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Some recent topics started on our forums |
Trouble with Pointer to Mesh
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Hello All,
I am currently attempting to add functionality for an actor to hold a pointer to a mesh, and render thru the pointer (So less Mem usage), however I'm getting the error "Acces Violation Reading Location 0x00000000", and funnily enough th... |
Posted July 18, 2006 3:58:27 AM
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Access violation reading location 0xfeeefef2
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Hello,
I am currently working on top-down scrolling shooter, but am having a problem with getting the particle engine to be able to 'bind' and emitter to an Enemy (Works fine on players, and they both derive from the same Actor class).
... |
Posted June 16, 2006 9:13:26 PM
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Texture Problems in Particle Engine
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Hello,
I am currently working on a 2D particle engine and am trying* to implement textured quads for my particles (As before I was using gl_poly loops).
I have taken a look at NeHe's texture code and have converted it into a class, so every... |
Posted May 27, 2006 3:00:51 AM
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PXE Particle Engine
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This is a 2D Particle Engine I have been working on in my spare time for the past 3-4 weeks known as Particle Extreme Edition, or PXE (It's a joke between me and a friend =)
It was made using OpenGL and C++.
It's a pretty basic particle en... |
Posted May 17, 2006 10:23:09 AM
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(Screenshots Added) My First Game- Criticism Needed :)
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First of all I'd like to say thanks for all the people on here that helped me when I had various problems, your all so nice :)
Secondly I'm not sure this is the right place to post this sortof thing, but oh well.
Anyway, onto the game... |
Posted April 26, 2006 9:10:13 PM
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Release Build Weirdness
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Howdy,
I am getting some VERY weird bugs in my project when I choose 'Release Build' instead of 'Debug Build' (in VC++ Express 2005).
It's an asteroids-esque game that runs how it should in debug mode, but in Build mode EVERYTHING works fine ap... |
Posted April 27, 2006 1:23:22 AM
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omg != omg ? (Comparing character arrays)
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Hello All,
I am currently making a 'messageHandler' class for a game of mine (It's just a test, really). At the moment I can use it like so:
MessageHandler.addMessage("deleteAllEmitters");
MessageHandler.handleMessages();
MessageHandler.flushMe... |
Posted April 22, 2006 2:16:31 AM
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STL List- Using .erase
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Hey Everyone,
I'm currently working on making my bullets work for my asteroids game, and they work fine, apart from one thing- I can't figure out to delete them :)
They update/display fine, but I cannot figure out how to delete them,... |
Posted April 11, 2006 6:35:03 AM
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360 Degree Movement System Problems
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Hey everyone. Now before I begin i must say we are only just starting to learn about Sin/Cos/Tan at school so please forgive me =)
So lets say my ship has 2 variables,
CurrentDirection and CurrentSpeed.
What am I doing wrong in my code? f... |
Posted March 19, 2006 3:26:22 AM
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Inherited Classes in Class Array?
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Here is my main() so far-
#include "StdAfx.h"
int main()
{
//Creating Objects
Actor *pActorArray[2];
Player *pPlayer = new Player();
Enemy *pEnemy = new Enemy();
//Setting up Array...
pActorArray[0] = pPlayer;
pActorArray[1]... |
Posted March 15, 2006 11:06:16 PM
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View All Topics Started By This User
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Some recent replies made on our forums |
Genesis, The First Dynamic MMORPG!
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Looks incredible, and if you can pull of even half of what it says you're trying to do in the FAQ, then it will be really awesome.
I to however, think the camera angle is a bit odd... But perhaps when your actually playing you get used to it quite... |
Posted August 12, 2006 7:52:38 AM
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xy point
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This should work I think...
// Get the middle of the screen
POINT pt;
pt.x = GetSystemMetrics(SM_CXSCREEN);
pt.y = GetSystemMetrics(SM_CYSCREEN);
Well, you gotta add that part to wherever your button pressing code is, I mean...
Edit: No... |
Posted July 31, 2006 6:41:54 AM
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Trouble with Pointer to Mesh
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Turns out the problem was with the way I was passing in the actual pointer (Well, Originally I passed it in as a reference, and just used the address of the reference for the pointer).
I changed the init() func to accept a pointer (not reference)... |
Posted July 18, 2006 5:44:27 AM
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Access violation reading location 0xfeeefef2
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Ok, that would make sense,
But why then if I make iCurHealth public and just access it directly does the error not occur?
Edit: Ok, accessing it directly didn't actually stop the error, just postponed it for awhile. I ended up giving the enem... |
Posted June 16, 2006 10:09:04 PM
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Music and Sound for Your Game
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Wow, dude, that music was simply amazing!
Can't say I have a project for you to work on (I've got a few friends working on sound).
Anyway, best of luck! |
Posted June 10, 2006 8:55:29 PM
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Texture Problems in Particle Engine
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Ok, it turned out the Quad I was drawing was too small for the bitmap I was trying to put onto it, or something like that, :P
I ended up looking at NeHe's Particle Engine tutorial and converting the use of Quads to Triangle_Strips. |
Posted May 27, 2006 11:58:21 AM
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Texture Problems in Particle Engine
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No clue's there,
glGetError returns GL_NO_ERROR, and the Texture.Texture's are 1, 2 and 3 respectively.
WTF?
This is getting weird, I think my computer is against me...
Just incase, here is my Glut Initialization code.
//--Init GLut--//
... |
Posted May 27, 2006 10:49:14 AM
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Planta, realtime realistic plant rendering
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Holy Wally, That looks amazing!
SpeedTreeRT is dead :P |
Posted May 26, 2006 10:16:33 PM
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PXE Particle Engine
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Quote:Original post by arudson
Ya I'm curious about that too, seeing as though textured quads, or point sprites would be significantly faster.
Actually, the reason I didn't use either of them is because I don't know how to :P
Any good tutorial... |
Posted May 17, 2006 9:01:55 PM
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omg != omg ? (Comparing character arrays)
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Thanks for the help everyone, that sorted it out quick smart ;) |
Posted April 22, 2006 7:02:01 AM
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View All Replies Made By This User
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