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Furbolg

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  1. Not if you use your own namespace, then you could write something like: Cassius::Actor player; But please dont use this ugly using Namespace [theNamespace];
  2. Wow you really start to understand that C++ is not simple C with classes. Now give us the improved terrain editor and multiple scripts and we are all happy. And have a look at C++11/13 std::bind, std::function etc.
  3. I'm struggling if i should take part on it.. i would like to but got very little time for my idea....
  4. YouGroove... sometimes i wish... It's about creating a game/demo/whatever fitting to the topic. I think it's made for fun not for professional competition. We will see how many great games we will get in the end.
  5. Welcome to Leadwerks! Just a wish from my side: Please stay civizilized. I use windows and linux - both have their advantaged and disadvantages but i won't support this modern "I bash windows/linux [/insert any product] because it's cool / my friends say also" flames. To be honest if there weren't so many great products for Windows (Visual Studio, Games ...), i would swap right now because the direction microsoft goes isn't mine.
  6. Which programming languages allowed ?
  7. How about a simple boolean variable for each portal that is changed after the player stopped colliding ?
  8. I hope this will also come with an (paid) update (3.2 or so), otherwise it would start to go ridiculous. (Windows/Mac HAVE TO bake for 64 Bit Support)
  9. Sorry but this really sounds funny to hear from you, because you dont use private, protect etc.
  10. You can't assume that any of his friends/relatives have a mac.
  11. Jesus YouGroove.... you still need a mac for this but i guess karmacomposer dont want to buy a mac and pay 99$ p. a. for developer license (you need it to deploy on iOS Store).
  12. Hi aggror (we spoken last night about it so its just a remembering) It's hard to tell where the problem comes from, here are some simple tips: - Every new requires an delete (as xtreampb has written) - Every new [] requires an delete[] Texture* arrayoftextures = new Texture[20]; delete[] arrayoftextures; // instead of delete - Use c++ constructors and destructors - Use the stack (CConsole myconsole instead of CConsole* myconsole = new CConsole when possible) - Avoid static/singletons when possible (same as global variables) There are plenty ways to detect a leak, to be honest i haven't done it for some time. As i remember you can use some CRT functions or overwrite the new/delete operators to create an allocation list.
  13. That's a natural process in my opinion, when you lose your motivation for a moment to work on the main project then you can start some other tasks. I don't think it's a bad way to develop, every "sub"-project takes you a step further for the "real/big" project. Its a good way of testing/proofing concepts/ideas to start a new (smaller) project and work it out. I do it the same way with networking / threading. But in my case, the "real" project hasn't started yet, because i got not so much time within the week. So i started some smaller Tasks (heh networking is small, isn't it ... nah, it's not but i did some networking some years ago in blitzbasic (2D), VC6++ and i have a realistic (simple) target, i dont want to copy raknet) and the "real" project will start in my vacation (when terrain is avaiable hopefully ).
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