lot of half baked features that don't really...
You can inline the assembly into C/C++ (how to do this depends on the compiler).
http://www.ibiblio.org/gferg/ldp/GCC-Inline-Assembly-HOWTO.html
And if you want to get the most out of your...
Now I've actually read the code carefully and I can't say I see anything wrong with it. The indexes seems to be correct.
Are you sure you put the right normal on the right vertex when you send the...
Every vertex in your map has 6 neighbouring triangles, but I don't see that you sum 6 normals (or perhaps I'm just to lazy to really understand your code)
Try reducing the map to just a couple of...
As Bubba pointed out, I should of course have written that you should multiply with the inverse of the mass...
// angle is the direction of the object in radians.
force[0] = cos(angle) *...
This is what CornedBee and Bubba was talking about.
Store your positions, velocities and forces in vectors, that is something like
float speed[2];
(or create a vector class with operator...
Even if it currently isn't in your implementation, it definitely could be. Allocate a thin proxy object and the pointer to the object is unique.
But my main point was the random generator stuff,...
I really suck at asking questions in english =P
I try again...
What is the return valu of sizeof(DWORD) and sizeof(CResource *) on your plattform? It can't be any space saving to chose one or...
Hmm, surfed around a little, you seems to be using Code::Blocks?
That program suite might install gdb, if you just can get gdb to run your program then I can help you...
Are you sure your install...
Ok, what program are you using to do this?
It was a long time ago that I last used anything on Windows unfortunately...
Perhaps someone who uses the same program can step in and tell you how to...
Why do you use the Random stuff?
What is sizeof(DWORD) and sizeof(CResource *) ?
It seems like you are wasting a lot of time searching for unique identifiers when you already have one at hand....
Searching google for "Broad Phase Culling" is a good start if you want to find out different strategies for ordering objects for fast collision rejection. Among common options are oc(t)trees, BSPs...
Try to run it in debug mode and report the place where the program crashes.
Crash bugs are among the easiest to find as a debugger almost always can point out directly the part that is causing the...
Here are some suggestions on how you could do...
Use a texture member in your classes and make them aware of the resource manager so they can delegate all the work to that class...
Makes the...
he he, that's usually no problem with programming IDEs since all major players in the non-Free market still release their stuff for free.
I find it more likely that the non "OSS zealots" want...
Usually because they want something Free (as in Stallmans GNU definition of Free)...but asking for a Free development environment that supports DirectX is a little weird, hence the guy is probably...
What you want to do seems to be exactly like this tutorial from NeHe (rotating cube). If you're new to OpenGL this is a good place to start learning.
...
???
Seriously? What do you want to do?
Watch out for numerical drift that might cause your once normalized vectors to be non-unit later on. By constantly transforming the up, look and right vector without ever checking if they need to be...
Why don't you unwrap the mesh and paint the texture onto that instead?
Then you'll get rid of all apparent singularities that you get at the poles when you just apply a rectangular texture to a...
What should the result be?
Just TRUE or FALSE or do you need penetration depth, contact normals, point/time of impact?
Collision detection is a generally quite messy thing to do, lots of special...
Please move this discussion of arrays to the C++ language board instead of hijacking aprescotts thread about rendering.
But you draw it with
glDrawArrays(GL_TRIANGLE_STRIP, 0, m_vertex_cnt);
I don't see where you setup the points to be in triangle strip order at all before rendering them?
Take just the first...
Is the data really arranged in triangle strip format?