C++ :: Create 3D Game Engine With OpenGL?

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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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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C++ :: Game Engine - Linking Error On MinGW

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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C++ :: Game Engine - Instancing A Class Via Constructor

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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C :: Create A Hangman Game With Timer

Mar 21, 2013

I want to create a Hangman game with timer.. If the user cannot guess the word with in 1:30 min the game will stop and the word will be printed.

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XNA :: Create A Prize Wheel Game?

May 28, 2014

I am trying to create a prize wheel game in XNA. I am trying to create something like the Squeal of Fortune in the Runescape game.

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C++ :: Create A Top Trumps Game Using Pseudo Code?

Jan 3, 2015

I want to create a top trumps game using pseudo code with variables, loops, If statements and inputs, how would I write it?

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C++ :: How To Create Text Based Game Running On Console

Mar 12, 2013

I want to create a text-based game with C++, running on the console. I have made some other text-based console games.

Which is the most interesting text-based game to learn how to program for beginners?

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C :: Reaction Game - How To Create Randomize Algorithm Which Gets Exponentially Faster

Mar 29, 2014

I am creating a reaction game using a series of lasers and LRDs and need to make a function which waits for a specific pin in portb to be triggered high before it can move onto waiting for the next pin to be triggered. The time lasped before the "game loses" needs to get exponentially faster as the game goes on.

I am using statements such as if(input(PIN_B0)==1 generate_tone(G_note[2], 1000); but unsure how to write in c "wait x amount of time, if trigger move onto next random pin or no trigger go to lose function.

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C++ :: Drag And Drop 3D Engine

Nov 16, 2013

How to create a 3D Drag and Drop Game Engine?

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C++ :: Simplest 3D Physics Engine

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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C# :: Program Design - Database Search Engine

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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C :: Laser Project Tile Engine Doesn't Work

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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C++ :: Ioquake3 Engine - Accessing Limited Struct Fields

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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C++ :: Create Save File For A Game That Is Not A Separate File?

Oct 10, 2014

How do you create a save file for a game, that is not a separate file? Specifically I am using code::blocks and sfml 2.1 to make a game and it saves to a text file at the moment. My problem is that it is very easy to modify the text file, and it is annoying to have to copy and paste several files if you want to use a copy of the game. I have a feeling that it may be to do with resource files, but I'm not exactly sure how to get these to work or whether you can modify them dynamically.

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

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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C++ :: Program For Calculating Total Price Of Game Station And Game

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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C++ :: OpenGL And 2D Games

Sep 12, 2013

How I can make 2D games in OpenGL. I have sprites, but when I load them in game, they're all big and stuff, not pixel for pixel how I'd like them. How can I do this?

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C++ ::  Use DirectX Or OpenGL?

Feb 6, 2014

I am because I don't know what to use OpenGL or DirectX? I heard some people saying I can use both. How is this? What is better for online games? And when I choose I will need some tutorials too ....

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C++ :: OpenGL - Draw On Top Of Image

Jun 22, 2014

This is my first time using opengl and I am experimenting with adding/drawing polygons/points/etc. on top of a PPM image. The image is already loaded when the application runs. My attempt to draw a square is from lines 30 - 35. The program runs but the square is not present. Just the image.

#include<windows.h>
#include <stdio.h>
#include <stdlib.h>
#include<Gl/gl.h>
#include<GL/glut.h>

int n;
int m;
int *image;

[Code] ....

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C++ :: How To Draw A 3D Snake In OpenGL

Jan 3, 2014

i want to draw a 3D snake in opengl.. i can't get nothing out of my search to make a start.. how it is made

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C++ :: Taking A Screenshot In OpenGL

Sep 14, 2013

I've read up on .bmp files on wikipedia and am currently attempting to make a function that can export a .bmp file of the screen of my programs. I've already begun work on it but it isn't working. The code I have so far is:

typedef char Byte;
typedef int Byte4;
typedef short Byte2;
struct BMP_Header {

[Code] ....

My problems are that when less then the required amount of bytes is needed to store a value in the file, the 00 bytes are skipped (Ex. The file will contain 42 instead of 42 00 00 00), and the Pixels are stored as nothing but 0D ( every value intended for storing pixel data is 0D ).

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C++ :: Textures White In OpenGL

Nov 17, 2013

I don't know why, but textures in OpenGL are white. One day, I must've change something, and now my textures wont load properly. I tried rewriting my code that loads things multiple times, my textures still are white. Here is my code:

(I switched back to the FF pipeline temporarily, in my other projects I use shaders.)

Sprite.hpp

#include <SDL.h>
#include <SDL_opengl.h>
#include <fstream>
#include <iostream>
#include <string>
#include <vector>

#ifndef _SPRITE_H_
#define _SPRITE_H_

[Code] ....

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C++ :: How To Make Fractals With OpenGL

Jan 20, 2013

Where can I learn how to make fractals with opengl?

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C/C++ :: Fix Upside-down Characters In OpenGL?

Jun 20, 2014

I'm printing characters on a texture map using OpenGL and GLUT with C++. The problem is that when they appear on the map the x-coordinates are correct but the y-coordinates are upside down. The coordinates are being read from an input file and are in the form x,y with a semicolon separating each xy pair. I tried putting a negative sign in front of the y-coordinates to see if that would force the characters to go in the right place but that just made minus signs appear on the screen. Is there a function in OpenGL/GLUT that can invert coordinates by a certain value?

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C++ :: Designing Object In Solidworks -> OpenGL?

Jul 11, 2014

If I wanted to design an object in SolidWorks, and then output that object (I guess as a .stl file), is it possible to open that up and manipulate using openGL? How would I go about doing that?

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