75 reputation
16
bio website
location
age
visits member for 2 years, 5 months
seen Jul 18 '12 at 16:47

Feb
26
awarded  Notable Question
Jan
13
awarded  Nice Question
Nov
19
awarded  Popular Question
Jan
14
awarded  Popular Question
Dec
24
awarded  Popular Question
May
30
accepted Circular class dependency
May
30
comment Circular class dependency
My GameState classes are things the like the intro, the actual game, a menu, and so on. The GameEngine stores these states in a stack, so I am able to pause a state and open a menu, or play a cutscene, ... The GameState classes need to know the GameEngine, because the engine creates the window and has the render context.
May
30
asked Circular class dependency
Apr
17
comment Gamestate management without evil Singletons
Would it be enough to call "delete states.back()" before "states.pop_back()"?
Apr
17
accepted Gamestate management without evil Singletons
Apr
17
awarded  Student
Apr
15
comment Gamestate management without evil Singletons
How would you modify my existent code to work without memory leak?
Apr
14
comment Problem trying to lock framerate at 60 FPS
Moreover I think that time-based movement could cause troble with my collision detection.
Apr
14
comment Problem trying to lock framerate at 60 FPS
Ok, I will consider that option. @eBusiness: Maybe I did not understand you correctly, but how does render more often than update makes senses? I think when the game doesn't get updated, there is nothing new to render.
Apr
14
comment Problem trying to lock framerate at 60 FPS
I know that, but I think my game wont become so complex that it will take more time to render then 1/60 sec. At least I hope so. I also tried time based movement of, but that method ads a lots of complexity for me, so I would like to avoid that, as far as it is possible.
Apr
14
comment Problem trying to lock framerate at 60 FPS
I don't understand why it is bad to limit the framerate by wait a calculated time at the end of every loop. Can you explain that a little bit more? Also I have in mind to port my game to android, so I think sleeping a few microseconds where it is possible should be also positive for battery life.
Apr
14
accepted Problem trying to lock framerate at 60 FPS
Apr
14
awarded  Scholar
Apr
14
asked Problem trying to lock framerate at 60 FPS
Apr
13
comment Gamestate management without evil Singletons
But I think vetor::pop_back calls the destructor of the object, so the memory should stay clean.