Primary tabs

Comments by User

Thursday, March 24, 2011 - 07:50

Boost and C++0x have things in common (shared_ptr, unordered_map, tuples) but of course C++0x also adds language features boost can't: C++0x has auto, decltype, lambdas, initializer lists and explicit overrides.

These are just examples of things I feel speed up game dev. Those things are supported by gcc 4.6 onwards (probably even gcc 4.4 for most) and msvc++2010.

Just wanted to raise the question, as to why not use it if the compilers support it anyways. It's not that using it would rule out team members (unless they use gcc < 4.4 which is weird anyways :-P)

Wednesday, March 23, 2011 - 20:05

How about deciding on the language? Yes, there is C++, but several of us also are fluent in python (pygame).

Even if C++ is already implicitly chosen, what about C++0x? It has quite some features that speed up C++ development a LOT! (just think "auto", "decltype", tuples, smart pointers, builtin regex, ...) And is widely available by now.

Wednesday, March 23, 2011 - 19:56

I would just like to say that SFML is very powerful pendant to SDL which is even faster to program with/use. I used both so this is not just a wild claim. Just in case there are several others who already know it, it could be an alternative.

Tuesday, March 22, 2011 - 15:32

--^ that was me.

Saturday, March 19, 2011 - 13:03

Awesome, this really makes me want to progress my gamedev...

Saturday, March 19, 2011 - 12:59

Oh this so much looked like a 3D model in the preview :) It would be awesome if someone redid this in 3D!

Sunday, February 27, 2011 - 19:09

I already told you on IRC a while back, I think they weren't used yet, so just for the record:

- Fauna

- Flora

Sunday, February 27, 2011 - 18:46

That's pretty awesome, thanks for sharing!

Sunday, February 27, 2011 - 18:43

Just for your information, if a poly-count is low or high depends on the type of game. If the weapons are a main-focus thing (think soul calibur), 1k is pretty low. But for games where weapons are of 2nd order (think any rpg or rts games), 1k is pretty high already, though still unuseable.

Anyways, thanks for sharing!

Sunday, February 20, 2011 - 18:40

Julius, is it possible to somehow connect the control and deform armatures in edit mode? I mean, for reflecting the change of a bone in edit mode in one armature to the other one.

That is because an armature never exactly fits a model. When using your armature with another model, I need to move the bones around a bit. The problem is that in order to use it right, I'd have to move the bones exactly the same in both armatures, which is a near-impossible task!

Any ideas?

Pages