-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|351|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> Off Topic -> AGAWFrame

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Posted : Tuesday, 17 October 2017, 16:59
Jayenkai
So.. I guess this is a thing, then.. Linkage

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Posted : Tuesday, 17 October 2017, 16:59
therevillsgames
and that thing is that? AGAW C++ engine!?
Posted : Tuesday, 17 October 2017, 17:29
Jayenkai
I was planning on using my "end of year, framework building time" to get a good grip on Monkey2, but with all of the uncertainty, and lack of a decent other option...
... yeah. Seems to be the better choice.

That or I’m crazy.
Either/or..

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Posted : Tuesday, 17 October 2017, 22:21
therevillsgames
I've been thinking the same too...

What framework have you decided on? I'm looking at SFML or SDL2.
Posted : Wednesday, 18 October 2017, 00:11
Jayenkai
I haven’t, yet.
I’m going in blind!!!
Posted : Wednesday, 18 October 2017, 02:27
therevillsgames
Oxygine looks pretty cool if you dont want to start from scratch with SDL2:

http://oxygine.org/
Posted : Wednesday, 18 October 2017, 02:35
Jayenkai
I'll definitely have to look into audio engines. I think that'll be the hardest battle.
Would be great to have mod ability, but .. Then I'd have to get back to making Mods!!! Eeek!

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Posted : Wednesday, 18 October 2017, 12:26
Jayenkai
Day two. Spent FAR too long trying to get the HTML5 "Hello World" to work. Required a lot of editing of the previous scripts so that both versions could work together.
Fairly happy that things are going ok, so far, though.

.. I hope!

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Posted : Wednesday, 18 October 2017, 18:27
therevillsgames
What C compiler are you using? And are you using an IDE?
Posted : Thursday, 19 October 2017, 03:44
Jayenkai
Still on the ground floor as far as installs are concerned.
So far..

Windows
DMC
I installed DMC C++ Compiler from http://www.digitalmars.com/download/freecompiler.html
Requires STLPort additionally installed.

HTML5
Emscripten
I installed 64 bit Emscripten SDK for Windows from https://kripken.github.io/emscripten-site/docs/getting_started/downloads.html
Ran the updater and all that crap. Took fucking ages.

I'm keeping notes (as copy and pasted above) as I go, so I'll be able to reinstall at a later date.
Once I'm up and running, I'll probably give a more detailed list of installs.
I'll also have to delve into the Mac and Linux side of things, too. Eeek!

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Posted : Thursday, 19 October 2017, 14:25
Jayenkai
Today was not a good day.
Fucking Android!!

http://agameaweek.com/?Blog=8031

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Posted : Thursday, 19 October 2017, 20:57
therevillsgames
Free C++ book available for 24hours:

https://www.packtpub.com/packt/offers/free-learning
Posted : Thursday, 19 October 2017, 22:56
Dabz
When I was learning C++, I used this one:-

www.uml.org.cn/c++/pdf/C%2B%2BComplete%20Reference%20(3rd%20Ed.).pdf

It was an excellent reference to have at hand, he's the revised one on Amazon:-

www.amazon.co.uk/C-Complete-Reference-Herbert-Schildt/dp/0072226803

Highly recommended here.

Dabz

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Intel Core i5 6400 2.7GHz, NVIDIA GeForce GTX 1070 (8GB), 8Gig DDR4 RAM, 256GB SSD, 1TB HDD, Windows 10 64bit
Posted : Friday, 20 October 2017, 02:44
therevillsgames
I've got C++ from the ground up 3rd Edition (2003) from years ago... never really read it though. I learnt C++ at Uni, but then went onto Java which I do prefer but all "cool" frameworks are for C++.
Posted : Friday, 20 October 2017, 02:49
Jayenkai
I DUNT no reed no bucks.
I managed to make a bunch of Nintendo DS Homebrew titles using .. um.. either c or c++. Not sure.
I can cope.. I can fumble my way through this.
No probs!!!

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Posted : Friday, 20 October 2017, 14:57
Jayenkai
XCode vs C++ : Attempt number one.
http://agameaweek.com/?Blog=8033

Apple apparently want me to be coding in a more "normal" manner, as opposed to having all my old Blitz-habits.
Gonna have to do types and classes and stuff.
Eeeeuuwww!!!

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Posted : Friday, 20 October 2017, 23:53
HoboBen
http://www.digitalmars.com/ctg/ctgCompilingCode.html#options

The options here about warnings / strict function prototypes might be helpful!

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Posted : Saturday, 21 October 2017, 05:24
Jayenkai
Perhaps, yeah.
But so far, XCode seems to be the most "whingy" of the languages, so I think I'm going to focus on that one, first, then hopefully it'll run on all the others well.
.. That seems like a plan, right!?!

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Posted : Sunday, 22 October 2017, 12:09
Jayenkai
Better progress on the XCode side of things, today.
http://agameaweek.com/?Blog=8036

Most of the framework now exists in Classes.. Had to do a lot of learning, today!
I think I still need to put the Game Itself into a class system, though, so that XCode is happy with the way that works, and maybe use a PreProcessor to kill the main() function when compiling on iOS? Not sure the best way to go, but I'm sure I'll figure something out.
So far, so good!

.... I think!

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Posted : Sunday, 22 October 2017, 12:10
GfK
Still not really sure what you're doing.....
Posted : Sunday, 22 October 2017, 12:17
Jayenkai
I'm building my own C++ based framework!... 'cos .. Monkey2 doesn't seem to be "The next step" for me, and nothing else seems to fit.

I already rewrote SoCoder and AGameAWeek, this year..
Might as well give this a go, too.

I'll be trying my damndest to use as much basic c++ as I can, in the hopes that my games can then be ported to a larger variety of systems.
I'll obviously need a few "off the shelf" libraries and what not, as I go, but hopefully I can link them in without causing too much of a hassle.

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Posted : Monday, 23 October 2017, 03:55
Jayenkai
Fucking hell.. Trying to get "C++ -> Android" working is like pulling teeth.
After around about 170,000 installs, this morning, I'm now up to the point where the compiler (!) is whinging that I haven't accepted license agreements.
FFS!!!

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Posted : Monday, 23 October 2017, 04:45
steve_ancell
Jayenkai Trying to get "C++ -> Android" working is like pulling teeth.

If you ever get around to making a batch file that simplifies the process for any time you need to re-install in the future, just name the file "Pliars.bat"

If that were me going through that I would be going fucking spare by now.
Posted : Monday, 23 October 2017, 05:17
Jayenkai
It's been about an hour and a half since I told the Android SDK to install the update.

How in the name of hell is it only halfway through?!?!
Fuck's sake, I wanted to actually DO something, today, not sit watching a fucking bar...

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Posted : Monday, 23 October 2017, 07:30
Jayenkai
Sat the PC for FOUR HOURS doing installs from the SDK Manager, in order to get "Gradlew.bat" to do what it oughta.
After a ludicrous amount of waiting, it still fucking failed to work.
It now tells me it needs "CMake" in the SDK folder.
Except the default SDK Manager doesn't give me the option to install that, so instead I need to download and install the 2Gb Android Studio to fucking install a fucking addon.

FOR FUCKS SAKE, GOOGLE....

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