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Latest C++ Activity

pbivens67
February 22, 2025 12:47 AM

here is more code

			sprites.push_back(Sprite(1050, 950));

			int dragSpriteIndex = -1;
//			Sprite sprites;
			int prevX=0, prevY=0;
			bool quit = false;
			int deltaX = 0, deltaY = 0;
			int hex_x = 0, hex_y = 0;

			while (quit == false) {
				SDL_BlitSurface(gHelloWorld, NULL, gScreenSurface, …
12,813 views
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I'm trying to use a vector<vector<vector<float>>> instead of a float ***. I've got it figured out.

https://gist.github.com/sjhalayka/43575da24e0661749e63e0f73d10c234

4,329 views
How to Resolve This Normal Issue?

uint Stride = DTID.x * 6;
RE_VERTEX inVertex1 = inVertices[Stride + 0];
RE_VERTEX inVertex2 = inVertices[Stride + 1];
RE_VERTEX inVertex3 = inVertices[Stride + 2];
RE_VERTEX inVertex4 = inVertices[Stride + 3];
RE_VERTEX inVertex5 = inVertices[Stride + 4];
RE_VERTEX inVertex6 = inVertices[Stride + 5];

/*

Wi…

1,862 views
Attempting to make a pass through Geometry Shader

Just posted two seconds before you did.  :D

Many thanks, once again.

672 views
NubDevice
February 14, 2025 02:01 AM

Ignore those. That's not your speed and your hex grid is not flat top. They are pointed top.
Joe has given you a simplified approach. http://gamedev.net/forums/topic/717858-click-and-drag-sprite/5468521/?page=6

Those formulas are for a group of individuals of a different caliper. 
Hexagonal Grid …

606 views
DragonJoker
January 18, 2025 07:18 AM
Castor3D - 3D engine version 0.17.0 has been released.
Important Changes
  • Introduced LuminousIntensity (expressed in candela) and Illumination (expressed in lux) classes.
  • Replaced Spot/Point lights specular and diffuse intensities with a single LuminousIntensity value.
  • Replaced Directional lights specular and diffuse intensities with a single Illumination …
1,763 views
komires
December 18, 2024 06:30 PM
Matali Physics 6.8 Presents Innovative Real-Time Object Scaling

We are pleased to announce the release of Matali Physics 6.8, the next significant step on the way to the seventh major version of the environment. Matali Physics 6.8 introduces a number of improvements and fixes to Matali Physics Core, Matali Render and Matali Games modules, presents movable actio…

2,152 views
dimi309
September 26, 2024 06:28 AM
Abandoning the Rust Programming Language

This is my second “abandoning” article (also see “Abandoning Vulkan”) so it needs to be mentioned that I am all for trying new things and not sticking to a single programming language or technology in general. As was the case with the Vulkan API, before deciding to write this text as the conclusion…

4,003 views
komires
September 24, 2024 04:43 PM
Matali Physics 6.7 Presents Fluid Surfaces With Volumes as Well as Fluid Flow Interaction

We are pleased to announce the release of Matali Physics 6.7, the next significant step on the way to the seventh major version of the environment. Matali Physics 6.7 introduces a number of improvements and fixes to Matali Physics Core, Matali Render, Matali Content and Matali Games modules, presen…

5,194 views
sausagejohnson
August 27, 2024 01:59 AM
Orx - Portable Game Engine version 1.15 has been released

The Orx community is pleased to announce the 1.15 release.

There are quite a few changes in this release.
Here are some highlights:

  • A new resource type, mem, has been added for in-memory/embedded resources. The embedded default font and orx logo are leveraging it, while ultimately reducing the size of…
3,139 views
enigma_dev
July 20, 2024 02:03 PM
Unreal C++ Superpowers with UPROPERTY Meta keyword; UPROPERTY Basics -- UE C++ Tutorial 5 Pt2

Continued from the previous video, this explores the more advanced features of c++ code variables exposed to blueprint/editor. This covers some meta specifiers, categories, etc. And how to use the engines source code to quickly find examples on more advanced features.

0:00 Meta Keyword
0:14 Display N…

5,542 views
Josh Klint
July 15, 2024 08:27 PM
Ultra Engine 0.9.6 Released

Ultra Engine 0.9.6 is here, with a new foliage system that replaces and improves the vegetation system in Leadwerks. Whereas Leadwerks uses a geometry shader, Ultra uses a compute shader that provides more power and better performance. The most significant improvement is the inclusion of sublayers,…

6,550 views
buzzelliart
June 17, 2024 03:27 PM
OpenGL procedural terrain - a longer walk

OpenGL procedural terrain.
Here is a smalll list of some of the techniques I used here:
. tessellation shaders
. trilinear texture mapping
. 2D billboards
. displacement mapping
. wind animation using noise texture
. HDR
. advanced bloom via downsampling
 

9,440 views
enigma_dev
April 13, 2024 02:02 PM
UPROPERTY basics in Unreal - How to write C++ variables for Unreal blueprint - Update 5

Update 5 How to write C++ variables for Unreal blueprint; UPROPERTY Basics

What's wrong with just putting EditAnywhere on everything? Here I explain the different mark up keywords for configuring UProperty variables for the editor.  

The reason you don't want to use EditAnywhere on everything, …

12,078 views
Linear Interpolation Explained

Linear interpolation is everywhere. Games, 3D animation, image creation tools and much more all rely heavily on interpolation, so having a thorough understanding of linear interpolation is extremely important.

This text is somewhat geared towards game developers, however it's general enough to apply…

50,833 views
small3d Tutorial

small3d is a small, cross-platform 3D game development library I have put together and have been maintaining over the past few years. This is a tutorial on creating a ball in Blender, and then writing a C++ program that loads it and moves it around on the screen, using small3d. Alternatively you ca…

92,680 views
Static Analysis in Video Game Development: Top 10 Software Bugs

If you are a software developer working in the video game industry and wondering what else you could do to improve the quality of your product or make the development process easier and you don't use static analysis – it's just the right time to start doing so. You doubt that? OK, I'll try to conv…

14,838 views
How to write a 2D UFO game using the Orx Portable Game Engine - Part 1
Before you begin

There is a video version of this tutorial available here which compliments the article version:
https://www.youtube.com/watch?v=qRuVgGOL3fI

Overview

Welcome to the 2D UFO game guide using the Orx Portable Game Engine.

(Updated for 2021 and to support version 1.12 of Orx)

My aim for thi…

74,941 views
Designing Player World Interaction in Unreal Engine 4

Originally posted on Troll Purse development blog.

Unreal Engine 4 is an awesome game engine and the Editor is just as good. There are a lot of built in tools for a game (especially shooters) and some excellent tutorials out there for it. So, here is one more. Today the topic to discuss is differen…

16,694 views
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