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| Some recent topics started on our forums | |
| Trouble with Pointer to Mesh | Hello All, I am currently attempting to add functionality for an actor to hold a pointer to a mesh, and render thru the pointer (So less Mem usage), however I'm getting the error "Acces Violation Reading Location 0x00000000", and funnily enough th... |
| Posted July 18, 2006 3:58:27 AM | |
| Access violation reading location 0xfeeefef2 | Hello, I am currently working on top-down scrolling shooter, but am having a problem with getting the particle engine to be able to 'bind' and emitter to an Enemy (Works fine on players, and they both derive from the same Actor class). ... |
| Posted June 16, 2006 9:13:26 PM | |
| Texture Problems in Particle Engine | Hello, I am currently working on a 2D particle engine and am trying* to implement textured quads for my particles (As before I was using gl_poly loops). I have taken a look at NeHe's texture code and have converted it into a class, so every... |
| Posted May 27, 2006 3:00:51 AM | |
| PXE Particle Engine | This is a 2D Particle Engine I have been working on in my spare time for the past 3-4 weeks known as Particle Extreme Edition, or PXE (It's a joke between me and a friend =) It was made using OpenGL and C++. It's a pretty basic particle en... |
| Posted May 17, 2006 10:23:09 AM | |
| (Screenshots Added) My First Game- Criticism Needed :) | First of all I'd like to say thanks for all the people on here that helped me when I had various problems, your all so nice :) Secondly I'm not sure this is the right place to post this sortof thing, but oh well. Anyway, onto the game... |
| Posted April 26, 2006 9:10:13 PM | |
| Release Build Weirdness | Howdy, I am getting some VERY weird bugs in my project when I choose 'Release Build' instead of 'Debug Build' (in VC++ Express 2005). It's an asteroids-esque game that runs how it should in debug mode, but in Build mode EVERYTHING works fine ap... |
| Posted April 27, 2006 1:23:22 AM | |
| omg != omg ? (Comparing character arrays) | Hello All, I am currently making a 'messageHandler' class for a game of mine (It's just a test, really). At the moment I can use it like so: MessageHandler.addMessage("deleteAllEmitters"); MessageHandler.handleMessages(); MessageHandler.flushMe... |
| Posted April 22, 2006 2:16:31 AM | |
| STL List- Using .erase | Hey Everyone, I'm currently working on making my bullets work for my asteroids game, and they work fine, apart from one thing- I can't figure out to delete them :) They update/display fine, but I cannot figure out how to delete them,... |
| Posted April 11, 2006 6:35:03 AM | |
| 360 Degree Movement System Problems | Hey everyone. Now before I begin i must say we are only just starting to learn about Sin/Cos/Tan at school so please forgive me =) So lets say my ship has 2 variables, CurrentDirection and CurrentSpeed. What am I doing wrong in my code? f... |
| Posted March 19, 2006 3:26:22 AM | |
| Inherited Classes in Class Array? | Here is my main() so far- #include "StdAfx.h" int main() { //Creating Objects Actor *pActorArray[2]; Player *pPlayer = new Player(); Enemy *pEnemy = new Enemy(); //Setting up Array... pActorArray[0] = pPlayer; pActorArray[1]... |
| Posted March 15, 2006 11:06:16 PM | |
| View All Topics Started By This User | |
| Some recent replies made on our forums | |
| Genesis, The First Dynamic MMORPG! | Looks incredible, and if you can pull of even half of what it says you're trying to do in the FAQ, then it will be really awesome. I to however, think the camera angle is a bit odd... But perhaps when your actually playing you get used to it quite... |
| Posted August 12, 2006 7:52:38 AM | |
| xy point | This should work I think... // Get the middle of the screen POINT pt; pt.x = GetSystemMetrics(SM_CXSCREEN); pt.y = GetSystemMetrics(SM_CYSCREEN); Well, you gotta add that part to wherever your button pressing code is, I mean... Edit: No... |
| Posted July 31, 2006 6:41:54 AM | |
| Trouble with Pointer to Mesh | Turns out the problem was with the way I was passing in the actual pointer (Well, Originally I passed it in as a reference, and just used the address of the reference for the pointer). I changed the init() func to accept a pointer (not reference)... |
| Posted July 18, 2006 5:44:27 AM | |
| Access violation reading location 0xfeeefef2 | Ok, that would make sense, But why then if I make iCurHealth public and just access it directly does the error not occur? Edit: Ok, accessing it directly didn't actually stop the error, just postponed it for awhile. I ended up giving the enem... |
| Posted June 16, 2006 10:09:04 PM | |
| Music and Sound for Your Game | Wow, dude, that music was simply amazing! Can't say I have a project for you to work on (I've got a few friends working on sound). Anyway, best of luck! |
| Posted June 10, 2006 8:55:29 PM | |
| Texture Problems in Particle Engine | Ok, it turned out the Quad I was drawing was too small for the bitmap I was trying to put onto it, or something like that, :P I ended up looking at NeHe's Particle Engine tutorial and converting the use of Quads to Triangle_Strips. |
| Posted May 27, 2006 11:58:21 AM | |
| Texture Problems in Particle Engine | No clue's there, glGetError returns GL_NO_ERROR, and the Texture.Texture's are 1, 2 and 3 respectively. WTF? This is getting weird, I think my computer is against me... Just incase, here is my Glut Initialization code. //--Init GLut--// ... |
| Posted May 27, 2006 10:49:14 AM | |
| Planta, realtime realistic plant rendering | Holy Wally, That looks amazing! SpeedTreeRT is dead :P |
| Posted May 26, 2006 10:16:33 PM | |
| PXE Particle Engine | Quote:Original post by arudson Ya I'm curious about that too, seeing as though textured quads, or point sprites would be significantly faster. Actually, the reason I didn't use either of them is because I don't know how to :P Any good tutorial... |
| Posted May 17, 2006 9:01:55 PM | |
| omg != omg ? (Comparing character arrays) | Thanks for the help everyone, that sorted it out quick smart ;) |
| Posted April 22, 2006 7:02:01 AM | |
| View All Replies Made By This User | |