By default Visual Studio sets the working directory to be the folder which contains the solution file (.sln file). If you put the bitmap in that folder you should be able to access it using...
Type: Posts; User: Drac
By default Visual Studio sets the working directory to be the folder which contains the solution file (.sln file). If you put the bitmap in that folder you should be able to access it using...
I would agree with whiteflag that the compile time cost of constructing a templated class is in most cases not worth small amount of syntactic sugar it produces. Maybe without auto I might consider...
printf only accepts c-style string, that is const char * typed strings. std::string has a method, c_str that will provide a c-style version of the string.
printf("Hello name\n", name.c_str());
First you have to decide how customizable you want your weapons to be. In many games the weapons could just be one class defined by different values ex:
BulletType
FireAngleVariance...
Yes it should either be COLOR or COLOR0. COLOR1 would output to a second rendertarget in slot 1, but you cannot output there without also assigning a COLOR0 which goes to slot 0, which is the...
Collision detection is no easy issue. It may be worth your time to look into a 2D physics engine like box2d.
Thank you, I'm still figuring out the subtleties of templates.
template<typename Type>
class GetTypeRegister
{
public:
typedef Type::InnerClass type;//Errors on this line
};
int main()
{
}
I'm still not seeing the part where it changes direction, but there is one dormant issue.
You want to be using '+' not '+='. By using += you are changing the value of gamePaddle.location. The...
Oh I got my conditions flipped around didn't I, it should always be moving right. I still don't quite get the logic for check and set ball. Don't you want to change the direction of the ball upon...
I've heard very good things about FMod as well, although I haven't used it.
So if it is colliding it moves right, and if it isn't colliding it moves left. Unless it is colliding a lot it seems like it will be moving left most of the time.
If you think you can handle it start with C++. I've heard some people who say Python is a good place to start. I can't vouch for that though. C++ isn't the most beginner kind language, so be...
I almost wonder if this is a troll, but I'll bite.
I've had to read that 5 times, and I'm still not sure if I get it. I didn't bother trying to read the rest, and that should be reason enough...
According to the DirectInput documentation, if you are using a keyboard for typing or a mouse for navigation (ie. all games that don't use joysticks or controllers) you should use Windows Messages. ...
My questions as well. Who has assigned this project while giving you so little direction? Even making asteroids in DirectX will be very difficult for a beginning programmer.
And by console do...
Pretty much. Luckily ShaderX2 has a couple chapters on this. The advanced lighting and shading chapter deals with light on objects. I would use shadow maps for relatively easy shadows, and there...
Your logic for finding out the side seems a bit off, and where is 16 coming from? This is an imperfect method of attack however. To get it right all the time you will have to take into account the...
The problem here is that you are always incrementing the animation once very update. So in this sense it is always animating as fast as possible. You'll need to put in code like Wazaa's to make it...
Speaking of ShaderX2, it's out of print and now free for download off of GameDev.net.
http://www.gamedev.net/reference/programming/features/shaderx2/Introductions_and_Tutorials_with_DirectX_9.pdf
I think he's doing the emoticon XP with a lower case x so it doesn't look quite right.
Does the window close after you enter your input? This is very likely since it will flow immediately to the return. You can slow it down by putting a getchar() before return which will wait for you...
Don't expect that changing the pointers to references will help much with your problem because the compiler will effectively turn references into pointers(if I'm remembering correctly).
Sounds like that could be solved with the '&' operator.
Well if you just use my lines they won't work because there is no main function declaration.