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General ENIGMA / Re: Useful Tips
« on: December 27, 2009, 01:27:06 pm »
This is grea...
*explodes*
@luiscubal: More like, use types wisely. Use size_t whenever you're deciding the size of something, and char, short, long, and long long depending on what you're storing a number for (and unsigned/signed).
Programming tip 7: write in pseudo-code before actual code. It’ll make it easier to understand the code structure, giving you a better opportunity for optimization and finding new methods of accomplishing goals.Well, err...
use JPG for compressionWHAT IS...
GIFTHIS...
Game Design tip 1: to brainstorm efficiently, write the subject name on a piece of paper and then repeat the following: write a few related words right next to the current word, write synonyms using an (online) synonym wordbook, and continue to the next word.THIS IS NOT ENGLISH CLA...
Sound tip 1: to apply a surround effect to your sound, increase the bass on the left and increase treble on the right. As a side note, to simulate front/back sound effects, increase reverb when the sound gets behind you.AAAAAGH
*explodes*
@luiscubal: More like, use types wisely. Use size_t whenever you're deciding the size of something, and char, short, long, and long long depending on what you're storing a number for (and unsigned/signed).
617
Announcements / Re: Hats
« on: December 22, 2009, 04:14:15 pm »
Mostly just alpha transparency and a different GUI. But, there are other changes, I think.
618
Announcements / Re: Standings
« on: December 21, 2009, 07:52:55 pm »Serp chooses to use -1 in place of npos because string should never exceed 32 bit size limit anyway, which is rational, but I prefer to just use size_t because that's apparently the expectation and if it fails, it's STL's fault.Which could very well be 64-bit or 128-bit depending on the processor that you have. Which is why size_t is so useful.
Also, isn't npos just static_cast<size_t>(-1), anyways? It shouldn't make a difference.
619
Announcements / Re: Standings
« on: December 20, 2009, 10:05:37 pm »
What's the point of having a template if you don't use it in the code?
620
General ENIGMA / Re: State of the project
« on: December 19, 2009, 10:20:36 pm »
Don't Threeow Dat
It will break.
It will break.
621
General ENIGMA / Re: State of the project
« on: December 18, 2009, 07:34:30 pm »Actually, I'm pretty sure there are several GL dll's for GM.Name one.
622
General ENIGMA / Re: State of the project
« on: December 18, 2009, 06:15:36 pm »Unless U3D uses DX... not sure what it uses.Rule of thumb: Game Maker uses DirectX.
Second rule of thumb: If it involves Game Maker, it uses DirectX.
623
General ENIGMA / Re: State of the project
« on: December 17, 2009, 03:34:22 pm »Well, I'm looking forward to see it then.Speaking with honesty, it would probably better if someone made a wrapper to use OGRE, instead. In C++. Also, I don't have much doubt that tons of 3D functions will be added to ENIGMA once we actually get to the point where we're using 3D. It's open-source, and therefore can easily obtain tons of community-made wrappers, etc, just as Game Maker has. It will all happen in due time.
Will there be the possibility of using Game Maker DLLs like Ultimate3D?
624
Issues Help Desk / Re: GPL?
« on: December 14, 2009, 06:41:38 pm »When does GPL force people to sell things?When did I start posting badly? Fixed.
625
Announcements / Re: Major forum upgrade
« on: December 14, 2009, 04:43:08 pm »Why is Retro assigning a pointer to a dereferenced long double?Because I wasn't thinking. I'll fix that.
626
Issues Help Desk / Re: GPL?
« on: December 14, 2009, 04:42:43 pm »
The GCC is GPL-licensed. Are you allowed to sell things compiled with the GCC? Yes.
627
Announcements / Re: Major forum upgrade
« on: December 13, 2009, 11:29:34 am »628
Issues Help Desk / Re: GPL?
« on: December 13, 2009, 11:26:53 am »
The answer is simple. Don't sell anything made with ENIGMA.
629
Announcements / Re: R3 isn't dead
« on: December 11, 2009, 04:16:37 pm »
Does this mean that R3 will continue to be developed as well as R4?
630
Announcements / Re: Changes
« on: December 09, 2009, 09:02:35 am »
a.resize() is probably better.