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  • What library should I use for 2D Geometry? [closed]

    - by Luka
    I've been working on a 2D game in java, but found that java just didn't cut it for me and had forced me to a lot of bad design choices, so I've decided to port all my work to c++. The main reason I've decided change to c++ is that i had reached a point where i had 3 geometry libraries (the native, one from the game engine and one to handle "complex" polygons), none of witch worked very well together and i couldn't keep track of them. I'm new to c++, but i know all the basics. My question is, what would be a good geometry library to use, ideally it should be able to handle integer and decimal data types, have point, line, and polygon classes witch are able to check for intersection and contains. Thanks in advance, Luka

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  • Problem trying to lock framerate at 60 FPS

    - by shad0w
    I've written a simple class to limit the framerate of my current project. But it does not work as it should. Here is the code: void FpsCounter::Process() { deltaTime = static_cast<double>(frameTimer.GetMsecs()); waitTime = 1000.0/fpsLimit - deltaTime; frameTimer.Reset(); if(waitTime <= 0) { std::cout << "error, waittime: " << waitTime << std::endl; } else { SDL_Delay(static_cast<Uint32>(waitTime)); } if(deltaTime == 0) { currFps = -1; } else { currFps = 1000/deltaTime; } std::cout << "--Timings--" << std::endl; std::cout << "Delta: \t" << deltaTime << std::endl; std::cout << "Delay: \t" << waitTime << std::endl; std::cout << "FPS: \t" << currFps << std::endl; std::cout << "-- --" << std::endl; } Timer::Timer() { startMsecs = 0; } Timer::~Timer() { // TODO Auto-generated destructor stub } void Timer::Start() { started = true; paused = false; Reset(); } void Timer::Pause() { if(started && !paused) { paused = true; pausedMsecs = SDL_GetTicks() - startMsecs; } } void Timer::Resume() { if(paused) { paused = false; startMsecs = SDL_GetTicks() - pausedMsecs; pausedMsecs = 0; } } int Timer::GetMsecs() { if(started) { if(paused) { return pausedMsecs; } else { return SDL_GetTicks() - startMsecs; } } return 0; } void Timer::Reset() { startMsecs = SDL_GetTicks(); } The "FpsCounter::Process()" Method is called everytime at the end of my gameloop. I've got the problem that the loop is correctly delayed only every second frame, so it runs one frame delayed at 60 FPS and the next without delay at over 1000 fps. I am searching the error quite a while now, but I do not find it. I hope somebody can point me in the right direction.

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  • How to create a scripted sequence

    - by igrad
    Like countless other video games, I'd like to have scripted sequences in my game. Character 1 says something, the player replies, then a rock falls, that sorta stuff. I could find a way to do it, but I would like to use a common method, assuming there is one. My current thought is to have a separate file for each level of the game that contains all the possible scripted actions for that level. When the corresponding trigger is activated, the function is called. I think early Call of Duty games (up to CoD4) used something similar, but I'm not entirely sure.

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  • How can I perform a masked erase in SDL2?

    - by Kvisle
    I'm trying to implement some shadow/lighting effects in my 2D-project, and I've concluded that if there is an easy way to perform a masked erase on an SDL_Texture, it would make the drawing operations quite cheap. Let's say I have a texture of the part of the level where light is not meant to be rendered. I also have a texture with my "light map"; I want to use this to just draw omni lights from my light sources. Then I want to use the first image to 'subtract' the portions of the light map that are not to be rendered on the final scene. Then I draw my "light map" texture on top of my scene, with additive blending enabled. This sounds like a good theory in my head, but I can't see any functions in the SDL2 API that let me do masked erase from a texture. Am I overlooking something? Does anything like this exist?

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  • Getting an object from a 2d array inside of a class

    - by user36324
    I am have a class file that contains two classes, platform and platforms. platform holds the single platform information, and platforms has an 2d array of platforms. Im trying to render all of them in a for loop but it is not working. If you could kindly help me i would greatly appreciate. void Platforms::setUp() { for(int x = 0; x < tilesW; x++){ for(int y = 0; y < tilesH; y++){ Platform tempPlat(x,y,true,renderer,filename,tileSize/scaleW,tileSize/scaleH); platArray[x][y] = tempPlat; } } } void Platforms::show() { for(int x = 0; x < tilesW; x++){ for(int y = 0; y < tilesH; y++){ platArray[x][y].show(renderer,scaleW,scaleH); } } }

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  • Rectangular Raycasting?

    - by igrad
    If you've ever played The Swapper, you'll have a good idea of what I'm asking about. I need to check for, and isolate, areas of a rectangle that may intersect with either a circle or another rectangle. These selected areas will receive special properties, and the areas will be non-static, since the intersecting shapes themselves will also be dynamic. My first thought was to use raycasting detection, though I've only seen that in use with circles, or even ellipses. I'm curious if there's a method of using raycasting with a more rectangular approach, or if there's a totally different method already in use to accomplish this task. I would like something more exact than checking in large chunks, and since I'm using SDL2 with a logical renderer size of 1920x1080, checking if each pixel is intersecting is out of the question, as it would slow things down past a playable speed. I already have a multi-shape collision function-template in place, and I could use that, though it only checks if sides or corners are intersecting; it does not compute the overlapping area, or even find the circle's secant line, though I can't imagine it would be overly complex to implement. TL;DR: I need to find and isolate areas of a rectangle that may intersect with a circle or another rectangle without checking every single pixel on-screen.

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  • Error when updating enumerated value?

    - by igrad
    Once upon a time, there was a Player class (simplified version) enum animState{RUNNING,JUMPING,FALLING,IDLING}; class Player { public: Player(int x, int y); void handle(); void show(); ~Player(); private: int m_x; int m_y; animState playerAnimState; } There was also a "handle" function-member, which took care of all movement and collisions for the player: #include "player.h" void Player::handle() { if(/*Player presses 'D' key*/) { m_x++; playerAnimState = RUNNING; } //Other stuff that is just there to look nice Through lots of experimentation with "//" and "/**/", I've found that I consistently get an error at "playerAnimState = RUNNING." Have I broken some enumeration rule? Does my laptop really suck that bad? I hate to post a "fix my code for me" question, but I'm not very seasoned with enums.

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  • Rotating object around moving object/player in 2D

    - by Boston
    I am trying to implement a camera which rotates around the world around the player. I have found many solutions online to the task of rotating an object about the origin, or about an arbitrary point. The procedure seems to be to translate the point to be rotated about to the origin, perform the rotation, translate back, then draw. I have gotten this working for rotation around the origin as well as for a fixed point. Rotation of objects around the player works as well, provided the player does not move. However, if the objects are rotated around the player by some non-zero degree, if the player moves after the rotation it causes the rotated objects to move as well. I probably have done a poor job explaining this so here's an image: http://i.imgur.com/1n63iWR.gif And here's the code for the behavior: renderx = (Ox - Px)*cos(camAngle) - (Oy - Py)*sin(camAngle) + Px; rendery = (Ox - Px)*sin(camAngle) + (Oy - Py)*cos(camAngle) + Py; Where (Ox,Oy) is the actual position of the object to be rotated and (Px,Py) is the actual position of the player. Any ideas? I am using C++ with SDL2.0.

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  • What is the easiest and fastest way to display an SDL_Surface in a window with SDL2?

    - by Semmu
    I would like to have an SDL_Surface representing the contents of the window, just like in the old days with SDL1.2. What is the best and fastest way to do it in SDL2? What I found is that I need an SDL_Window, an SDL_Renderer for that window, an SDL_Texture to render, and an SDL_Surface to create a texture from. This seems a bit too much to me, since I just want to display a single image on the screen. Not to mention the impact on the performance. On my machine (Lenovo Y510p laptop) this whole procedure takes 9ms, without any memory allocation, only using pre-allocated variables and totally black SDL_Surface. Is there a way I could speed up things?

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  • Should I use SDL_Surface or SDL_Window? [on hold]

    - by The Light Spark
    I am making an OpenGL game basically. I have just started out on the territory. I have seen tutorials which use an SDL_Surface for rendering to while other tutorials use SDL_Window and obtain an openGL context from that and render to that, with no mention of surfaces. I understand what the differences between the two are, but is there any advantage in using one over the other? Can I use the SDL_Window technique to create high quality games or does the SDL_Surface approach get me better results?

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  • Implementation of APIs on diferent platforms

    - by b-gen-jack-o-neill
    OK, this is basicly just about any non-default OS API running on all different OS. But for my example let´s consider platform Windows, API SDL (Simple DirectMedia Layer). Actually this question came to my mind when I was reading about SDL. Originally, I thought that on Windows (and basicly any other OS) you must use OS API to make certain actions, like wrtiting to screen, creating window and so on, becouse that API knows what kernel calls and system subroutines calls it has to do. But when I read about SDL, I surprised me, becouse, you cannot make computer to do anything more than OS can, since you cannot acess HW directly, only thru OS API, from Console allocation to DirectX. So, my question actually is, how does this not-default-OS APIs work? Do they use (wrap) original system API (like MFC wraps win32 api)? Or, do they actually have direct acess to Windows kernel? Or is there any third, way in between? Thanks.

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  • Compiler issues on VC++ 2008 Express, Seemingly correct code throws errors.

    - by Anthony Clever
    Hi there, I've been trying to get back into coding for a while, so I figured I'd start with some simple SDL, now, without the file i/o, this compiles fine, but when I throw in the stdio code, it starts throwing errors. This I'm not sure about, I don't see any problem with the code itself, however, like I said, I might as well be a newbie, and figured I'd come here to get someone with a little more experience with this type of thing to look at it. I guess my question boils down to: "Why doesn't this compile under Microsoft's Visual C++ 2008 Express?" I've attached the error log at the bottom of the code snippet. Thanks in advance for any help. #include "SDL/SDL.h" #include "stdio.h" int main(int argc, char *argv[]) { FILE *stderr; FILE *stdout; stderr = fopen("stderr", "wb"); stdout = fopen("stdout", "wb"); SDL_Init(SDL_INIT_EVERYTHING); fprintf(stdout, "SDL INITIALIZED SUCCESSFULLY\n"); SDL_Quit(); fprintf(stderr, "SDL QUIT.\n"); fclose(stderr); fclose(stdout); return 0; } /* 1>------ Build started: Project: opengl_crap, Configuration: Debug Win32 ------ 1>Compiling... 1>main.cpp 1>c:\documents and settings\owner\my documents\visual studio 2008\projects\opengl_crap\opengl_crap\main.cpp(6) : error C2090: function returns array 1>c:\documents and settings\owner\my documents\visual studio 2008\projects\opengl_crap\opengl_crap\main.cpp(6) : error C2528: '__iob_func' : pointer to reference is illegal 1>c:\documents and settings\owner\my documents\visual studio 2008\projects\opengl_crap\opengl_crap\main.cpp(6) : error C2556: 'FILE ***__iob_func(void)' : overloaded function differs only by return type from 'FILE *__iob_func(void)' 1> c:\program files\microsoft visual studio 9.0\vc\include\stdio.h(132) : see declaration of '__iob_func' 1>c:\documents and settings\owner\my documents\visual studio 2008\projects\opengl_crap\opengl_crap\main.cpp(7) : error C2090: function returns array 1>c:\documents and settings\owner\my documents\visual studio 2008\projects\opengl_crap\opengl_crap\main.cpp(7) : error C2528: '__iob_func' : pointer to reference is illegal 1>c:\documents and settings\owner\my documents\visual studio 2008\projects\opengl_crap\opengl_crap\main.cpp(9) : error C2440: '=' : cannot convert from 'FILE *' to 'FILE ***' 1> Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast 1>c:\documents and settings\owner\my documents\visual studio 2008\projects\opengl_crap\opengl_crap\main.cpp(10) : error C2440: '=' : cannot convert from 'FILE *' to 'FILE ***' 1> Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast 1>c:\documents and settings\owner\my documents\visual studio 2008\projects\opengl_crap\opengl_crap\main.cpp(13) : error C2664: 'fprintf' : cannot convert parameter 1 from 'FILE ***' to 'FILE *' 1> Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast 1>c:\documents and settings\owner\my documents\visual studio 2008\projects\opengl_crap\opengl_crap\main.cpp(15) : error C2664: 'fprintf' : cannot convert parameter 1 from 'FILE ***' to 'FILE *' 1> Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast 1>c:\documents and settings\owner\my documents\visual studio 2008\projects\opengl_crap\opengl_crap\main.cpp(17) : error C2664: 'fclose' : cannot convert parameter 1 from 'FILE ***' to 'FILE *' 1> Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast 1>c:\documents and settings\owner\my documents\visual studio 2008\projects\opengl_crap\opengl_crap\main.cpp(18) : error C2664: 'fclose' : cannot convert parameter 1 from 'FILE ***' to 'FILE *' 1> Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast 1>Build log was saved at "file://c:\Documents and Settings\Owner\My Documents\Visual Studio 2008\Projects\opengl_crap\opengl_crap\Debug\BuildLog.htm" 1>opengl_crap - 11 error(s), 0 warning(s) ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== */

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  • Programming activities for high school kids who have no idea what CS or programming is

    - by pointdxt
    I work at a small high school that's in a very high poverty area. There are only a handful of seniors that are thinking about applying to be an engineer of some sort in college and only 1 kid that applied for Computer Science (he has a couple acceptances so far!). He's been talking to me a lot as I majored in Computer Science as well and he is very excited about it. Unfortunately, our school doesn't have a Computer Science course of any kind so he asks me a lot of stuff. I want to help him out since he's really excited about majoring in CS but I don't know where to begin. I could say put Linux on a computer, go online and go research stuff like I did but this kid needs some direction and he doesn't even know what Linux is let alone have a free computer around for that sort of thing. He doesn't know much about CS but is keenly interested in having a computer do all sorts of things but I don't know how to help him in a meaningful way. Any advice? I'm not a teacher at the school so I'm not a great educator, I do IT at the school.

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  • SubSonic missing stored procedures in StoredProcedures.cs when generated with SubCommander sonic.exe

    - by Mark
    We have been using SubSonic to generate our DAL with a lot of success on VS2005 and SubSonic Tools 2.0.3. SubSonic Tools do not work on VS2008 (as far as we can work out) so we have tried to use SubCommander\sonic.exe and are now hitting some problems. When we regenerate the project using SubCommander\sonic.exe and try to compile we get some errors reporting missing members (which should have been automatically generated based on the stored procedures we have). On closer inspection it looks like my StoredProcedures.cs file is missing some (not all) automatically generated methods for my classes. As an example, I have 2 procs: [dbo]._ClassA_Func1 [dbo]._ClassA_Func2 Only one of these is being generated in the StoredProcedures.cs file. These methods generate fine using the SubSonic Tools plugin. We have tried now with versions 2.1 and 2.2 of SubSonic with the same issue. We are still on .NET 2.0 so cannot use SubSonic 3.0. I have checked the permissions of both procs using fn_my_permissions and they seem identical. Does anyone have any ideas on what I can check? Thanks -- Mark

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  • Unwanted SDL_QUIT Event on mouseclick.

    - by Anthony Clever
    I'm having a slight problem with my SDL/Opengl code, specifically, when i try to do something on a mousebuttondown event, the program sends an sdl_quit event to the stack, closing my application. I know this because I can make the program work (sans the ability to quit out of it :| ) by checking for SDL_QUIT during my event loop, and making it do nothing, rather than quitting the application. If anyone could help make my program work, while retaining the ability to, well, close it, it'd be much appreciated. Code attached below: #include "SDL/SDL.h" #include "SDL/SDL_opengl.h" void draw_polygon(); void init(); int main(int argc, char *argv[]) { SDL_Event Event; int quit = 0; GLfloat color[] = { 0.0f, 0.0f, 0.0f }; init(); glColor3fv (color); glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0); draw_polygon(); while(!quit) { while(SDL_PollEvent( &Event )) { switch(Event.type) { case SDL_MOUSEBUTTONDOWN: for (int i = 0; i <= sizeof(color); i++) { color[i] += 0.1f; } glColor3fv ( color ); draw_polygon(); case SDL_KEYDOWN: switch(Event.key.keysym.sym) { case SDLK_ESCAPE: quit = 1; default: break; } default: break; } } } SDL_Quit(); return 0; } void draw_polygon() { glBegin(GL_POLYGON); glVertex3f (0.25, 0.25, 0.0); glVertex3f (0.75, 0.25, 0.0); glVertex3f (0.75, 0.75, 0.0); glVertex3f (0.25, 0.75, 0.0); glEnd(); SDL_GL_SwapBuffers(); } void init() { SDL_Init(SDL_INIT_EVERYTHING); SDL_SetVideoMode( 640, 480, 32, SDL_OPENGL ); glClearColor (0.0, 0.0, 0.0, 0.0); glMatrixMode( GL_PROJECTION | GL_MODELVIEW ); glLoadIdentity(); glClear (GL_COLOR_BUFFER_BIT); SDL_WM_SetCaption( "OpenGL Test", NULL ); } If it matters in this case, I'm compiling via the included compiler with Visual C++ 2008 express.

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  • How to boot linux direct to application on console with no login

    - by amanda
    I have a need to start an application on bootup on the linux console and I do not have a need for any type of login or security. I do not need any ALT-F1,F2,etc virtual consoles but I would like to allow SSH access via the network port for debugging, loading, etc. The application is a SDL graphics program running with fbcon as the SDL_VIDEODRIVER if that matters. I'm currently using Fedora 10 and 12 but any distro that supports SDL using the fbcon framebuffer would be acceptable.

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  • Application path in General class (.CS)

    - by Anu
    Hi i want to get applcation path in one seperate class used in my XAML,WPF applcation. In Animals.cs, string aPath2 = Application.StartupPath; MessageBox.Show(path); It shws error error CS0117: 'System.Windows.Application' does not contain a definition for 'StartupPath' I have to give data to treeview,im taking that all details from file in applcation path.

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  • What common routines do you put in your Program.cs for C#

    - by Rick
    I'm interested in any common routine/procedures/methods that you might use in you Program.cs when creating a .NET project. For instance I commonly use the following code in my desktop applications to allow easy upgrades, single instance execution and friendly and simple reporting of uncaught system application errors. using System; using System.Diagnostics; using System.Threading; using System.Windows.Forms; namespace NameoftheAssembly { internal static class Program { /// <summary> /// The main entry point for the application. Modified to check for another running instance on the same computer and to catch and report any errors not explicitly checked for. /// </summary> [STAThread] private static void Main() { //for upgrading and installing newer versions string[] arguments = Environment.GetCommandLineArgs(); if (arguments.GetUpperBound(0) > 0) { foreach (string argument in arguments) { if (argument.Split('=')[0].ToLower().Equals("/u")) { string guid = argument.Split('=')[1]; string path = Environment.GetFolderPath(Environment.SpecialFolder.System); var si = new ProcessStartInfo(path + "\\msiexec.exe", "/x" + guid); Process.Start(si); Application.Exit(); } } //end of upgrade } else { bool onlyInstance = false; var mutex = new Mutex(true, Application.ProductName, out onlyInstance); if (!onlyInstance) { MessageBox.Show("Another copy of this running"); return; } AppDomain.CurrentDomain.UnhandledException += CurrentDomain_UnhandledException; Application.ThreadException += ApplicationThreadException; Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); Application.Run(new Form1()); } } private static void CurrentDomain_UnhandledException(object sender, UnhandledExceptionEventArgs e) { try { var ex = (Exception) e.ExceptionObject; MessageBox.Show("Whoops! Please contact the developers with the following" + " information:\n\n" + ex.Message + ex.StackTrace, " Fatal Error", MessageBoxButtons.OK, MessageBoxIcon.Stop); } catch (Exception) { //do nothing - Another Exception! Wow not a good thing. } finally { Application.Exit(); } } public static void ApplicationThreadException(object sender, ThreadExceptionEventArgs e) { try { MessageBox.Show("Whoops! Please contact the developers with the following" + " information:\n\n" + e.Exception.Message + e.Exception.StackTrace, " Error", MessageBoxButtons.OK, MessageBoxIcon.Stop); } catch (Exception) { //do nothing - Another Exception! Wow not a good thing. } } } } I find these routines to be very helpful. What methods have you found helpful in Program.cs?

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  • How i access DataGrid(DataGridTemplate) in xaml.cs

    - by mobeen-bhatti
    Hi, <dg:DataGridTemplateColumn Header="Alerts"> <dg:DataGridTemplateColumn.CellTemplate> <DataTemplate> <TextBlock></TextBlock> </DataTemplate> </dg:DataGridTemplateColumn.CellTemplate> </dg:DataGridTemplateColumn> How can i access TextBlock in xaml.cs. like this TextBlock.Text="HelloMoto" please help me. thanks in advance Mobeen

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  • Post bacc CS certificate of Java Certification?

    - by gwozdz
    I have a BS in biology, MS in Environmental Science, but I've been writing software in C++ and Java throughout grad school and a bit in my current job. I'd love to transition to a programming career. I've thought about getting what's called a "Post baccalaureate Certificate" or Java certification in lieu of another degree in CS. Which is more useful in terms of getting a job?

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