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Programming Megathread

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ZSNO:


--- Quote from: McJob on January 20, 2016, 07:03:53 AM ---Been studying DirectX 11 all night. This stuff is cool man. I mean, all I've got is a blue background so far, but I actually understand what's going on, and I like that.

I'm surprised I understand pointers as well as I do. It's just a matter of remembering to release any borrowed memory now >.<

--- End quote ---
Pointers are pretty easy. You can always use a good leak checker to figure out if you didn't release something.

McJob:


--- Quote from: Becquerel on January 20, 2016, 07:09:54 AM ---Thats pretty cool
Do the projects you do for game design involve DX11?

--- End quote ---
My only school projects left are all art-based; I'm messing around with different programming languages and APIs to see what I like. I learned DirectX9 last year, but I had to give up because the book I was using was SUPER outdated.

I figure if I practice a bit of C++ while using DirectX, I should have an easier time adapting to Unreal 4's programming system.

Glass Joe:

I was kinda debating on whether to put this in Game Design or this thread, but I went with this because this might be a bit more programming than actually making a game.

I made this kinda rough sketch of my plans for a game engine in C++/SDL while I was bored in physics class. It's not in actual code (obviously) but it at least demonstrates the game loop and object system of the thing. I wrote it with a pretty dull pencil so I'm sorry if it's a tad hard to read in places.



Is this a good way to go about the game's processes? Or is there any stuff I need to kinda add to it?

Rednakin:

When i made a short platformer game with my friend we just sat on our asses and came up with the game design and gravity/momentum/movement scripts through experimentation. After adding onto it for a couple of weeks it ended up being pretty ok.

ZSNO:

What things from C++14 are you actually going to use?

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