You mean asynchronous input, as in, say, Java with KeyListener and whatnot?
No. C/C++ doesn't include such functionality. You'll need to use a higher-level API for that.
Type: Posts; User: pkt-zer0
You mean asynchronous input, as in, say, Java with KeyListener and whatnot?
No. C/C++ doesn't include such functionality. You'll need to use a higher-level API for that.
I was just pointing out that "sprites[0]" is totally and exactly the same as "*sprites". Obviously if you're using more than one, it just makes sense to access even the first element with the array...
Short version: Yep.
Longer version: I hope you understand the * operator. Now, we have a pointer, p.
*p returns the value which p points to (p holds the memory address of that value.). p+1 is the...
Silly me. Never thought of the stuff running on an actual GBA... well, that explains it.
Figured as much, I did the same. For enemies/bullets, I simply used a bounding box. Things like...
Not bad. You should at least implement some jumping soon. :P And the controls are a bit odd right now. What I mean is that 'left' simply overrides right. It should be like that whatever button was...
Cleaner? No. Just check out Cassini. Faster? Hell yes. In the case of consoles, there's not even the compromise of lack of portability.
...
Meh, bastards. :P
I was assuming that because I know some team here is looking for a C coder, to make a DS game, and they have the graphics part coded in assembler.
I just read up on it, it...
I know what scrolling is. I meant scrolling only part of the screen, like a floating menu. First I tried copying the memory fields line by line, replacing the empty parts with the background. I got...
Nah, I dislike counting clock cycles and comparing the speeds of register access. :P Also, the concepts of AI and assembler don't really like go well together. I also found it a bit troublesome (back...
If "everything from scratch" means truly everything, well, that's a nice thing, but pretty dangerous in some ways. What I mean is that being a top-class low-level coder means you'll be able to ace...
ActionScript is good, if you know a bit of Flash. You don't have to mess with graphics, and it's very similar to C++, although obviously a lot more basic. Did an adventure game sortof thingy in it....
What are you porting from and to? I'm just curious.
Okie. Arc tangent(x), as in the classic, mathemathical function, defined as the number between -PI/2 and PI/2, whose tangent equals x. So, basically the inverse function of tangent(x).
You'd see now...
Not really.
atan2 ...returns an angle in the range from -PI to PI expressed in radians...
atan ...returns an angle in the range from -PI/2 to PI/2 expressed in radians...
U C?
I still don't see much difference. You just don't divide with zero, and check for the correct sign. Also note that atan2 is capable of returning angles on a larger interval. That might be useful if...
Silly people call it arctangent. Same thing.
Wouldn't arctan/atan/arcustangent or some similar function exist, with one argument? And then atan(y/x). As that is only what atan2 does.
EDIT: I am a...
What's that? Arcus tangent? Or, what's the 2 there? Anyhow, you only need arcus cosine for calculating the angles. That'd obviously mean that you have to write that part on your own. Which, I'm...
http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=01
Dunno how much this helps, maybe you could use some parts of it, sans OpenGL. There are probably better tutorials for Win32, but at least...
Not really. I know nearly nothing about the Windows API, but I'm dead sure you can't declare functions inside other functions. Anyhow, it still wouldn't compile, due to different function...
.net uses the dreaded .net thingy, which is AFAIK similar to the Java runtime environment. Kind of like M$'s own Java. Hooray for capitalism.
Anyhow, there should be no compatibility issues, or at...
Try doing the spider example first, then some basic physics thingy (like, a bouncing ball or something similar), to get an idea on how you'd code something like that, and then you could go over to...
You've got two vectors, with n coordinates (a1, a2, a3 ... an) and (b1, b2, b3 ... bn). Their dot product is a1*b1+a2*b2+a3*b3+...+an*bn.
Dot product of two vectors, as you could see, is the...
Yep, I got it. Pretty neat. But, that it's being done in Shockwave shows that it's not too complex, thankfully. If free joints weren't connected to fixed ones, however, you'd have a bit more trouble...
c� = a�+b�-2ab*cos γ
And you also have
a/b = sin α / sin β
A, B, C are vertices of a triangle, a, b, c are the edges opposite them, α, β, γ are the angles at the corresponding vertex.
I do not...
You mean, how to identify each letter with it's corresponding morse code?
You could write a function (if you've learnt about them, that is), that does the conversion.
Or, and I'd say this is...