Hey guys,
So I learned about the cpu and some real low level stuff recently and I have to ask, are global/static variables or functions slower to access/call?
The reasoning may be because that...
Type: Posts; User: JohnLeeroy
Hey guys,
So I learned about the cpu and some real low level stuff recently and I have to ask, are global/static variables or functions slower to access/call?
The reasoning may be because that...
Now that i think about it, static doesnt necessarily break encapsulation. It can be a private static variable/function and other objects cant access it.
I have never worked with a const static...
So talking about the object-oriented paradigm of encapsulation, what are ways to implement it and ways to break it.
From my experiences, structures and classes with private/protected members, and...
Hello,
I plan on making a D3DXVECTOR3 wrapper for my project and I was wondering if it was optimal to make math functions be static? Or wrap up the functionality in a class.
I would invoke...
Hello,
I am working on a win32 project which is already using a console window to show debug information. I would like to have some sort of window that allows me to give input and be able to...
That sounds like it will work but also fairly expensive. I've consulted with my teacher and he told me to send collision information to the vertex shader and alpha out part of the wall in the...
Hello everyone,
I've built a third person camera in C++ using DirectX that attaches itself to game objects such as the player. My walls are planes and I am utilizing line segment to plane...
While we're on the subject, what if you have code referencing libraries from DirectX or XNA. Do those libraries get compiled into the .exe?
Thanks Virtual Ace.
Those steps actually make sense. So dot-product actually returns the degree difference between two vectors? Anyways, would I need to orthonomalize my matrix after I rotate on...
XNA and Visual Studio Express will require you to register your email and make an account with Microsoft but it is still free. Most compilers and IDEs that you develop on Windows will only run on...
You probably wouldnt know how to use the functionalities of an engine if you don't have a good knowledge of code. I'd recommend building your own. This means you have to handle rendering,...
Hello everyone,
I have question about 3D math. I have a vector representing the direction i want my matrix to face. How can I change the forward(z axis) vector of the matrix to the direction...
You can use tools such as Paint.net or GIMP.
If you're looking for sprites/sprite sheets, here's a website for you below.
[link]
Slightly off-topic but can you describe the effect of the view matrix in the rendering pipeline. I have several questions about the view matrix.
Is the translation vector of the view matrix the...
From playing GameDev story, a game dev simulation game, you would have to purchase a license from Microsoft or the console's proprietary owners before you can develop for the consoles. Anyways,...
Looks very nice. Reminds me of the "bullet hell" genre of side scrolling shooters. Which rendering API are you using?
As far as I'm aware, the standard version doesn't cost any money. The quote above is from wikipedia.
I've used it during the Global Gam Jam two weeks ago. Produced this game in 48 hours with a...
Okay, lets use the solar system as an example.
You have the sun which for our example rotates on its local Y axis.
glPush
rotate on Y
Draw Sun
glPop
Now we have planets that revolve...
This is slightly off topic but why don't you consider middleware such as Unity. It makes developing game a lot shorter and possibly easier. After you finished the game, you can port it to the PS3,...
My understanding of APIs are that they let the user interact with the hardware. I've worked with DirectX D3D and OpenGL for drawing.
Direct3D and OpenGL allows the user to use their libraries and...
This is only an idea but you can try to make a lightmap composed of alpha and white values with the size of your screen resolution and interpolate between the pixels on the screen to your lightmap.
...
Weird.
So what if I call new twice on the same reference... see the following code
TextBox variable = new TextBox();
variable = new TextBox();
I have a silly question (it sounds silly enough at least), how do you de-allocate heap memory?
I've looked online which has directed me to Dispose or GC.Collect() but I just want to clean up...
Im familiar with the "new" call for C++ so seeing the C version is new for me.
Is there any difference between malloc and new?
edit: oops! didnt notice the C board
Debugging for an hour taught me that events are very sensitive. Not spending enough time to designing and making my code modular has caused initialization code to be recalled causing weird problems....