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AggrorJorn

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Blog Comments posted by AggrorJorn

  1. I wouldn't per definition say that your tutorials are bad pancakes! First of all, your previous tutorials were very good and have proven to be quite useful. Besides that I am interested in to what you have to say about environment designing.

    There are always people out there (sounds creapy :S) who are completely new to everything and can really use every single video even when you think it is not important.

    third: lets say the tutorials is fail: we all have a good laugh and you are on your way for a next youtube hit! XD

  2. The problem with .NET is that all objects are created as basically pointers. You don't have much of a choice. They are treated like pointers in C++ as far as where they are created in memory. C++ gives you the choice of where to create objects. Heap or Stack. It gives you more freedom, which is why it's slightly different.

     

    Trust me though, like any other language you get used to it, and even end up liking it :)

    I am sure I will Rick :D

  3. -> is used when you are dealing with a variable that is a pointer to an object.

    . is used when you are dealing an object

     

    The * stands for 'pointer'

    Box box ; // box is an object ;

    Box* box ; // box is a pointer to a box object

     

    Of course you still have to know what you are dealing with, a Vec3 or a Vec4 ...

    TY Roland,

     

    with Vector 3 I meant that you don't have to use the keyword Vec3. box->SetPosition(0,0,-2,false); a

  4. The -> doesn't seem handy at all to me. The keys are not next to each other. Why not the dotnet way: box.GetMaterial() or the lua way box:GetMaterial()?

     

    What is the asterisk (*) doing after each datatype?

    Specifying vector 2, 3 or 4 is no longer necessary?

     

     

    For the rest everything looks as clean as always.

  5. On the contrary, I do whish to pulish my projects to the game market. It just doesnt make sense too publish any games that have not the standard features like so many shooters and RPG's have. You either have to come up with something more unique, good gameplay, a good story line or a game with superb graphics.

  6. I can write the storyline to the game:

    Supernatural Squid approaches girl. Girl tries to lift the massive sword, but it's too heavy for her to even move it an inch. Squid eats the girl as a snack. Game Over.

    You forgot the dialogue: "Ow gosh, I broke one of my nails!"

  7. Great news Josh. I am eagerly awaiting what 2.4 has in store for us. If you can write and engine + editor that is already as advanced as it is now, I don't see why C++ would be a problem. Like Rick says, I think you will do just fine. As long as you keep in mind that you know the entire engine structure and that you will probably be the one writing the code, there can't be much going wrong. Anyway, you have my support an cheers on your future development.

     

    Also agreeing with Pancakes; the engine and editor are allready very cool. Okay, a few things and some smaller features could be handy, but the main thing for this engine is its rendering power.

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