Ahhh yes, of course. Made the change and it works as expected. Thanks so much!
- gss
Search found 74 matches
- Thu Apr 02, 2009 3:02 am
- Forum: Programming
- Topic: c++ virtual function problem
- Replies: 3
- Views: 1619
- Thu Apr 02, 2009 2:17 am
- Forum: Programming
- Topic: c++ virtual function problem
- Replies: 3
- Views: 1619
Re: c++ virtual function problem
OK, simplified my code into the following example app showing the problem. #include <iostream> #include <string> #include <list> using namespace std; class Item { public: Item() {} virtual void set_name (string new_name) { name = new_name; } virtual void display() { cout << "Item: " << nam...
- Thu Apr 02, 2009 12:48 am
- Forum: Programming
- Topic: c++ virtual function problem
- Replies: 3
- Views: 1619
c++ virtual function problem
Another noob c++ programming question. I'll ask it without the code first, but if the answer isn't obvious, I'll add the code I have two classes: class item (with virtual function display()) class test (derived from item, and with its own version of display()) Then I instantiate a bunch of item obje...
- Sun Dec 28, 2008 6:02 pm
- Forum: Programming
- Topic: Multimedia Library
- Replies: 3
- Views: 1527
- Sat Dec 27, 2008 10:17 pm
- Forum: Programming
- Topic: Multimedia Library
- Replies: 3
- Views: 1527
Multimedia Library
Is SDL still the library of choice for new projects? If y'all were starting over again from scratch would you choose SDL?
- Wed Dec 24, 2008 4:14 am
- Forum: Programming
- Topic: Basic graphical game programming how-to needed
- Replies: 14
- Views: 4594
- Fri Dec 05, 2008 2:55 am
- Forum: Programming
- Topic: Basic graphical game programming how-to needed
- Replies: 14
- Views: 4594
That all makes sense. Fortunately I don't think I have to deal with accurate physical models and algorithms. In my case the ball really is physical; so it's hard to screw up its position. If I limit 'collision' points to grid intersection points, I'll only care about times when I know exactly where ...
- Thu Dec 04, 2008 3:38 pm
- Forum: Programming
- Topic: Basic graphical game programming how-to needed
- Replies: 14
- Views: 4594
There's more. With timestamped input, you should process the input after every simulation step and not take the timer from the system timer, but from the input timestamp. In the ball moving example, you'll likely have several input events: t=2.00: ball at (4,6) t=2.01: ball at (5,7) t=2.02: ball at...
- Thu Dec 04, 2008 1:46 am
- Forum: Programming
- Topic: Basic graphical game programming how-to needed
- Replies: 14
- Views: 4594
Anyway, yeah, timestamp input for sure, if you can. Yep, I can do that. I've implemented the real-time functions (switch/grid scanning, coil driving, light driving, etc) in an FPGA that communicates back to the host over USB. It's a simple matter to have the FPGA log a timestamp each time a switch/...
- Thu Dec 04, 2008 12:59 am
- Forum: Programming
- Topic: Basic graphical game programming how-to needed
- Replies: 14
- Views: 4594
The other thing is, if you look through arma code (and discussions here on the forums), your issue is real. At some point, we had a bug where cycles would pass through walls, and the problem is similar to what you described. You have to check for that somehow, and when you find that the ball's posi...
- Thu Dec 04, 2008 12:23 am
- Forum: Programming
- Topic: Basic graphical game programming how-to needed
- Replies: 14
- Views: 4594
Great response. Thanks for the detail. I'm sure I'll have a ton more questions, but a couple come to mind right away... Basically, you need a main game loop that runs in the main thread of the program. <snip> Get a time value at the beginning of the loop. You need millisecond resolution, however you...
- Wed Dec 03, 2008 10:06 pm
- Forum: Programming
- Topic: Basic graphical game programming how-to needed
- Replies: 14
- Views: 4594
Basic graphical game programming how-to needed
Anybody know of a good how-to for writing a graphics based game? Specifically, I'm trying to figure out the timing structure of generating graphics frames. Should the game be based on a timing interrupt that occurs every x milliseconds, grab user input and game state, and draw a new frame? How is th...
- Tue May 29, 2007 8:36 pm
- Forum: Strategy
- Topic: no sealing?
- Replies: 129
- Views: 68390
It has become apparent to me that some people just like to insult others and complain. Those people will find a reason, any reason, to do so. I don't know why they like to do it, but they do. When open players play against closed players (or vice versa), and the guy who dies is the type of person wh...
- Tue Mar 06, 2007 5:03 pm
- Forum: Programming
- Topic: Input delay experiment
- Replies: 27
- Views: 12624
I am taking this into account. My LCD monitors (Dell 2001FP) seem to be on the slow end, if random research pages on the net can be trusted. Supposedly the processing lag is around 55-76ms. Other LCD's are much faster, some might be a bit slower. CRT's are much faster. To z-man's point, the advertis...
- Sun Mar 04, 2007 11:15 pm
- Forum: Programming
- Topic: Input delay experiment
- Replies: 27
- Views: 12624