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Danbo Daxter! posted:I've been learning C++ for a while now hoping to get started writing meaningful games myself, and I think I have a good enough grasp of the language to start applying it. (I have some experience with Java, so I had a decent knowledge of OOP before I even looked at C++). It's also written in C++ and not in C like SDL is, which I prefer. I've been using it on and off for a few years now and in my opinion it is really well done and also quite mature at this point. I've always been wondering why there don't seem to be many people using it, the only reason I can come up with is that some people like to do lower-level stuff themselves as well. It may look overwhelming at first, but the good thing is that it's very modular so you don't have to use it all at once.
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# ¿ Dec 18, 2007 19:53 |
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# ¿ May 4, 2024 04:53 |
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DBFT posted:Thanks for that, that's the sort of thing I was looking for. If anyone else has anything to help me that would be great, this is the first time I've tried world generation What I've been using in the past is the Diamond-Square-Algorithm, but it can be a bit difficult getting it to do what you want. Still, I guess it can't hurt to take a look at it.
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# ¿ Apr 22, 2008 19:59 |
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DBFT posted:Should I be able to join the dots and see diamonds because I can't? I can't really see what is a diamond and what is a square? Also, here you can find an implementation of this algorithm in C#. I wrote it quite a while ago, and it really isn't very readable, but maybe it'll still help you. The code skips the first three steps and does them manually, though, I probably wouldn't do it that way again. Basically, I was just trying to make it generate maps that would always have negative values at the borders and positive ones in the middle. I think I only used it to separate land from water, the way I did that was that I took an arbitrary value (like 0.0) as a starting point, calculated the water percentage and in several steps adjusted that value until it was close enough to the land percentage that I wanted. Hope this helps a bit, good luck. (and if you want to, you could also contact me on aim).
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# ¿ Apr 23, 2008 19:31 |
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Well, since this is a question I've been dealing with again and again, I thought I might as well post here. Basically, I have a very hard time deciding what language to do my game programming in. C# is what I'm most comfortable with, so XNA would be the natural choice, but I'd like at least the possibility to run the game on Linux as well. Basically, it comes down to the fact that it is hard finding a decent library that does all I need. Especially, I'd like a solid UI library etc., so I always think of the days when I was doing stuff in C++ and ClanLib offered all I needed. Graphics, Sound, GUI, networking etc., so I am always tempted to move back to that. However, C++ is more of a hassle, so stuff in general takes longer to write. I have even tried writing a SWIG wrapper around ClanLib, but their signal/slot-stuff was pretty much impossible to wrap and I gave up. With all other languages and game libraries, there seems to be a lot of library-hunting involved. I just haven't found a combination that works for me yet, maybe it is indeed time to try out a few more python options.
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# ¿ Nov 24, 2008 11:42 |
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nihilocrat posted:Please explain, I was thinking of making a wrapper as well. Perhaps I can shed some light on it (and more likely, not). I don't quite remember at what point I gave up, I know I was able to at least call a few simple functions. I haven't really done a lot with function pointers, so maybe that's why I didn't see a way to wrap the signals/slots code. In theory, all you have to do is to convert a managed function pointer to a "normal" one (I think the Marshalling-class has a method for this), but I could never get it to work somehow. Writing about this, I really want to give it another try.. voodoo dog fucked around with this message at 21:12 on Nov 24, 2008 |
# ¿ Nov 24, 2008 20:50 |
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nihilocrat posted:Wait, are you talking about wrapping good old C++ ClanLib with good old CPython? I have also discovered Py++ in the interim. Python-Ogre uses it, so perhaps it actually works well. I think a ClanLib wrapper would be great for the Python game development world. We've already got a large number of graphics libraries, but nothing that is a one-stop-shop. EDIT: Just tested it with what I've got from last time, and it does indeed seem to be working in Python as well. voodoo dog fucked around with this message at 21:56 on Nov 24, 2008 |
# ¿ Nov 24, 2008 21:48 |
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Thug Bonnet posted:You're going to have a hard time finding a single library that does it all and is completely cross platform. I don't know if I would recommend it but you could probably use C# for your Win32 gui code, use managed C++ for the core, and of course use something other than C# for the gui on other platforms. I think you'd be making life harder for yourself that way, though. Plus, if performance at some point turns out to be subpar, I can still switch from SdlDotNet to OpenGL at some point.
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# ¿ Dec 1, 2008 16:03 |
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hallik posted:I just bought the $40 one. Hope this pans out. The CSS on that progress bar says 51% right now. We'll see if it moves.
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# ¿ Feb 11, 2011 01:31 |
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PDP-1 posted:Does Messiah let you create a model or is it just a rigging/rendering tool?
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# ¿ Feb 11, 2011 13:54 |
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Drox posted:How basic is basic? Does it do the job if you're just wanting to fart around with cheap technology and don't expect to be making the next Pixar feature film? Doesn't sound like it.. Searched around a bit more on the net, and everyone is saying you do need some modeling software alongside it, even if it's just a $100 one. Example of such talk: http://www.quartertothree.com/game-talk/showthread.php?p=2561198
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# ¿ Feb 11, 2011 15:52 |
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# ¿ May 4, 2024 04:53 |
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If you want template-magic for your scripting integration, you could also use boost::python which works pretty well. If you just want to do some simple scripting without worrying about external dependencies etc., you could also use AngelScript. From what I've experienced, it is extremely easy to use with very few weirdnesses. For more complex scenarios, you'd still be better off with lua or python, probably. I haven't used either of those in a big project, but both seemed to work pretty well on a small scale.
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# ¿ Feb 2, 2012 02:23 |