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bio website vectorstorm.org
location Melbourne, Australia
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visits member for 3 years, 11 months
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Mobygames Profile (not entirely accurate): http://www.mobygames.com/developer/sheet/view/developerId,80048/


Dec
22
reviewed Close 2D game development with C++
Dec
22
comment How to setup glOrtho and Viewport
@AndonM.Coleman The precise question was how to "fill the display". I think it's pretty clear that they weren't asking how to fill only a small portion of a window.
Dec
22
comment How to setup glOrtho and Viewport
Using these variables how can i configure glViewport to have the area defined by the dimX variables fill the display? The origin needs to be at 0,0 and the viewport needs to fill the entire window. That was the question being asked, as I read it.
Dec
22
comment How to setup glOrtho and Viewport
Your glViewport call won't work if dimL doesn't equal zero, or if dimR doesn't equal windowWidth. Similarly, dimB must be zero, and dimT must equal windowHeight. I don't think the question implied that any of those conditions were necessarily the case.
Dec
22
reviewed Close GPU skinning weird issue
Dec
22
comment How to setup glOrtho and Viewport
I don't think this is right: glViewport (dimL, dimB, dimR - dimL, dimT - dimB). Those dimL, dimB, dimR, and dimT values are the values being passed to glOrtho() (according to the code provided by the OP); they don't necessarily have anything to do with the window dimensions.
Dec
22
answered How to setup glOrtho and Viewport
Dec
20
comment Problem getting mouse events while keys held down in SDL2
@sol_var You should post that as the answer and accept it. :)
Dec
19
answered Box2d C++ x velocity slowing for no apparent reason
Dec
18
comment Problem getting mouse events while keys held down in SDL2
No, in SDL2 you will receive SDL_KEYDOWN multiple times, at a frequency based on your OS's key repeat rate. (You can tell whether a SDL_KEYDOWN was generated by a true keydown or by the OS's key repeat by checking the value of event.key.repeat.)
Dec
18
comment Problem getting mouse events while keys held down in SDL2
For what it's worth, the code looks legal, and it works for me as-is under Linux, using SDL2 v2.0.2.
Dec
18
comment Problem getting mouse events while keys held down in SDL2
Note that if you're receiving mouse motion data via SDL_PollEvent, you can get the mouse's absolute position from event.motion.x and event.motion.y (and its motion from event.motion.xrel and event.motion.yrel) -- no need to call SDL_GetMouseState. (This doesn't answer your question -- it's just a side-note)
Dec
15
revised Organising levels / rooms in a MUD-style text based world
Fixed TADS code to be Tads3-legal. Improved Inform code. Because I'm OCD, apparently. Also, screenshots
Dec
2
comment Organising levels / rooms in a MUD-style text based world
Also, I've actually been playing this game in another window. Granted it's been over three years since I originally wrote the answer, but it took me literally five minutes to download the latest version of Inform, install it, paste the code in, and now I can actually play it; wander around, pick up objects, check my inventory, save/load games, undo actions, etc. I could put it up on my web page right now, and anyone could play it. How much work do you reckon it'd take you to be able to do that with the XML version?
Dec
2
comment Organising levels / rooms in a MUD-style text based world
It's also worth noting that the XML version is baking the cupboards' contents into the cupboards' description. That is, there's a hardcoded message for what to print when opening or looking at the (open) cupboards, which tells you that there are batteries inside. But what if the player has already taken the batteries? The XML version will tell you that there are batteries inside (because that's the only string it has available to display), while the Inform and TADS versions will tell you that the cupboards are empty.
Dec
2
comment Organising levels / rooms in a MUD-style text based world
In addition to being much shorter, the Inform and TADS examples also support more features. For example, in both of them you can put the knife into the cupboards, which isn't supported at all in the XML version.
Dec
2
comment Organising levels / rooms in a MUD-style text based world
But since you asked about "pitfalls and weaknesses": The Inform implementation is 19 lines long. The TADS example is 40 lines long. The XML implementation requires 126 lines (and would be even longer if it was word-wrapped at 80 columns and contained whitespace for legibility, the way that the Inform and TADS implementations do).
Dec
2
revised Organising levels / rooms in a MUD-style text based world
Updated samples to be complete implementations of the example XML
Dec
2
revised Organising levels / rooms in a MUD-style text based world
Updated Inform sample to be a complete implementation of the example XML, which can trivially be pasted into Inform and run.
Dec
1
comment Organising levels / rooms in a MUD-style text based world
@DLeh The question was "I'd like to know if this method has any downfalls, and if there's a "better" or more standard way of doing it" This answer provides the better-and-more-standard-way-of-doing-it.