Search found 216 matches

by DaveUnit
Feb 29, 2008 1:32
Forum: Game Dev
Topic: Sprite engine - how many sprites can YOU handle?
Replies: 38
Views: 12327

found the error. turns out it was notthecheatr's error actually. :P
I'm working his new linked list into my code at the moment so once I work out the kinks I can post a new version, which will look identical to the others but does have quite a number of code changes.
by DaveUnit
Feb 28, 2008 23:39
Forum: Tips and Tricks
Topic: Another linked list
Replies: 13
Views: 4721

haha. well I'm still proud of myself for fixing it too! :P I was wondering, do you think you add some sort of sequential access to the list. like if I have 500 objects to read, using getItem is going to start at the beginning of the list and not the last item searched, so when I reach 500, getItem s...
by DaveUnit
Feb 28, 2008 23:11
Forum: Tips and Tricks
Topic: Another linked list
Replies: 13
Views: 4721

I know this topic is dead and all. But I really liked this list, very easy to use, but I'm getting a seg fault when I remove an item that's not the first or last item. if you change your example to remove one of item index 1 instead of 0 and run with gdb it will seg fault. edit: found fix. if you re...
by DaveUnit
Feb 28, 2008 11:59
Forum: Game Dev
Topic: Sprite engine - how many sprites can YOU handle?
Replies: 38
Views: 12327

I'm using gdb and trying to trace my error. gdb is giving me the seg fault in the removeItem linked list sub. I know the bug is not there, it's in my using of the linked list that I'm screwing up. The bug is in one or both of the object deleting functions. Just haven't figured out why it's broken ye...
by DaveUnit
Feb 28, 2008 11:32
Forum: Game Dev
Topic: Sprite engine - how many sprites can YOU handle?
Replies: 38
Views: 12327

I've got a new version I'm working on but I've got a seg fault problem in my linked lists of map objects (those little guys on screen) and I can't find the bug for the life of me, 'cuz I know it's not in the linked list itself. The new version also displays how many sprites are on screen at one time...
by DaveUnit
Feb 24, 2008 22:29
Forum: Projects
Topic: 2d map editor in Open GL
Replies: 19
Views: 4306

well here's how I do things. I think it is very simple to make custom animations for sprites with it. The sprite class isn't in this demo but the engine in action is in the Sprite Engine thread in Game Dev if you haven't seen it. Furthermore, I don't hardcode my animations like in the example, I mad...
by DaveUnit
Feb 24, 2008 21:59
Forum: Projects
Topic: 2d map editor in Open GL
Replies: 19
Views: 4306

well for every tile I break it down like this I support tiles with multiple animations so first off a container containing all possible animations, I called it an Animset for the lack of a better term. so from the Animset, there are possible animations sequences, which are groups of frames. and fina...
by DaveUnit
Feb 24, 2008 21:41
Forum: Projects
Topic: 2d map editor in Open GL
Replies: 19
Views: 4306

well I'm making an engine right now that supports animated tiles. no scripting at all.
by DaveUnit
Feb 24, 2008 21:19
Forum: Projects
Topic: 2d map editor in Open GL
Replies: 19
Views: 4306

for something like that I suppose you would. but for simple changes my method would work.
by DaveUnit
Feb 24, 2008 21:04
Forum: Projects
Topic: 2d map editor in Open GL
Replies: 19
Views: 4306

for undoing you could make a queue of changes, like map(10,10) now uses tile 9 so you save what it used to equal, say 8, and when you hit undo it'll just reverse that one step and not hafta make a backup of the whole map. you'll just need to make a bit of script to say what the action was, and that ...
by DaveUnit
Feb 24, 2008 20:16
Forum: Projects
Topic: 2d map editor in Open GL
Replies: 19
Views: 4306

really neat little program here. the highlighted tile and the tile that is actually plotted gets thrown off though, probably from zooming. it'll say I'm at, for example, 17.5/20.5. weird.
still a nice program, I like the clean path option a lot. so many times I wish an editor had that.
by DaveUnit
Feb 20, 2008 5:47
Forum: General
Topic: possible bug
Replies: 8
Views: 1265

Hmm let's see. I'm not the best with words. If you look at the code, I have a pointer in there, but to protect that data from being prematurely deleted, I have a property that returns a const ptr. This normally works no problem. But when I make a type alias and forward a type that is defined further...
by DaveUnit
Feb 19, 2008 22:26
Forum: General
Topic: possible bug
Replies: 8
Views: 1265

yay!
by DaveUnit
Feb 18, 2008 4:10
Forum: Game Dev
Topic: Splitting an image buffer
Replies: 12
Views: 4090

yeah, I converted my tileset object from using one image of all the tiles and using a ranged put and broke the image down into individual tiles. I found it to be far less complicated because you don't need any equations to get exact coordinates of the tile, so I'm sure it helps speed up a drawing lo...
by DaveUnit
Feb 14, 2008 23:07
Forum: Game Dev
Topic: Sprite engine - how many sprites can YOU handle?
Replies: 38
Views: 12327

well I suppose that's not bad, not great but not bad. I have a new version post with sprite layers being added to the map now, but at 1024x768 my pc is dropping closer to like 30 frames with 200 sprites added and I don't think it should drop that low. When I have the time to optimize the drawing sub...

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