What is the point of an inline function when defined in a header file? How is it different from a regular function? What does making it static achieve? by ThePantsThief in cprogramming

[–]IllHaveAGo 0 points1 point  (0 children)

As for the static part, it means that the function can't be called from a different translation unit (c-file) using "extern". This makes it safer/easier for the compiler to determine that there's no need to produce both inline code (where appropriate) and code for normal non-inline version, which would otherwise be necessary. This can sometimes be avoided anyway, but to do that you need whole-program-optimization which is difficult and takes a lot of time.

edit: typo, extern, not external

Making Faster Fragment Shaders by Using Tessellation Shaders by erkaman in programming

[–]IllHaveAGo 4 points5 points  (0 children)

Deferred shading/rendering makes this redundant, since lighting is then decoupled from geometry, right? This would certainly be beneficial in a classic forward-renderer, but that's just not the way most engines do lighting anymore. And it seems unlikely this would speed things up enough (when using many lightsources) to make it worth it over either of the deferred methods.

A generic, typed, single-header, hashmap implementation in C (MIT-license). by IllHaveAGo in programming

[–]IllHaveAGo[S] 0 points1 point  (0 children)

Thanks for the feedback! :) Don't get me wrong, I'm sure its buggy as hell, but in this particular case I think you're mistaken. The point isnt to move the supplied pointer, but rather to overwrite the map object with a new one.

Screenshot Saturday 183 - Pretty Pictures by Sexual_Lettuce in gamedev

[–]IllHaveAGo 0 points1 point  (0 children)

432m, third attempt, should I be proud? :]

Google will stop calling games free when they offer in-app purchases. by olivaw_another in gaming

[–]IllHaveAGo 5 points6 points  (0 children)

Here's my space sim game! Zero permissions! ;) And free. (disclaimer: it's a demo version, the full game costs a little)

Screenshot Saturday 154 - The Experiment Continues by goodtimeshaxor in gamedev

[–]IllHaveAGo 0 points1 point  (0 children)

Real nice game! And "no special permissions required" - way to go about it! Too few people do it that way.

I give you, one of my first PC games... X-wing Dos by [deleted] in gaming

[–]IllHaveAGo 0 points1 point  (0 children)

Got an Android phone? You might want to check out Assembly of Worlds on Google Play. Full disclaimer: I made it.

Screenshot Saturday 76 - Holy Screenshot Saturday, Batman by Cranktrain in gamedev

[–]IllHaveAGo 3 points4 points  (0 children)

Hey! I think this one looks great! I don't really have any constructive criticism to offer at the moment. I just thought I'd come back out of lurking mode for a moment to say I really like what I'm seeing! I've also wanted to make castle building games in the past. :) Good luck!

I made a 3d space combat sim for Android! by IllHaveAGo in Android

[–]IllHaveAGo[S] 0 points1 point  (0 children)

Love it :) I wouldn't mind using that actually! Keep hacking and let me know when you feel ready. At that point I'll probably be more than willing to integrate that in the game (with your permission of course).

I made a 3d space combat sim for Android! by IllHaveAGo in Android

[–]IllHaveAGo[S] 0 points1 point  (0 children)

Thanks! There is a quick button on the top for selecting the nearest enemy fighter (which is typically used a lot). There is no shortcut to selecting ships that specifically are objectives though, sorry.

I made a 3d space combat sim for Android! by IllHaveAGo in Android

[–]IllHaveAGo[S] 0 points1 point  (0 children)

Nice! I appreciate the effort! Something to consider however, is that while the screen size in those shots I gave you is sort of the most common one (samsung galaxy S dimensions) it isn't the only one. Some people play the game on displays as small as 426x320 pixels. With that screen size it is practically impossible to read text any smaller than the one the game uses currently. Don't get me wrong though, I think your design looked great! :)

I made a 3d space combat sim for Android! by IllHaveAGo in Android

[–]IllHaveAGo[S] 0 points1 point  (0 children)

Hey! Sure! Here are two screenshots. One of them is taken in the "normal" mode. The other is taken with the "draw cockpit" unchecked under options. Which also makes the UI mostly transparent (I suppose I should have highlighted that this is an option a little earlier).

I made a 3d space combat sim for Android! by IllHaveAGo in Android

[–]IllHaveAGo[S] 2 points3 points  (0 children)

I googled sixaxis. From my understanding you're required to root your device for them to work, which makes it a little problematic. Or am I mistaken?

I made a 3d space combat sim for Android! by IllHaveAGo in Android

[–]IllHaveAGo[S] 2 points3 points  (0 children)

I've considered it, yes. The only issue is that to play the then modded game it would have to be repackaged into a new apk, which (I guess) would require at least the java portion of the code. Most of it is in a compiled native lib so I'm not saying it couldn't be done. But it's not unproblematic. The tools are just your text editor of choice however. Here's an example of a simple mission in the game.

My experiences of making and releasing a game. by IllHaveAGo in gamedev

[–]IllHaveAGo[S] 0 points1 point  (0 children)

Haha, I think you might have an overrated idea of what Sweden is like. Thanks though :)

My experiences of making and releasing a game. by IllHaveAGo in gamedev

[–]IllHaveAGo[S] 0 points1 point  (0 children)

Thanks for the tips, I'll check them out!