@androidmaster Hey, looking at your needs, I'd seriously consider using Unity. It's an easy to use game engine, and you seem like the kind of person who needs to get something running to stay motivated. Otherwise, please just pick something and stay with it, instead of considering all kinds of wildy different options from moment to moment.
C (named cee )
is the third letter in the ISO basic Latin alphabet.
History
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! Phoenician gaml
! Arabic '
! Hebrew gimel
! Greek Gamma
! Etruscan C
! Old Latin C (G)
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'C' comes from the same letter as 'G'. The Semites named it gimel. The sign is possibly adapted from an Egyptian hieroglyph for a staff sling, which may have been the meaning of the name gimel. Another possibility is that it depicted a camel, the Semitic name for which was gamal. Barry B. Powell, a specialist in the history of wr...
"It was developed by Bjarne Stroustrup starting in 1979 at Bell Labs, C++ was originally named C with Classes, adding object-oriented features, such as classes, and other enhancements to the C programming language."
@Lasse Hey I havent work on it much since last summer I learned java and javascript and got 1000 done and then all throughout the school year I havent had time to increase it
@Jon I'll help you out if you need anything, don't worry (assuming you need it). I came here to find more people like me haha, seems this isn't the place
Given something like that looks like the figure below, during path-finding, how does one usually determine what cell to start with during path finding?
@MickLH cool. So I changed it. But I still don't get the result I want. I mean now it just moves 1 every second instead of smooth. So I guess I am gonna go back to the formula with odd numbers
@SpartanDonut Not the usual sort of games, started off on gambling games (like you'd see in a betting shop) and moved onto embedded gambling games / tools. At the moment I'm working on a tool to help speed up the development of the embedded games
@OMGtechy I'm getting major deja vu from you. I even recognize your avatar to some extent... this definitely sounds familiar.... and I play the slots from time to time so thats exciting :P
@androidmaster at the moment, it's made for Visual Studio 2013. Once its a bit further into development I'll start implementing something like CMake builds
@androidmaster I'm sorry to say this but you've gotta get knocked down a peg so you can realize that a lot of the things you think you know are conjecture and your foundation needs to be rebuilt
well, all in all thank you guys, now that the library thing was discuss and I am obivouslt completely wrong am going to learn Three.js, webgl library for javscript today
@Lasse I don't have to take any of that shit, because I use Solarized Dark so when you're crying yourself to sleep at 9AM after a long 2 nights of programming, I'll only have watering eyes and not even be crying yet
@Noctrine I don't feel like it, but you should be able to find data on your own about how large variations in brightness are stressful to stare at for extended periods of time
@Hjorthenify Stack gets literred with potentially very deep function calls, with code duplication often occuring because each object renders itself. Adds a lot of overhead and easy to make mistakes
@OliverSchöning That gameRate is a new variable I added, yeah it's like emulated FPS, no matter what the real FPS is your player will update at that rate
@OliverSchöning you're doing the right way about it. You want to add current game time onto an accumulator, check if the fixed time step has passed, call update with the fixed time step and decrement the accumulator by the fixed time step
My current game has a 500x500 world with 3 layers in which you can build and explore, I also have random world generationwith tiemrto make it go from night to day and I also have a dynamic lighting system for the tiles which will check if there is light around ti or not to give it a look like terreria
@OliverSchöning Yeah in that case, it's working out like that, where since you move 1 pixel per tick, a game rate of 100 ticks per second will give 100 fixed timesteps
@Hjorthenify it has good reason for being done that way (i.e. it's very easy to use and get to grips with), but for graphically intensive games with things like particle engines in them it can be a problem
@MickLH I downloaded Solarized from the web which just updated the text editor and was like... meh. Downloaded a VS2013 Themes Extension which includes a full Solarized Dark and Light theme. Awesome.
@MickLH instead of pushing pixels, why not push textureID's / pointers and leave the pixels in the RAM? Sure, the CPU will still need them but the problem will be massively reduced