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  • Displaying a grid based map using C++ and sdl

    - by user15386
    I am trying to create a roguelike game using c++ and SDL. However, I am having trouble getting it to display the map, which is represented by a 2d array of a tile class. Currently, my code is this: for (int y = 0; y!=MAPHEIGHT; y++) { for (int x = 0; x!=MAPWIDTH 1; x++) { apply_surface( x * TILEWIDTH, y * TILEHEIGHT, mymap[x][y].image, screen ); } } However, running this code causes it to both dither for a while before opening the SDL window, and (usually) tell me there is an access violation. How can I display my map?

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  • Problems using easing equations in C# XNA

    - by codinghands
    I'm having some trouble using the easing equations suggested by Robert Penner for ActionScript (http://www.robertpenner.com/easing/, and a Flash demo here) in my C# XNA game. Firstly, what is the definition of the following variables passed in as arguments to each equation? float t, float b, float c, float d I'm currently calculating the new X position of a sprite in the Update() loop, however even for the linear tween equation I'm getting some odd results. I'm using the following values: float t = gameTime.TotalGameTime.TotalMilliseconds; float d = 8000f; float b = x.Position.X; float c = (ScreenManager.Game.GraphicsDevice.Viewport.Width >> 1) - (x.Position.X + x.frameSize.X / 2); And this equation for linear easing: float val = c*t/d + b;

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  • Publishing a game -- any way to target both WP7 and Win8 Store?

    - by Rei Miyasaka
    I'm at a dilemma which seems should soon become an important issue for a lot of developers. If I build a game in XNA, I won't be able to publish it on the Windows 8 Store, as it would be a classic application -- and classic applications can't be sold on the store. If I build a game in Metro DirectX, I would be able to sell it on the Store, but porting it to Windows Phone would involve porting it to Reach XNA, which in fact would likely involve more effort even than porting to OS X or Android -- both of which support C++. Of all the WinRT API that is supported on C++/JS/.NET, DirectX can only be programmed from C++. It's also unlikely that Microsoft will update Windows 7 or Vista to support the new DirectX features, although that would make the Metro DirectX the first new version of DirectX to stop supporting the immediate predecessor OS. If I build a game in Pre-Win8 DirectX 9/10/11, I won't be able to sell it on the Windows Store or Windows Phone, but I could sell it on something like Steam. It would also involve the most amount of manual plumbing. In fact, DirectWrite, despite being part of DirectX 11, doesn't talk to Direct3D. I'm getting really tired of all these restrictions -- artificial and otherwise -- and I'm coming to a point where I'm considering switching to a platform with a less fragmented API, like Android or Mac/iOS. As far as bringing a game into market goes, excluding the actual market share of any platforms that I might consider, what other factors would help me in making a decision? Just a few years ago this question was a lot easier to answer: if you were primarily concerned with Windows platforms, all you had to answer was whether you wanted DirectX, XNA, or something like SlimDX. If you made the wrong decision, no biggie -- all you really would have lost is XBox and the fairly small Windows Phone market.

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  • Directional and orientation problem

    - by Ahmed Saleh
    I have drawn 5 tentacles which are shown in red. I have drew those tentacles on a 2D Circle, and positioned them on 5 vertices of the that circle. BTW, The circle is never be drawn, I have used it to simplify the problem. Now I wanted to attached that circle with tentacles underneath the jellyfish. There is a problem with the current code but I don't know what is it. You can see that the circle is parallel to the base of the jelly fish. I want it to be shifted so that it be inside the jelly fish. but I don't know how. I tried to multiply the direction vector to extend it but that didn't work. // One tentacle is constructed from nodes // Get the direction of the first tentacle's node 0 to node 39 of that tentacle; Vec3f dir = m_tentacle[0]->geNodesPos()[0] - m_tentacle[0]->geNodesPos()[39]; // Draw the circle with tentacles on it Vec3f pos = m_SpherePos; drawCircle(pos,dir,30,m_tentacle.size()); for (int i=0; i<m_tentacle.size(); i++) { m_tentacle[i]->Draw(); } // Draw the jelly fish, and orient it on the 2D Circle gl::pushMatrices(); Quatf q; // assign quaternion to rotate the jelly fish around the tentacles q.set(Vec3f(0,-1,0),Vec3f(dir.x,dir.y,dir.z)); // tanslate it to the position of the whole creature per every frame gl::translate(m_SpherePos.x,m_SpherePos.y,m_SpherePos.z); gl::rotate(q); // draw the jelly fish at center 0,0,0 drawHemiSphere(Vec3f(0,0,0),m_iRadius,90); gl::popMatrices();

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  • How to load a text file from a server into iPhone game with AS3 in Adobe AIR?

    - by Phil
    Im creating an iPhone game with Adobe AIR, and I want to be able to load a simple text msg into an dynamic text box on the games front screen from my server (and then be able to update that text file on the server, so it updates automatically in the game after the game is on the app store) How would I go about acheiving that? is it as simple as using a getURL? are there any specifical issues with trying to do this on the iPhone via AIR that I should be aware of? Thanks for any advice.

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  • Arcball Problems with UDK

    - by opdude
    I'm trying to re-create an arcball example from a Nehe, where an object can be rotated in a more realistic way while floating in the air (in my game the object is attached to the player at a distance like for example the Physics Gun) however I'm having trouble getting this to work with UDK. I have created an LGArcBall which follows the example from Nehe and I've compared outputs from this with the example code. I think where my problem lies is what I do to the Quaternion that is returned from the LGArcBall. Currently I am taking the returned Quaternion converting it to a rotation matrix. Getting the product of the last rotation (set when the object is first clicked) and then returning that into a Rotator and setting that to the objects rotation. If you could point me in the right direction that would be great, my code can be found below. class LGArcBall extends Object; var Quat StartRotation; var Vector StartVector; var float AdjustWidth, AdjustHeight, Epsilon; function SetBounds(float NewWidth, float NewHeight) { AdjustWidth = 1.0f / ((NewWidth - 1.0f) * 0.5f); AdjustHeight = 1.0f / ((NewHeight - 1.0f) * 0.5f); } function StartDrag(Vector2D startPoint, Quat rotation) { StartVector = MapToSphere(startPoint); } function Quat Update(Vector2D currentPoint) { local Vector currentVector, perp; local Quat newRot; //Map the new point to the sphere currentVector = MapToSphere(currentPoint); //Compute the vector perpendicular to the start and current perp = startVector cross currentVector; //Make sure our length is larger than Epsilon if (VSize(perp) > Epsilon) { //Return the perpendicular vector as the transform newRot.X = perp.X; newRot.Y = perp.Y; newRot.Z = perp.Z; //In the quaternion values, w is cosine (theta / 2), where //theta is the rotation angle newRot.W = startVector dot currentVector; } else { //The two vectors coincide, so return an identity transform newRot.X = 0.0f; newRot.Y = 0.0f; newRot.Z = 0.0f; newRot.W = 0.0f; } return newRot; } function Vector MapToSphere(Vector2D point) { local float x, y, length, norm; local Vector result; //Transform the mouse coords to [-1..1] //and inverse the Y coord x = (point.X * AdjustWidth) - 1.0f; y = 1.0f - (point.Y * AdjustHeight); length = (x * x) + (y * y); //If the point is mapped outside of the sphere //( length > radius squared) if (length > 1.0f) { norm = 1.0f / Sqrt(length); //Return the "normalized" vector, a point on the sphere result.X = x * norm; result.Y = y * norm; result.Z = 0.0f; } else //It's inside of the sphere { //Return a vector to the point mapped inside the sphere //sqrt(radius squared - length) result.X = x; result.Y = y; result.Z = Sqrt(1.0f - length); } return result; } DefaultProperties { Epsilon = 0.000001f } I'm then attempting to rotate that object when the mouse is dragged, with the following update code in my PlayerController. //Get Mouse Position MousePosition.X = LGMouseInterfacePlayerInput(PlayerInput).MousePosition.X; MousePosition.Y = LGMouseInterfacePlayerInput(PlayerInput).MousePosition.Y; newQuat = ArcBall.Update(MousePosition); rotMatrix = MakeRotationMatrix(QuatToRotator(newQuat)); rotMatrix = rotMatrix * LastRot; LGMoveableActor(movingPawn.CurrentUseableObject).SetPhysics(EPhysics.PHYS_Rotating); LGMoveableActor(movingPawn.CurrentUseableObject).SetRotation(MatrixGetRotator(rotMatrix));

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  • How should I structure moving from overworld to menu system / combat?

    - by persepolis
    I'm making a text-based "Arena" game where the player is the owner of 5 creatures that battle other teams for loot, experience and glory. The game is very simple, using Python and a curses emulator. I have a static ASCII map of an "overworld" of sorts. My character, represented by a glyph, can move about this static map. There are locations all over the map that the character can visit, that break down into two types: 1) Towns, which are a series of menus that will allow the player to buy equipment for his team, hire new recruits or do other things. 2) Arenas, where the player's team will have a "battle" interface with actions he can perform, messages about the fight, etc. Maybe later, an ASCII representation of the fight but for now, just screens of information with action prompts. My main problem is what kind of design or structure I should use to implement this? Right now, the game goes through a master loop which waits for keyboard input and then moves the player about the screen. My current thinking is this: 1) Upon keyboard input, the Player coordinates are checked against a list of Location objects and if the Player coords match the Location coords then... 2) ??? I'm not sure if I should then call a seperate function to initiate a "menu" or "combat" mode. Or should I create some kind of new GameMode object that contains a method itself for drawing the screen, printing the necessary info? How do I pass my player's team data into this object? My main concern is passing around the program flow into all these objects. Should I be calling straight functions for different parts of my game, and objects to represent "things" within my game? I was reading about the MVC pattern and how this kind of problem might benefit - decouple the GUI from the game logic and user input but I have no idea how this applies to my game.

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  • Javascript A* path finding

    - by Veyha
    I am trying to learn A* path finding. I am using this library - https://github.com/qiao/PathFinding.js But there is one thing I don't understand how to do. To find a path from player.x/player.y (player.x and player.y are both 0) to 10/10 I use this code var path = finder.findPath(player.x, player.y, 10, 10, grid); This gives an array of where I need to move, but how do I apply this array to my player.x and player.y? The path structure looks like this path = [[0, 0], [1, 0], [1, 1], ..., [10, 10]]

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  • Help with converting an XML into a 2D level (Actionscript 3.0)

    - by inzombiak
    I'm making a little platformer and wanted to use Ogmo to create my level. I've gotten everything to work except the level that my code generates is not the same as what I see in Ogmo. I've checked the array and it fits with the level in Ogmo, but when I loop through it with my code I get the wrong thing. I've included my code for creating the level as well as an image of what I get and what I'm supposed to get. EDIT: I tried to add it, but I couldn't get it to display properly Also, if any of you know of better level editors please let me know. xmlLoader.addEventListener(Event.COMPLETE, LoadXML); xmlLoader.load(new URLRequest("Level1.oel")); function LoadXML(e:Event):void { levelXML = new XML(e.target.data); xmlFilter = levelXML.* for each (var levelTest:XML in levelXML.*) { crack = levelTest; } levelArray = crack.split(''); trace(levelArray); count = 0; for(i = 0; i <= 23; i++) { for(j = 0; j <= 35; j++) { if(levelArray[i*36+j] == 1) { block = new Platform; s.addChild(block); block.x = j*20; block.y = i*20; count++; trace(i); trace(block.x); trace(j); trace(block.y); } } } trace(count);

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  • Calculate travel time on road map with semaphores

    - by Ivansek
    I have a road map with intersections. At intersections there are semaphores. For each semaphore I generate a red light time and green light time which are represented with syntax [R:T1, G:T2], for example: 119 185 250 A ------- B: [R:6, G:4] ------ C: [R:5, G:5] ------ D I want to calculate a car travel time from A - D. Now I do this with this pseudo code: function get_travel_time(semaphores_configuration) { time = 0; for( i=1; i<path.length;i++) { prev_node = path[i-1]; next_node = path[i]); cost = cost_between(prev_node, next_node) time += (cost/movement_speed) // movement_speed = 50px per second light_times = get_light_times(path[i], semaphore_configurations) lights_cycle = get_lights_cycle(light_times) // Eg: [R,R,R,G,G,G,G], where [R:3, G:4] lights_sum = light_times.green_time+light_times.red_light; // Lights cycle time light = lights_cycle[cost%lights_sum]; if( light == "R" ) { time += light_times.red_light; } } return time; } So for distance 119 between A and B travel time is, 119/50 = 2.38s ( exactly mesaured time is between 2.5s and 2.6s), then we add time if we came at a red light when at B. If we came at a red light is calculated with lines: lights_cycle = get_lights_cycle(light_times) // Eg: [R,R,R,G,G,G,G], where [R:3, G:4] lights_sum = light_times.green_time+light_times.red_light light = lights_cycle[cost%lights_sum]; if( light == "R" ) { time += light_times.red_light; } This pseudo code doesn't calculate exactly the same times as they are mesaured, but the calculations are very close to them. Any idea how I would calculate this?

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  • What algorithms can I use for bullet movement toward the enemy?

    - by theateist
    I develop 2D strategy game(probably for Android). There are weapons that shooting on enemies. From what I've read in this, this, this and this post I think that I need Linear algebra, but I don't really understand what algorithm I should use so the bullet will go to the target? Do I nee pathfinder, why? Can you please suggest what algorithms and/or books I can use for bullet movement toward the enemy?

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  • Why does my health bar disappear whenever my character takes amage?

    - by iQue
    Im making health bar for my game that looks like this: public void healthBar(Canvas canvas) { float healthScale = happy.getHP() / happy.getMaxHP(); Rect rect = new Rect(20, 20,(120 * (int)healthScale), 40); Paint paint = new Paint(); paint.setColor(Color.RED); canvas.drawRect(20, 20, 220 * healthScale, 40, paint) } this is called every time my game renders. When the game starts it's where I want it, but as soon as my character (happy) takes any damage, it dissapears. And I know that his hp only gets subtracted by 5 every time he gets hit. So this should not happen? example: @Startup: happy.getHP() == 100, happy.getMaxHP == 100. when damaged HP -=5, -> happy.getHP() == 95 -> healthscale == 0,95 -> 220 * 0,95 == new width for Rect(?)

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  • Designing a "Grid" like object that contains game objects

    - by liortal
    I am working on a 2D game, where there's a game "board" on which other game objects are placed. This this is 2D, my starting point was to design a class that will internally use a 2d array for the actual stored game objects. This class could be simply accessed by 2 indices: (i, j) to get game objects on it. My problem is that i have no idea how to make the game "board" "propagate" its data onto its children. Design questions i ran into are: Should the children placed on the board have display properties such as size, screen position? Should the board itself dictate this information? How to update children in case the board changes some of its properties? (position, etc). Should the board be aware of the types of objects stored in it ? I have no idea how similar things such as WPF or other UI frameworks go about organizing a "container like" object that can arrange or apply certain UI properties to its children.

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  • Geometry Shader : points + Triangles

    - by CmasterG
    I have different Shaders and for each Shader a instance of the ShaderClass class, which initializes the Shaders, Renders the Shaders, etc. I use most of the Shaderclasses without Geometry Shader, but in one Shader Class i also use a Geometry Shader. The problem is, that when I render one object with the Shaderclass that uses the Geometry shader, all other object are rendered with the same geometry that I create in the Geometry Shader. Can you help me? Is it possible that I have to use a Geometry Shader for each object, when I use one for one object? I use DirectX 11 with C++.

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  • Splitting a texture atlas into seperate images

    - by bigtunacan
    I'm doing a port of an existing game and the designer no longer has all of the original art; he only has the resulting texture atlases he used when developing for iPad. The tool I'm using won't support these files so I need to break them back out into separate PNG files. I'm hoping someone knows of a software tool that does this. PC software would be preferred in this case, but Mac would suffice.

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  • How to use mount points in MilkShape models?

    - by vividos
    I have bought the Warriors & Commoners model pack from Frogames and the pack contains (among other formats) two animated models and several non-animated objects (axe, shield, pilosities, etc.) in MilkShape3D format. I looked at the official "MilkShape 3D Viewer v2.0" (msViewer2.zip at http://www.chumba.ch/chumbalum-soft/ms3d/download.html) source code and implemented loading the model, calculating the joint matrices and everything looks fine. In the model there are several joints that are designated as the "mount points" for the static objects like axe and shield. I now want to "put" the axe into the hand of the animated model, and I couldn't quite figure out how. I put the animated vertices in a VBO that gets updated every frame (I know I should do this with a shader, but I didn't have time to do this yet). I put the static vertices in another VBO that I want to keep static and not updated every frame. I now tried to render the animated vertices first, then use the joint matrix for the "mount joint" to calculate the location of the static object. I tried many things, and what about seems to be right is to transpose the joint matrix, then use glMatrixMult() to transform the modelview matrix. For some objects like the axe this is working, but not for others, e.g. the pilosities. Now my question: How is this generally implemented when using bone/joint models, and especially with MilkShape3D models? Am I on the right track?

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  • relationship between the model and the renderer

    - by acrilige
    I tried to build a simple graphics engine, and faced with this problems: i have a list of models that i need to draw, and object (renderer) that implements IRenderer interface with method DrawObject(Object* obj). Implementation of renderer depends on using graphics library (opengl/directx). 1st question: model should not know nothing about renderer implementation, but in this case where can i hold (cache) information that depends on renderer implementation? For example, if model have this definition: class Model { public: Model(); Vertex* GetVertices() const; private: Vertex* m_vertices; }; what is the best way to cache, for example, vertex buffer of this model for dx11? Hold it in renderer object? 2nd question: what is the best way for model to say renderer HOW it must be rendered (for example with texture, bump mapping, or may be just in one color). I thought it can be done with flags, like this: model-SetRenderOptions(RENDER_TEXTURE | RENDER_BUMPMAPPING | RENDER_LIGHTING); and in Renderer::DrawModel method check for each flag. But looks like it will become uncomfortable with the options count growth...

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  • Is there a good book or articles to learn about 2D Game Design and Effects?

    - by user28015
    I am not looking for a read how to develop games and how to implement one. I am looking for a general about possible effects in 2D Games and about general design of modern 2D gaming. I have programmed several smaller games over the years and also read books like "Golden Rules of Game Programming" by Martin Bronwlo. So I know how to implement games. What I am looking for are 2 things: Finishing touches such as effects like explosions, particles etc. Not how to make them, but how to design them so it looks right and cool. How to make a 2D game feel "more right" so that users get a satisfying gaming experience. I played a lot of 2D games but I could use some more advice.

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  • How can I create animated card graphics like in Hearthstone?

    - by Appeltaart
    In the game Hearthstone, there are cards with animated images on them. A few examples: http://www.hearthhead.com/card=281/argent-commander http://www.hearthhead.com/card=469/blood-imp The animations seem to be composed of multiple effects: Particle systems. Fading sprites in and out/rotating them Simple scrolling textures A distortion effect, very evident in the cape and hair of example 1. Swirling smoke effects, the light in example 1 and the green/purple glow in example 2. The first three elements are trivial, what I'd like to know is how the last two could be done. Can this even be done realtime in a game, or are they pre-rendered animations?

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  • Sun & Moon Movement

    - by Thomas Mosey
    I'm creating a 2D HTML5 Canvas Game and am stuck on how to go about animating my Sun & Moon. The current setup is basically setting the moon at -1024 on the X-axis and the sun at 0 and animating them at 1 pixel a second. My canvas width is 1024 pixels and whenever the sun/moons X position crosses over the width of the canvas, it's X position is then set to -1024 to repeat the animation. What I am trying to do is get it to sync up with my day/night cycles. Each day is 10000 ticks long (A tick being added every frame) with Day/Night being 50% each (5000 ticks each). What I am trying to calculate is what I'll need to add to the X position of each per frame to get the sun from an X of 0 to 1024 after 5000 ticks/frames. Any help is appreciated.

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  • Change players state and controls in-game

    - by Samurai Fox
    I'm using Unity 3D Let's say the player is an ice cube. You control it like a normal player. On press of a button, ice transforms (with animation) into water. You control it completely different than the ice cube. Another great example would be: Player is human being and has normal FPS controls. On press of a button human transforms into birds and now has completely different controls. Now, my question is, what would be easier and better: make one object with animation transition and to stay in that state of anim. until button is pressed again make two object: ice and water. Ice has an animation of turning into water. So replace ice (with animation) with water object And if anyone knows this one too: how to switch between 2 different types of player controls.

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  • Subdividing a polygon into boxes of varying size

    - by Michael Trouw
    I would like to be pointed to information / resources for creating algorithms like the one illustrated on this blog, which is a subdivision of a polygon (in my case a voronoi cell) into several boxes of varying size: http://procworld.blogspot.nl/2011/07/city-lots.html In the comments a paper by among others the author of the blog can be found, however the only formula listed is about candidate location suitability: http://www.groenewegen.de/delft/thesis-final/ProceduralCityLayoutGeneration-Preprint.pdf Any language will do, but if examples can be given Javascript is preferred (as it is the language i am currently working with) A similar question is this one: What is an efficient packing algorithm for packing rectangles into a polygon?

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  • How do I get the point coords of a rotated SFML shaperect?

    - by user15498
    I am trying to get collisions of bullets working, and am using SFML. I am using code to get the position of the points of the rectangle for collisions, however I think there's a way to do this without having to get points but by simply getting the points from SFML, since the shape is a rectangle and the points are stored in that way. Is there a way to do that? Through a combination of getPoint() and getGlobalBounds() maybe? While on this topic, is it better to use shapeRects or sprites? I used to only use sprites, however with the addition of textures and more low level stuff I think it would be best to switch to using rectangles and setting their size.

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  • Create a kind of Interface c++ [migrated]

    - by Liuka
    I'm writing a little 2d rendering framework with managers for input and resources like textures and meshes (for 2d geometry models, like quads) and they are all contained in a class "engine" that interacts with them and with a directX class. So each class have some public methods like init or update. They are called by the engine class to render the resources, create them, but a lot of them should not be called by the user: //in pseudo c++ //the textures manager class class TManager { private: vector textures; .... public: init(); update(); renderTexture(); //called by the "engine class" loadtexture(); gettexture(); //called by the user } class Engine { private: Tmanager texManager; public: Init() { //initialize all the managers } Render(){...} Update(){...} Tmanager* GetTManager(){return &texManager;} //to get a pointer to the manager //if i want to create or get textures } In this way the user, calling Engine::GetTmanager will have access to all the public methods of Tmanager, including init update and rendertexture, that must be called only by Engine inside its init, render and update functions. So, is it a good idea to implement a user interface in the following way? //in pseudo c++ //the textures manager class class TManager { private: vector textures; .... public: init(); update(); renderTexture(); //called by the "engine class" friend class Tmanager_UserInterface; operator Tmanager_UserInterface*(){return reinterpret_cast<Tmanager_UserInterface*>(this)} } class Tmanager_UserInterface : private Tmanager { //delete constructor //in this class there will be only methods like: loadtexture(); gettexture(); } class Engine { private: Tmanager texManager; public: Init() Render() Update() Tmanager_UserInterface* GetTManager(){return texManager;} } //in main function //i need to load a texture //i always have access to Engine class engine-GetTmanger()-LoadTexture(...) //i can just access load and get texture; In this way i can implement several interface for each object, keeping visible only the functions i (and the user) will need. There are better ways to do the same?? Or is it just useless(i dont hide the "framework private functions" and the user will learn to dont call them)? Before i have used this method: class manager { public: //engine functions userfunction(); } class engine { private: manager m; public: init(){//call manager init function} manageruserfunciton() { //call manager::userfunction() } } in this way i have no access to the manager class but it's a bad way because if i add a new feature to the manager i need to add a new method in the engine class and it takes a lot of time. sorry for the bad english.

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  • Where can I find affordable legal advice for game software related inquiries?

    - by Steven Lu
    I am working on simulation middleware which is applicable for game engine implementations. What I would like to do is to make it freely available for use for all non-commercial purposes, while at the same time imposing some percentage of royalty on revenue (above a certain threshold) that is derived from my work. Something very similar to Epic's UDK licensing model. To facilitate the use of my software, I plan to offer binaries (static libs) for several platforms, as well as obfuscated source code which I will freely distribute, in addition to documentation of the API. I simply want to impose the restriction that if you try to make money from it, I get a cut eventually. I'm wondering if there are online forums and such where I am likely to find people who are willing to assist me in terms of learning what sort of things I have to do to get things down on the right kinds of documents. So far a site like this seems to be the most promising.

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