C++ :: Game Engine - Finding A Constructor
Mar 18, 2013
I'm making a small game engine and have a project in Code::Blocks for it, and a project to test it out. The thing is that my test program won't find a constructor from the engine. Here's my code:
Game Engine, Screen.hpp
#ifndef SCREEN_HPP_INCLUDED
#define SCREEN_HPP_INCLUDED
#include "SDL.h"
namespace myeng {
class Screen final //This class doesn't need to be derived from
[Code] ....
I have my engine project correctly linking to the SDL dlls and the test project linking to the engine dll and the SDL dlls. The errors are:
objDebugmain.o||In function `SDL_main':|
C:UsersMainDocumentsProgramsGame_Engine_Testmain.cpp|12|undefined reference to `myeng::Screen::Screen(int, int)'|
C:UsersMainDocumentsProgramsGame_Engine_Testmain.cpp|16|undefined reference to `myeng::Screen::~Screen()'|
||=== Build finished: 2 errors, 0 warnings ===|
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Apr 23, 2013
I'm making a little "game engine" for a Rogue-Like game series I'll develop beside a friend. This "game engine" was programmed originally in ms-dos batch 6 years ago by me, and was evolving since. It have a VB6 version, a VB .net version, and a Python version... lately a C++ version following the same method of the first stable release of ms-dos batch (isn't weird?). As you can see, is a mere hobby.
Well, I have 1 headers for my C++ version of the engine, in that *.h file I have 2 classes (for now). The first class, and maybe the most important one, contains the code of the map handling (drawing, verification, creation, modification etc.) and the second one is the Object class, which code the "actors" or "npc" basic functions as movement, coloring, instancing etc...
The second class depends of the first class to function, because the first class is the responsible of displaying all inside the map.
The problem is that the class Object needs an instance of the class Map where the Object will be, but... that's the problem, the code seems right, but when is about to run it crash reporting a "No matching function for call to 'Map::Map()'" in the line 91 of AGE.h (that's the Object class constructor)... and its all.
So, this is the code of the main header that contains these classes:
#include <iostream>
#include <stdlib.h>
#include <conio.h>
#define Up 0
#define Down 1
#define Left 2
[Code] ....
A simple code that uses "AGE.h" for test purposes...
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Jul 19, 2013
What i'm trying to do is create a 3d game engine with opengl and i want to be multi platform. I'm trying to use code-blocks for this reason but i'm having trouble setting up opengl for code-blocks
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Aug 6, 2013
I want to write a game engine with MinGW and Code::blocks ide
[URL] ....
This is my project's source code
[URL] .....
This is the build log.
I can't code it here, because it's two large to add the characters!
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Nov 16, 2013
How to create a 3D Drag and Drop Game Engine?
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Jan 18, 2013
What is the simplest 3D physics engine that you have used, that works well?
All I need to be able to represent is a spherical ground (planet), one or more tetrahedrons, with 1 or 0 cylinders coming out of each face, which might connect to other tetrahedrons. The tetrahedrons and cylinders have weight and can rotate around their connection point in 1 direction.
Basically, they are simple digital robots that need to walk around, so I don't need something with the complexity of Havok or Newton.
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Apr 12, 2014
I am building a semi-complicated program and the focus of it will be on the search engine. The current plan is for it to search an online database after keywords and receive a list of responses organized by relevance.
I want to minimize the stress on the server by handling as much of the process on the client side as possible so I wonder how best to split up the tasks.
So far my idea is to have the client send the search term to the server who then compare it with its registry. Collecting the 30 or so most relevant hits it sends it back along with additional information from each entry. Requesting additional hits will be decided by sending a simple int value telling which page its filling up.
Simple example:
"Search word" gets processed by the client to account for spelling errors, context etc (based on what I can implement by myself). An Int value gets added (0 for page 1, 1 for page 2 etc...). The request gets sent to the server who can immediately run the search without processing the search word since that was handled in the client. It locates hits and order them by relevance then send out the information batch decided by the Int.
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Aug 27, 2013
I should reduce the number of bitmaps I used in my code. I translated my particle engine into code that could be compiled as plain standard C
Currently, the code has a segmentation fault somewhere that I can't figure out. How it should function is that it takes orders from a queue for new lasers to store the instances in a linked list. It then takes that data and updates its coordinates, one node at a time. The first node should also be the first node to complete its life, so it gets removed, and the list is set to the next node in memory. If there are no more nodes left, a if-statement should catch it and either break the current loop, or wait for more items to be requested. If there are nodes left, the process will continue to remove the first node in the list until there are none left. Obviously this is not quite how it works. When I tested in once in SDL, the laser would update every 5 frames, but wasn't shown constantly, and would crash after the node was to be disposed of. When I initialize with the SDL parachute, it would exit before I event saw the screen. Also, the code I translated to standard C will display that the laser has been updated to the screen, but it never says that it has moved up. It crashes after about 4 printf() statments execute. My debugger has been giving me mixed SIGTRAPS, and "nothing is wrong" output. Here is the code in standard C:
Code:
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#define MAX_LASER_QUEUE 10
}
[code]....
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Feb 29, 2012
I'm currently working on the ioquake3 engine . The ioquake3 engine is separated into 2 different main threads at runtime: the gamecode and the engine. Both are communicating but not all information and my problem resides here.
In the gamecode, there's a struct called gentity_t which contains a lot of fields:
Code:
typedef struct gentity_s gentity_t;
struct gentity_s {
entityState_ts;// communicated by server to clients
entityShared_tr;// shared by both the server system and game
// DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
// EXPECTS THE FIELDS IN THAT ORDER!
//================================
struct gclient_s*client;// NULL if not a client
[Code] ....
This whole entity is passed to the engine at runtime, but only the first two fields are declared for the engine:
Code:
// the server looks at a sharedEntity, which is the start of the game's gentity_t structure
typedef struct {
entityState_ts;// communicated by server to clients
entityShared_tr;// shared by both the server system and game
} sharedEntity_t;
My problem is that I need to access the health field of gentity_t from the engine. Technically, this is possible, but the health field is not declared in sharedEntity (which is the same memory address than gentity_t in the gamecode), so this is not straightforward.
I am looking for an elegant way to do this, and my constraint is that I must not edit the gamecode, only the engine.
The solutions I've thought:
- Just copy the whole gentity_t fields into sharedEntity_t. This would work I think but would be redundant, and I would like to avoid copying this huge set of fields.
- Include the two headers files declaring the gentity_t and sharedEntity_t structs, and create a Getter and a Setter functions that would cast a gentity_t over a sharedEntity_t and return/set a field. The problem is that I can't simply include them because they are both including some common headers files and this produce a recursive include error (and I can't modify the files to add a check, these are normally in the gamecode).
- Directly access the health field using a clever memory pointer, but I don't even know if that's possible given the huge number of fields prior health with many different types?
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Mar 1, 2014
i am writing this bank accounts program using structures. i haven't implemented the function before that i want to check if the data is being read and printed. When i build and run the program in visual studio it gives me the following error. "No constructor could take the source type, or constructor overload resolution was ambiguous". Now whats wrong in this program?
/* Bank Accounts Program */
#include <iostream>
#include <string>
#include <fstream>
#include <cstdlib>//needed to use system() function
using namespace std;
const int MAX_NUM = 50;
struct Name{
[code]....
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Jan 25, 2014
VS 2012 / Windows 7 64 bit
class
class myclass {
public:
myclass(){/*stuff here*/}
myclass(int* p) {MyPointer = p; myclass()}
[Code] ....
it works until the myclass(int* p) calls myclass()
then the MyPointer will become CCCCCCCC (NULL value)!
is there a way to stop the second constructor from resetting the pointer value to null?
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Dec 21, 2014
I'm working on my first video game. So far I have a few classes in the game starting with the Game class which includes a list of GameObjects (another class). There are several classes that inherit from GameObjects used to implement things like bullets, explosions, various enemy types, etc.
The game essentially iterates through the list of GameObjects to update/render them. I would like to provide access to the Game's list of GameObjects inside another class (like the Bullet class) so I can put new objects on the list. For example, when a bullet hits, I want to add an explosion to the Game's GameObject list it can be updated/rendered.
How this should be setup? I was considering adding a pointer to the Game or GameObject list to the GameObject class (and methods to access it), but I was wondering if there is a better way to set this up?
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Sep 13, 2014
I would like to make a program for calculating the total price of a game station, and a game. I made a program like this for just the price of a game in class, but I want to make one that does the game system as well.
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Feb 28, 2012
I am trying to use constructor within constructor in the same class. Is that possible. I have tried something and it shows me a error message:
error: type "mainClass" is not a direct base of "glavna"
This is the program I tried:
Code:
class mainClass {
private:
int x,y;
Code] ......
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Jan 1, 2013
Is this example correct? This example from a book
Constructor of the Base Class
Person::Person(char* n="", char* nat="U.S.A", int s=1)
{
name = n;
nationality = nat;
sex = s;
}
Constructor of the Derived Class (inherited from the base class)
Student(char* n, int s=0, char* i=""):
Person(n, s)
Why the initialized list of the base class constructor doesn't match the initialized list of the derived class constructor? I know this book is a little bit old, I'm not sure if this wrong in VC++ 2010?
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Mar 19, 2015
to initialize this object? Why C++ FAQ says no? Here is my code,
Code:
class A
{
public:
A(int x, char c);
A(int x);
[code] ....
I don't have any trouble to call the constructor A(int x, char c) from another constructor A(int x).
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Mar 11, 2013
is it possible to get object name in the constructor? I would like to initialize an object of circle class without any arguments and put some pretty lines in constructor to get and save as table of chars the name of creating object. Is it possible? I work with MSVS2012.
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Oct 12, 2014
First I wrote a Binary-tree class to draw a binary tree on the window. The nodes were small circles. Then I become wanted to change the shape of the nodes from circles to triangles by another class, Binary-tree-derived which is derived from Binary-tree class. I wrote the below code to do the job but I get two errors about constructors. First, code:
/* The binary-tree class, one of the topics that has been said in Programming Principles and Practice using C++ book by Biarne Stroustrup.
This code is written by R Abbasi (s.rabbasi@yahoo.com) */
#include <Simple_window.h>
[Code].....
Errors are:
Error12error C2512: 'Binary_tree' : no appropriate default constructor availablec:userscsdocumentsvisual studio 2012projects est_1 est_1 est_1.cpp91
13IntelliSense: no default constructor exists for class "Binary_tree"c:UsersCSDocumentsVisual Studio 2012Projects est_1 est_1 est_1.cpp91
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May 29, 2013
Code:
activity = new Idle(this, NULL);
class Idle : public Activity {
private:
float mTimeInIdle;
public:
Idle() : mTimeInIdle(0) { }
Idle(Objects *actor, Goods *target) : Activity(actor, target)
{
}
Error 1 error C2514: 'Idle' : class has no constructors d:jackydocumentsvisual studio 2010projectsperfectsimperfectsimperfectsimObjectsObjects.h 43 1 PerfectSim
The activity = new Idle(this, NULL) line is located inside the Objects::Objects(...) constructor.
Would it be caused by some cyclic dependencies? How do I go about resolving it?
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Mar 6, 2015
I am making a tictactoe program that requires me to have a 3 by 3 two dimensional array of integers, in which the constructor should initialize the empty board to all zeroes. The program complies, but it keeps outputting garbage values and i'm not entirely sure why, My print function isn't complete yet, since I want to print out the array in a tic tac toe format, but i'm more concerned with why it's printing garbage values, here is my code:
Code:
// header file
#include <iostream>
#include <array>
[Code] ....
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May 29, 2013
I really confused with constructor (default constructor and constructor with parameters)
I coded this problem
and I worked almost, but I stock in constructor
Code:
class Tier {
public:
enum TIER_MAKE
[Code] ....
This is tier class and I have to finish constructor in class car (for simple, I skip detail code) -red things are the parts from class Tier
Code: Car()
: make(NULL), passengers(0), fuelcap(0.0), efficiency(0.0), tier(Tier::nexen)
{ }
[Code] ....
And someone said default constructor part has to be this
Code:
car( Tier::TIER_MAKE p_tiermaker = Tier::nexen )
//after i skip
but default constructor should be no parameter...? isn't it?
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Sep 27, 2013
How do you write a default constructor?I need to use a default constructor that will initialize the data members:
- salesPerson to “Unknown”
- noOfWeek to 13
- amount to point to an array of thirteen 0.00s.
This is my weeklysales class
class WeeklySales {
char* salesPerson;
double* amount; // Pointer to an array
int noOfWeek; // Size of the array
};
Here's my attempted code:
//default constructor
WeeklySales (){
salesPerson="Unknown";
noOfWeek = 13;
amount = 0.00;
}
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Apr 27, 2013
The following are the cases when copy constructor is called.
1)When instantiating one object and initializing it with values from another object.
2)When passing an object by value.
3)When an object is returned from a function by value.
I don't understand #2 How can and object be passed by value? when I think of passing object I think of passing by address or reference. explain
I don't understand #3 how can a function returned object by value I think of again passing by address or reference.
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Nov 12, 2013
In the below program, how can copy the array n[] into Array[]. The below is not working..
#include <iostream>
using namespace std;
class arrayPlay {
[Code] .....
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Dec 11, 2013
copy constructor. I'm not really understanding them. I have a base class called Vehicle and a derived class called Car.
class Vehicle
{
private:
int age;
[Code].....
I'm trying to test the new attributes and behavior of car but I think its not working because of the copy constructor. Its just not clicking. I also forgot that race car status is supposed to return yes or no, am I defining that right?
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Dec 25, 2013
A compiler auto created default constructor is called a synthesized default constructor. It will initialize the built-in members to 0 or not depends on where the class object is defined? if I define a class
class point{
public:
double x, y;
};
if I define point point1; in global scope then point1.x and point1.y will be initialized to 0, if I define point point2; in a local scope, then its x and y won't be initialized? If it is like this, then I believe if there are built-in type members in a class, then the synthesized default constructor is almost useless!
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