| bio | website | |
|---|---|---|
| location | ||
| age | 25 | |
| visits | member for | 1 year, 1 month |
| seen | May 12 at 17:56 | |
| stats | profile views | 26 |
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Apr 15 |
awarded | Popular Question |
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Apr 8 |
awarded | Yearling |
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Mar 17 |
awarded | Citizen Patrol |
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Mar 16 |
comment |
C++ formatted serialization I think boost serialization doesn't support formatted output to something like JSON or lua, right? I'm probably gonna use it for save games although I hate boost. Another option of course is to use a reflection library like Mirror, but I'm trying to avoid third party libraries for educational purposes. |
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Mar 15 |
comment |
C++ formatted serialization I hope I didn't sound offensive. I would definitely like to see how you handle the assembly in your code and if it would be possible to do something similar in C++. I would think you would need at least some kind of reflection to achieve this, no? |
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Mar 15 |
comment |
C++ formatted serialization Eventually I want to be able to do both. I've seen your blog posts on how you assemble entities by reading a descriptions from custom formatted files. I want to do something similar. Unfortunately, what I'm asking is more implementation specific rather than about the general idea. I think that implementing such serialization in Java is much easier. |
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Mar 15 |
comment |
C++ formatted serialization @Chunk-e-Yamani Thank you very much for your feedback. You are indeed correct that the way I implemented it in the example code, problems can be caused during static initialization because of the order of initialization. I will definitely check your suggestion if I decide to go with the method I presented. You also mention it's very complex and might later give you a headache. Do you have any alternatives in mind which might be less complex? |
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Mar 15 |
asked | C++ formatted serialization |
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Feb 19 |
comment |
Character Movement in 3D games Thank you for your comments, I edited my question to make it more specific and concentrate on the problem at hand, meaning to create a smooth and good feeling movement handling. Although I love to learn about more advanced techniques some people use as @teodron mentions, it is probably more fit for discussion in the chatroom. As a side note, I was expecting to find some books with concentrated knowledge about the matter but I didn't have any luck. |
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Feb 19 |
revised |
Character Movement in 3D games Edited the question slightly to make it a bit more specific. |
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Feb 19 |
awarded | Self-Learner |
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Feb 19 |
asked | Character Movement in 3D games |
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Feb 16 |
comment |
Why does glGetString returns a NULL string From your edit, it seems glfw fails to open a window. There is a reference in the glfw troubleshooting indicating you may have not compiled glfw properly. |
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Feb 16 |
comment |
Why does glGetString returns a NULL string I have compiled and ran your program without any problems, so the code is fine. What are you using to compile? |
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Feb 16 |
comment |
Why does glGetString returns a NULL string Out of curiousity, why do you create a window with zero size? I see though from the glfw manual, it reverts to a default 640x480. Anyway, you should try using glGetError after each opengl call and see what kind of error you get. |
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Feb 14 |
accepted | Input handling in component based design |
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Feb 14 |
comment |
Input handling in component based design I game my question some thought and was about to answer it myself. I also came to the conclusion that I should be better of decoupling the input handling from the EC system so it nice to see a confirmation of this. How I thought of doing this is by the use of signals and the ability to associate several entities to an event type. I also decided to decouple the camera, although this is not really necessary and having it as an entity would be equally viable. I think when still being a newbie with ECs you really have to think what the benefits are of making something a component or entity. |
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Feb 11 |
comment |
Input handling in component based design Coyote, thanks for your answer. I have also read your other post here. My biggest concern is not how to abstract the input. I already have a lower level construct which handles key presses and such, and adding one more level of indirection wouldn't be difficult. My problem is in handling the events generated by for example your intent system. If I understand correctly, you have no input components at all in your method. How do you know which entities need input and how do you handle it? Could you give some more concrete examples? |
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Feb 11 |
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Input handling in component based design @Luke B.: After giving it some thought, I see that you could also make the camera as a separate class, taking a pointer to an entity to follow. |
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Feb 11 |
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Input handling in component based design It doesn't really matter conceptually if the camera follows the player, or "itself". Nonetheless, I'm not sure how your suggestion would be implemented in a component based design without breaking the design principles. |