Type: Posts; User: Sharsnik
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January 17th, 2014, 07:17 AM
I'm using DateTime to track elapsed time, which I realize now may not have been the best idea.
The issue I'm having, is that something is causing my timer calls to be delayed by 13~20 seconds. (Or...
March 22nd, 2009, 04:01 AM
If you want to just generate a table of inputs and outputs, why not just not write a test program raelly fast and display the results while looping through n = 0 to 10 and m = 0 to 10. If you look...
March 22nd, 2009, 02:14 AM
Your (2, 2) input is incorrect, it should be 0.
Also, what's the context of this problem? If it's for homework I can give hints, but not the answer.
March 22nd, 2009, 01:10 AM
Just out of curiousity, when would you want to use dynamic vector allocation?
Vectors are a VERY lightweight storage class.
March 22nd, 2009, 12:54 AM
char arrays are just that, arrays or characters. This means you can directly modify them the same way you would a basic array. In this case:
sequence[strlen(sequence) + 1] = '\0'; //Extend the...
March 21st, 2009, 11:42 PM
Ah, I apologize... this is a online game, so all the MySQL related stuff takes place on the server side, not the client side. So, just to be safe, assume we have some 100,000 unique characters, each...
March 21st, 2009, 11:22 PM
Hi, I'm making a game that makes heavy use of MySQL for databasing. However, I'm not as well versed in the subtlies of MySQL than I'd like to be. Therefore, I'd like to ask a few questions.
October 4th, 2008, 04:21 AM
I've been trying to make animated .x files in .3ds
It was all going well until I started to animate. The bones smush the model in really weird ways (not as intended <g>)
I was wondering if...
September 28th, 2008, 09:10 PM
Yeah, I'll probably have to look into texture splatting a bit more.
The bigger issue I see, is that I want the world to be seamless. And, since you'll be constantly encountering new models and...
September 26th, 2008, 10:33 PM
So, I have the basic set-ups for a 3D engine pretty much laid out. But, one major thing that's confusing me is how to load models in real-time.
Pre-loading everything works fine, but it takes a...
September 24th, 2008, 03:53 PM
It's gotta be in the allocation hierarchy... right? Here's that code :/
HRESULT allocateHierarchy::CreateFrame(LPCTSTR name, LPD3DXFRAME* frame)
September 24th, 2008, 09:01 AM
I'm trying to load .x animations, but my call to D3DXLoadMeshHierarchyFromX is erroring out with a null pointer error. The error occurs right after my CreateFrame function - before any other of the...
September 24th, 2008, 06:21 AM
Never mind, got it.
September 24th, 2008, 06:11 AM
Hi, I'm trying to render a 3D world to look like it's rendered in 2D (aka sprites).
So, I need a FoV of 0 (ideally). However, when I set a FoV of 0, I render nothing, as, apparently, the...
September 6th, 2008, 09:02 PM
I'm setting up a LUA interpreter for my game. I get the basic concepts of registering events to call LUA functions.
What I'm having trouble with is making sure that different LUA scripts don't...
August 11th, 2008, 06:45 AM
Hi, I was wondering what the best way to store dynamic arrays in SQL was. The 2 options I can think off off the top of my head are:
1) create new tables for the items you want stored in the...
Yeah.. in retrospect that would seem to be the best option.. though, since I plan on switch to #d before anything gets "official" I think the 2048x2048 hot-fix will suffice. Thanks for all the tips :3
I switched around the size of the sprites, so they're all 2048x2048. That's still a bit big, especially for older cards.. but that's good enough for a place hold 'til I goto 3D models...
Hi, I'm designing a (currently) 2D game. The sprites I use are getting pretty big (96x96 pixels, about 500 frames per). I'm currently storing them as a single texture, which works fine, except that...
April 14th, 2008, 10:50 AM
Yeah, at that time I went off to Japan ^^
Far as my network architecture goes...
I am running Windows XP Professional Version 2002 SP2 with a AMD Athlon 64 X2 Dual Core 4600+, 2.41Ghz, 2.00 GB...
April 14th, 2008, 02:00 AM
They're actually 4 bytes, the buffer didn't clear after each recv(), so it wasn't terminating :3
Even if you clear the buffer after each recv() the results are exactly the same.
April 13th, 2008, 05:11 PM
There's lots of useful information on that site, thanks.
I think I might have a bit of an issue with my networking...
The following are a pair of very simple UDP based Client/Servers, the...
April 13th, 2008, 03:51 PM
What do you mean by this? Should I be padding packets with blank space? Most my messages are very small, 5 - 100 bytes.
I will run more tests of UDP sockets, and see if I can get it working...
April 11th, 2008, 03:54 PM
UDP would be another logical choice. However, I know that many other MMOs use TCP (WoW, athena's RO server). So, I believe it is possible to get the desired effect with TCP.
Now, it may be doable...
April 11th, 2008, 02:58 PM
Hi, I'm trying to design a network system for an online game (MMORPG style). I'm having issues with the delay times I'm seeing in packets. Using standard TCP sockets I end up with too much random...
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