Author Archives: André Åström
ConfigManager – Reading from files
Hello dear readers,
Today I am going to discuss some about my latest contribution to our game project. The ConfigManager, which is a part of the program which keep in mind all the files that have been read and what lines they contain.
I will illustrate how it works with an alteration of the picture above.
PSEUDO CODE
Red lines are ignored.
Green lines are stored in a std::vector¹.
The lines that are stored in the vector is then split at the “=” sign. […]
ConfigManager – Reading from files
Hello dear readers,
Today I am going to discuss some about my latest contribution to our game project. The ConfigManager, which is a part of the program which keep in mind all the files that have been read and what lines they contain.
I will illustrate how it works with an alteration of the picture above.
PSEUDO CODE
Red lines are ignored.
Green lines are stored in a std::vector¹.
The lines that are stored in the vector is then split at the “=” sign. […]
ConfigManager – Reading from files
Hello dear readers,
Today I am going to discuss some about my latest contribution to our game project. The ConfigManager, which is a part of the program which keep in mind all the files that have been read and what lines they contain.
I will illustrate how it works with an alteration of the picture above.
PSEUDO CODE
Red lines are ignored.
Green lines are stored in a std::vector¹.
The lines that are stored in the vector is then split at the “=” sign. […]
ConfigManager – Reading from files
Hello dear readers,
Today I am going to discuss some about my latest contribution to our game project. The ConfigManager, which is a part of the program which keep in mind all the files that have been read and what lines they contain.
I will illustrate how it works with an alteration of the picture above.
PSEUDO CODE
Red lines are ignored.
Green lines are stored in a std::vector¹.
The lines that are stored in the vector is then split at the “=” sign. […]
The magic of Sound
Research
While a game can be great without sound, there is something magical within sounds that fill the athmosphere. Which is somewhat needed to give that stillful and lonely feeling that our game needs. With this motivation in mind I set out to create something that could handle all the different sounds in our game in a reasonable fashion.
The thought that came to mind where that we do not want to load the same sound file several time.
To solve this I […]
The magic of Sound
Research
While a game can be great without sound, there is something magical within sounds that fill the athmosphere. Which is somewhat needed to give that stillful and lonely feeling that our game needs. With this motivation in mind I set out to create something that could handle all the different sounds in our game in a reasonable fashion.
The thought that came to mind where that we do not want to load the same sound file several time.
To solve this I […]
The magic of Sound
Research
While a game can be great without sound, there is something magical within sounds that fill the athmosphere. Which is somewhat needed to give that stillful and lonely feeling that our game needs. With this motivation in mind I set out to create something that could handle all the different sounds in our game in a reasonable fashion.
The thought that came to mind where that we do not want to load the same sound file several time.
To solve this I […]
The magic of Sound
Research
While a game can be great without sound, there is something magical within sounds that fill the athmosphere. Which is somewhat needed to give that stillful and lonely feeling that our game needs. With this motivation in mind I set out to create something that could handle all the different sounds in our game in a reasonable fashion.
The thought that came to mind where that we do not want to load the same sound file several time.
To solve this I […]
Animation
“Animation, switching between pictures in a spritesheet, should not be that hard.”
A simple statement, however when I started working on our AnimationManager I realised just how wrong it was. At least in my case, where I tried to create an “Animation” class and then a “AnimationManager” to hold all the different Animations.
My original thought was that in the AnimationManager, there would be a vector with all the different animations, and that all entities would then have their own little map […]
Animation
“Animation, switching between pictures in a spritesheet, should not be that hard.”
A simple statement, however when I started working on our AnimationManager I realised just how wrong it was. At least in my case, where I tried to create an “Animation” class and then a “AnimationManager” to hold all the different Animations.
My original thought was that in the AnimationManager, there would be a vector with all the different animations, and that all entities would then have their own little map […]
Animation
“Animation, switching between pictures in a spritesheet, should not be that hard.”
A simple statement, however when I started working on our AnimationManager I realised just how wrong it was. At least in my case, where I tried to create an “Animation” class and then a “AnimationManager” to hold all the different Animations.
My original thought was that in the AnimationManager, there would be a vector with all the different animations, and that all entities would then have their own little map […]
Animation
“Animation, switching between pictures in a spritesheet, should not be that hard.”
A simple statement, however when I started working on our AnimationManager I realised just how wrong it was. At least in my case, where I tried to create an “Animation” class and then a “AnimationManager” to hold all the different Animations.
My original thought was that in the AnimationManager, there would be a vector with all the different animations, and that all entities would then have their own little map […]
EntityManager, collision is a breeze
It was a little while ago that I finished the Entitymanager for our spaceshooter project. However today I am going to explain how it works and why it makes collision so much easier for our game.
Lets first look at our Entitymanager.h
Which includes a vector of Entity pointers, a SpriteManager pointer and a map that will control collision.
First there is the constructors, which are not really important at this point. One of them contains a pointer to the sprite manager, […]
EntityManager, collision is a breeze
It was a little while ago that I finished the Entitymanager for our spaceshooter project. However today I am going to explain how it works and why it makes collision so much easier for our game.
Lets first look at our Entitymanager.h
Which includes a vector of Entity pointers, a SpriteManager pointer and a map that will control collision.
First there is the constructors, which are not really important at this point. One of them contains a pointer to the sprite manager, […]
EntityManager, collision is a breeze
It was a little while ago that I finished the Entitymanager for our spaceshooter project. However today I am going to explain how it works and why it makes collision so much easier for our game.
Lets first look at our Entitymanager.h
Which includes a vector of Entity pointers, a SpriteManager pointer and a map that will control collision.
First there is the constructors, which are not really important at this point. One of them contains a pointer to the sprite manager, […]
EntityManager, collision is a breeze
It was a little while ago that I finished the Entitymanager for our spaceshooter project. However today I am going to explain how it works and why it makes collision so much easier for our game.
Lets first look at our Entitymanager.h
Which includes a vector of Entity pointers, a SpriteManager pointer and a map that will control collision.
First there is the constructors, which are not really important at this point. One of them contains a pointer to the sprite manager, […]
EntityManager, an inheritance problem
Så idag har varit en intressant dag, har börjat testa arv i c++ och det finns mycket man inte kan och man hittar ständigt nya saker som man både kan och inte kan göra. Som “pure virtual functions“, om man vill läsa om dem så rekommenderar jag denna länken: http://www.learncpp.com/cpp-tutorial/126-pure-virtual-functions-abstract-base-classes-and-interface-classes/
Hursomhelst så har jag stött på ett problem idag när jag jobbade på en “EntityManager“, som skulle hålla en vector med “Entity” pekare. Där Entity är basklassen för alla objekt som finns […]
EntityManager, an inheritance problem
Så idag har varit en intressant dag, har börjat testa arv i c++ och det finns mycket man inte kan och man hittar ständigt nya saker som man både kan och inte kan göra. Som “pure virtual functions“, om man vill läsa om dem så rekommenderar jag denna länken: http://www.learncpp.com/cpp-tutorial/126-pure-virtual-functions-abstract-base-classes-and-interface-classes/
Hursomhelst så har jag stött på ett problem idag när jag jobbade på en “EntityManager“, som skulle hålla en vector med “Entity” pekare. Där Entity är basklassen för alla objekt som finns […]
EntityManager, an inheritance problem
Så idag har varit en intressant dag, har börjat testa arv i c++ och det finns mycket man inte kan och man hittar ständigt nya saker som man både kan och inte kan göra. Som “pure virtual functions“, om man vill läsa om dem så rekommenderar jag denna länken: http://www.learncpp.com/cpp-tutorial/126-pure-virtual-functions-abstract-base-classes-and-interface-classes/
Hursomhelst så har jag stött på ett problem idag när jag jobbade på en “EntityManager“, som skulle hålla en vector med “Entity” pekare. Där Entity är basklassen för alla objekt som finns […]
EntityManager, an inheritance problem
Så idag har varit en intressant dag, har börjat testa arv i c++ och det finns mycket man inte kan och man hittar ständigt nya saker som man både kan och inte kan göra. Som “pure virtual functions“, om man vill läsa om dem så rekommenderar jag denna länken: http://www.learncpp.com/cpp-tutorial/126-pure-virtual-functions-abstract-base-classes-and-interface-classes/
Hursomhelst så har jag stött på ett problem idag när jag jobbade på en “EntityManager“, som skulle hålla en vector med “Entity” pekare. Där Entity är basklassen för alla objekt som finns […]
Linking errors, .dll and collision makes for a groundbreaking day
Welcome everyone to another day of hard work and everything that comes with that.
Today, the thirteenth of January, I got some help from one of our student councillors with my previous problem, which to anyone out there with a similar problem is the missing of the SDL.dll file from your debug directory. As well as multiple includes of “SDL.h”, which causes the library and the main to go nuts. So pragma comment SDL2.lib and SDL2main.lib as well as including SDL.h […]
Linking errors, .dll and collision makes for a groundbreaking day
Welcome everyone to another day of hard work and everything that comes with that.
Today, the thirteenth of January, I got some help from one of our student councillors with my previous problem, which to anyone out there with a similar problem is the missing of the SDL.dll file from your debug directory. As well as multiple includes of “SDL.h”, which causes the library and the main to go nuts. So pragma comment SDL2.lib and SDL2main.lib as well as including SDL.h […]
Linking errors is a good start.
I started on our game assignment two days ago and I directly encountered some problems. (not related to the above picture)
The problems I encountered were related to me being absent from several lectures, due to hospital visits, leaving me uncapable of understanding the code hierarchy of our “big” workshop project. Which was a platformer with a more complex engine which handles sound, sprites etc. and when I look at it now I just do not understand squat. So to […]
Linking errors is a good start.
I started on our game assignment two days ago and I directly encountered some problems. (not related to the above picture)
The problems I encountered were related to me being absent from several lectures, due to hospital visits, leaving me uncapable of understanding the code hierarchy of our “big” workshop project. Which was a platformer with a more complex engine which handles sound, sprites etc. and when I look at it now I just do not understand squat. So to […]