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Ah, I see. I'll look into that, thanks for the info.
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[quote user="jwatte"]
Primarily because you have to define the alias's in every source file that uses them
But that's still not useful. In C++, the EntityID and TriggerID types are interchangeable. I could accidentally pass in a TriggerID where an EntityID is expected, and the compiler would not catch it.
If you want type ...
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Thanks guys, I think that'll work.
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Simple question: How can I convert a vertex buffer into a list of vector3s?
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Don't want extend it, just want it to be clear what things are expected for function calls.
For example (making this up on fly):
// This seems more clear....void MapEntityIDToTriggerID ( EntityID entityID, TriggerID triggerID );
// ... than thisvoid MapEntityIDToTriggerID ( Int64 entityID, Int64 triggerID );
Additionally it would be nice if I ...
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Sadly, after reading more about this online it doesn't seem like you can derive from a primitive data type in C#. Pretty pathetic, it is a very powerful feature of C++, which is 20 years older.
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I want to replace the use of Int64 in my engine with my own defined type, which is also Int64. This way the user can know they're passing in that type, not just any Int64.
Here's how I'd do it in C++:#define MyInt64Type Int64
How could I do this with C#? Would I need to do it in a way similar to how Int64 is really just a ...
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Here's some help if you'd like:http://www.nfostergames.com/Lessons/VectorMath.htm
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Online/networked games cannot be paused when they're minimized.
I'm OK with allowing the user to get back to windows, but I feel that disabling just the Windows key is fair, there is still Ctrl+Alt+Del, or Alt+Tab, or Alt+Enter.
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Use the rotation of the tank to position the bullet.
Each sprite has a rotation, or at least it does when it is rendered. So give your Tank class (or its parent class), a rotation matrix. Use that rotation matrix as the rotation when rendering the sprite. Then use that rotation in the calculation of the bullet placement.
Something like ...