C++ :: Writing Plugin Framework / System For Game

Mar 23, 2014

So I'm trying to accomplish something that right seems to hard for it to be worth it. I'm trying to write a plugin framework/system for my game. I have read about it and everything that pops up says it's OS-specific and you have to load the plugins from either a .so file on linux or from a .dll file on Windows. So here lie my questions:

-Is there any universal way of accomplishing this?

-Every way I've seen assumes i know the names of the functions I'm calling which doesn't hold true if the plugin are written by a 3rd party. How would i turn the table on this matter?

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I would like to create a video game. It would be text based. How could I set up a save system? Also, how would I load it?

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C++ :: Game Control - Organizational System Giving Errors

Jun 24, 2014

I'm making a game with the following class structure:

GameControl - The class that actually runs the game, with a while(!closed) // run the game loop.

State - A class that handles the state of the game, for example if the game is rendering the scene it would be in one state, and if it is rendering the menu, it would be in another.

ComponentManager - A class that manages all of the components of what is being done, for instance, the Scene class would contain a bunch of components handling the drawing of each tree, physics, the camera, etc. The manager will put them all together.

Component - A component of whatever is being done. A tree (and its rendering code) would be an example of a component of the scene. The camera would be another. The component does not necessarily have to be drawn, it could be handling something like physics (and would throw physics events to other components that need to move in a certain way).

The GameControl class has its loop, which would call the update function on the current State (there are classes that inherit State and override the update function of State).

In the update function of the base class "State", it would take all of the active ComponentManagers and update them. There are classes that inherit the base class ComponentManager and override its update function.

Each ComponentManager would update each of the Components that it owns.

This is the organizational structure that I came up with to make the game scalable and changeable . If, for instance, I wanted to add multiplayer at some point, I would add a class that inherits the State that controls the gameplay called "MultiplayerGameState". This would just add a new ComponentManager that inherits the ComponentManager that controls the player and all of the living things that are moving around. Then, the MultiplayerGameState class would recieve the multiplayer messages coming in and add other player Components for the other players.

My code is giving me various errors like "Forward definition of class State" and "Invalid use of incomplete type State". Unless I made some stupid error that I didn't catch, these are being caused by me including the classes in ways that some of the classes do not see the full definitions of the classes they need to see (because of the preprocessor directives preventing classes from being included multiple times.

Code: (Not implemented exactly as shown above, but I think the main difference is that the main class is not in GameControl, it's in OgreFramework.cpp)

The base classes: [URL] ...
States: [URL] ...
ComponentManagers: [URL] ...
Components: [URL] ...
The project: [URL] ...

My question is: is there a better way to implement my organizational system so that these errors don't occur?

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Oct 23, 2013

How do i start writing Gaming app using C++. What is the environment required. I have mingw compiler installed on Windows8.

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C++ :: Game With Entity Component System - Generalizing Repeated Functions

Dec 20, 2014

I'm working on a game with an entity-component system. I have a Manager class that is handling all of the components by feeding them into vectors set up for each type of component. Right now I have a lot of repeated code for each kind of component.

void add_pos_comp(shared_ptr<Position> pos_comp);
shared_ptr<Position> get_pos_comp(int id);
const vector<shared_ptr<Position>>& get_pos_comps();

void add_vel_comp(shared_ptr<Velocity> vel_comp);
shared_ptr<Velocity> get_vel_comp(int id);
const vector<shared_ptr<Velocity>>& get_vel_comps();

I've tried generalizing this with templates, but I've been confused by how I should organize the collection of vectors for each component. I had it setup so that they were all in an unordered_map, but how to get the templated functions to find the right map slot to use based simply on the template's parameters.

The full project is here for reference: [URL] ....

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C++ :: Simple Game Menu - Program That Simulates Handheld Gaming System

Sep 26, 2013

I have to write a program that simulates a handheld gaming system. a system can have power toggled so its either on or off. when the system is on, its volume level can be raised or lowerd. a system has minimum volume level of zero and a maximum volume level of 10. a system stores games.

// simple game menu
//simulates a handheld gaming system
using namespace std;
class Game {
public:
Game(int GameNumber = 3, int volume = 10);

[Code] .....

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Jan 11, 2013

I want to create a plugin with c++ which will be supported by all Browser,i am stuck how to start.

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Jul 28, 2014

Is it possible to create an NPAPI Plugin in VC++, that is cross browser compatible or should atleast work in Chrome Browser?

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C++ :: Overriding / Overloading New And Delete For Plugin Classes

Dec 27, 2012

I'm looking at writing my own plug-in app, but I know that deleting class instances that were created in a plug-in module can result in the dreaded "undefined behaviour" because of the different memory spaces. Many examples of plug-ins use create_class and destroy_class functions to resolve this problem, but I wondered about overriding / overloading the class's new and delete operators. This would be used for all third-party library class derivations (e.g. derived GUI classes) and all home-grown classes.

The operators would only be declared in the class declaration:

class PluginBase {
public:
void *operator new(std::size_t n);
void operator delete(void *p);
// Other plugin bits

While the actual implementation would be defined in the plug-in's implementation file:

#include "PluginBase.h"
void *PluginBase::operator new(std::size_t n) {
return ::operator new(n);
[Cvoid PluginBase::operator delete(void *p) {
return ::operator delete(p);
}

This would need to be implemented in every transferable plug-in class (possibly by a crafty IMPLEMENT_PLUGIN(classname) macro or some other mechanism), but before I commit this to my code I was hoping for feedback. Does this sound like a good idea? The GUI classes in particular are handled by a third-party library, so it's some memory-space safe way of deleting them by the GUI library (in the app) that I'm looking for.

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Visual C++ :: Creating DLL That Will Be Used As Plugin In External Program Using MFC

Jan 30, 2013

This is the problem in detail:

I have a VC++ project to create a DLL that will be used as a Plug-in in an external programm. This DLL uses some MFC functions. The initial configuration of the project was:

-Use of MFC: Use MFC in a Static Library

-Common Language Runtime support: No Common Language Runtime support

-Runtime Library: Multi-threaded Debug (/MTd)

This configuration worked fine, there were no compilation errors and the resulting DLL worked correctly.

The problem came when it was necessary to add to the DLL some functions of .NET, using the namespace System and similar. To do that, I had to change the Common Language Runtime support, to Common Language Runtime Support (/clr). Then, when I tried to compile, I got this message:

'/MTd' and '/clr' command-line options are incompatible

So I changed the Runtime Library to Multi-threaded Debug DLL (/MDd). Then I got this error message:

Building MFC application with /MD[d] (CRT dll version) requires MFC shared dll version

So I also changed the Use of MFC to Use MFC in a Shared DLL.

After this, the compilation was correct. Then logically the size of the generated DLL is smaller, but this new DLL does not work correctly, the external program in which this DLL is used crashes.

I don't know what to do to fix the problem. Maybe I need to add some other DLLs or files to the directory where the DLL is located, where the external program uses it. But I would prefer to include a single DLL file, but this seems to be incompatible with the use of .NET functionality.

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Mar 8, 2014

I'm new to C programming and I need to write a "small" expandable menu framework and I don't know where to start off.

This is my task: Create an expandable menu framework in C where you can add a infinite number of entries and Sub menus containing other Menu points or where the entries refer to a external function. So far I've created the structures I need

Code:
//Menu structure
struct menu {
char mtitel[MAX];
struct mpoint point;
struct menu *next, *prev;

[Code] .....

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Jan 10, 2015

To the topic: I've been following "SDL game development" book by Shaun Mitchell and (besides the many others in the past) I've encountered a problem in one of the chapters.

I'm in "creating and displaying tile maps". The chapter uses tintxml to load data outside the code, which is used to create a "map screen".

The problem is that the program work perfect except for not loading and/or rendering this "screen".

I know this is too vague of an explanation, but I wouldn't know what else to say.

I'm leaving the link to the repository with all the code: [URL]...

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Apr 15, 2015

I'm a bit unsure on where to put cascading deletes in my models and how far they extend.

I've got four tables

TrafficLog
has a One to One with
TransactionHistory
Has a zero to Many with
OutgoingService
and
Exceptions

Now i'd like to put cascading deletes on, so that if i delete a record from TrafficLog it deletes from the other three.

So do i set up my model with cascade delete just on the primary like this

modelBuilder.Entity<TCC_ArchivedApplicationTrafficLog>()
.HasRequired(TCC_ArchivedTransactionHistory)
.WithRequiredDependent()
.WillCascadeOnDelete(true);

or do i need to enable it on the other three tables too?

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C++ :: SDL2 Framework - Loading MBP Files In Same Folder In XCode 5

Feb 23, 2014

I am trying to load a .bmp file located in the same folder as main.cpp etc. but I'm not sure what to input as the resource path so that it picks it up and, when I distribute it, I want it to be preferably cross platform and run smoothly.

I have tried using:

hello_world.bmp
SDL_Game/hello_world.bmp (SDL_Game is the name of the project)

but it will work if I use the full path. I don't want to do this though, because then it will not work on other computers and platforms.

This is the function I use to load media:

bool loadMedia() {
// Loading success flag
bool success = true;

// Load splash image
gHelloWorld = SDL_LoadBMP("hello_world.bmp");

[Code] ....

I am using XCode 5, SDL2.0.1, OSX 10.9 Mavericks and C++.

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Apr 28, 2015

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All in C# visual studio xaml form

So I created a var but i get and output: name of programe.NLHEntities

using (var context = new NLHEntities()) {
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Apr 17, 2013

i have created application using gembox i create a word file and save data on it but i want after saving it itis opened to me using microsoft word directly

it is the code

DocumentModel document1 = new DocumentModel();  
Section section1 = new Section(document1);
document1.Sections.Add(section1);  

[Code]....

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C Sharp :: Declaring Navigation Property In Entity Framework

Nov 3, 2012

I developed a sample application in EF which has 3 tables

PersonDetails, BankDetails and FixedDepositDetails.

Please find the table structure below

create table PersonDetails
(PersonId int Primary Key,
PersonName varchar(30))  
create table BankDetails
(BankId int Primary Key,
BankName varchar(100),

[Code] ....

But when I run the application I get an error as

The navigation property 'Bank_Id' is not a declared property on type 'FixedDepositDetails'. Verify that it has not been explicitly excluded from the model and that it is a valid navigation property.

If I am not wrong I think I have made some mistakes when creating the model.

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Aug 27, 2014

Yes, exactly, and I have been successfully creating EF Model before from the same database.... Why is it acting up now... I did check SO and they seems not to have a solution for it also....

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C++ :: Game Design Practice For Accessing Container Of Game Objects

Dec 21, 2014

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#include <iostream>
#include <string>
using namespace std;

[Code].....

This is my code, when my pintrials = 0, my system cannot terminate but go through the option menu below.

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So, as far as I can tell, this code should run a system command from the C++ program:

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Mar 27, 2014

I am working on a project that is like a banking system and needs to include making a withdrawal, transaction, deposit, query, and transaction.

Code:
#include <stdio.h>
//#define true
//#define false
//assume there is money in the account. $10,000
void deposit(){

[Code] ....

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