Anyway, interesting resource, I found the one on linux shell scripting and the moving to linux .chm helpful. If you have more on python or linux I'd appreciate them!
-------------------- Word is born. Posts: 8529 | From: NYC | Registered: Oct 2002
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Uploaded quite a few more books over the weekend, I still have a lot more to upload though. Sure would be nice if my apartment would give us sufficient bandwidth, seeing as they are being internet nazi's, and not letting us get our own.
[Edit] Shon, could you delete the picture post?
Would people please stop posting off topic, random junk?
On a similar note, I found that the C++ Builder Complete Reference was actually a FANTASTIC resource for teaching and understanding C and C++ code (it actually only devotes a tiny amount of writing to the actual Builder IDE).
It's the first document to actually outline Pointers in a way that makes sense to me.
For the game that I'm working on, I'm also looking at working out how to incorporate Blender models into a pure OpenGL environment. I've got a pretty steep learning curve ahead of me (OpenGL programming, map program writing, Blender modelling, AI programming) but it should be fun!
I'm trying to write up all the 'easy' bits first off, such as developing the program interface, creating the melee/marksmanship/spellcasting routines, and the concepts behind the game as well as the storylines, quests, etc, and while I'm doing that I'll dabble in the harder aspects.
I think the part I'm going to have the most trouble with is actually incorporating the Blender models into the program. There seems to be very little information in regards to this on the internet at all, and I think I need to grab the actual Blender source code just to get routines to allow me to open the models into my program.
I might need to look for another 3d modelling program that also provides you with information on using the models in a C++ program if I have too much trouble
Posts: 12690 | From: Australia | Registered: Jan 2001
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Well I've only just downloaded Blender the other day and I've had a chance to look at it properly yet, I know you can save things as different formats but I haven't figured out how to yet, but being able to use the .BLEND format or whatever I can figure out how to use is my plan.
I have a feeling you can save them as 3DS files, and I'm sure there's got to be some source somewhere demonstrating how to load those if I can't use the BLEND format.
But thanks for the site
Posts: 12690 | From: Australia | Registered: Jan 2001
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No problem. From what I understand, MD5 models are going to be your best bet, as far as ease of export/import/implementation are concerned. Should be File -> Export in Blender, if I recall correctly.
But I don't know what you're trying to make/do, so I don't know how much that may help.
-------------------- Constantinople! We shall never forget your zany barge poles! Posts: 4232 | From: Gresham, OR | Registered: Nov 2003
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Well my intention is to make as many models as possible for the game.
My original intention was to create a lush topdown 2D environment, so I started looking into using DirectDraw. Then I realised that DirectDraw required waaaay too much effort, so I looked into OpenGL, and then I thought, well screw it, I want to do this with 3D models!
So it'll be a 2D top-down view, by all means, but with the benefits of an actual 3D world. The way I see it, there are a LOT of advantages to being able to create a single three dimensional model for an item, rather than have to draw separate sides and angles for the 2D views. I remember trying to write games using sprites in Pascal, and for someone who can't draw to save his life, doing sprites was a nightmare!
I don't have Blender installed on my work computer (yet), but hopefully I'll have time tonight to look at it again, I generally don't have much time when I'm not at work to play around with this stuff.
Posts: 12690 | From: Australia | Registered: Jan 2001
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If OOP is too difficult to start on (it was for me), start with BASIC or PASCAL or one of their derivatives. Once you get into the mindset of a programmer, you can then expand to other languages...
-------------------- "Carpé Agnus" {GS} Pwnz I like reviving old topics, it makes me feel needed...
{GS} is dead, sorry.
I've finally changed my av! Posts: 2885 | From: Great Britain | Registered: Apr 2005
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-------------------- This signature contains a lot of foul languages. Also racism. Posts: 2227 | From: Yokohama, Japan | Registered: Oct 2002
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No, Nobody you are right. C is not OOP, however, as a certain C fanboy keeps reminding me, you can use C to write OOP, which he says is more efficient than OOP in C++ (yeah right)...
-------------------- "Carpé Agnus" {GS} Pwnz I like reviving old topics, it makes me feel needed...
{GS} is dead, sorry.
I've finally changed my av! Posts: 2885 | From: Great Britain | Registered: Apr 2005
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Fendaril - if you want to use a language that nobody else uses, try Euphoria. From what I hear it's quite powerful and fairly easy to learn. It's been around for a while as well.
Posts: 12690 | From: Australia | Registered: Jan 2001
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The lack of correct use of the English language in your post has caused me to be unaware of what you're talking about
Posts: 12690 | From: Australia | Registered: Jan 2001
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Okay, I need help with something (C++ programming). I'm trying to construct a bit of code such that I have a char* command containing something like ACTOR or ADD, which hocus-pocus causes a char [3] comnum to become 001 or 002, respectively. I don't even need the leading zeroes, nor the char [3], so long as I get the associated numerical value at some point. Then I play around with the data some more and the rest is a lot easier. But this part, I just can't quite get. Maybe it's due to the fact that it's 4 in the morning, maybe not. Any help would be appreciated.
I call a function to make a linked list, then have it pass the handle back. When I get the handle back, I can't get any of the data back out of my linked list. It all claims to be blank (not even null). Ideas?
-------------------- Constantinople! We shall never forget your zany barge poles! Posts: 4232 | From: Gresham, OR | Registered: Nov 2003
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Passing by reference make it so that you are actually changing the value directly, whereas when you pass by value you are using a copy of the data that you need to return, and the original data itself does not actually change.
posted
From now on please use quote instead of code, i can't read it.
To me, it looks like you are reading outside of whatever memory you are attempting to use, thats what all the funny letters usually mean. But let me take a couple minutes to look at your code.
--To be edited in a bit--
Where are you declaring "comnode *start_com = NULL;"
posted
You can be certified in ANY Turing-complete language. C++ is just the more popular one. Other popular languages for certification include Java, D, and, if you're masochistic, COBOL...
-------------------- "Carpé Agnus" {GS} Pwnz I like reviving old topics, it makes me feel needed...
{GS} is dead, sorry.
I've finally changed my av! Posts: 2885 | From: Great Britain | Registered: Apr 2005
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To be certified in programming, you can't complain when you don't understand the first language you try after ten minutes.
-------------------- SoV: Exalted Devout Oracle | World Developer | The Black Guard Outside is just a prank older kids tell younger kids at Internet Camp Posts: 9506 | From: NY | Registered: Apr 2003
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No, of course not. If you haven't done any programming before, you need to learn algorithm design. My crazy path to programming took me through scripting in QUEST to advanced scripting in QUEST to using programming design principles in QUEST before I really had a good grasp on how to program in a mostly acceptable manner. I still have a long way to go, though right now I most need work in getting the proper syntax for some of the more advanced stuff in C++ down.
-------------------- Constantinople! We shall never forget your zany barge poles! Posts: 4232 | From: Gresham, OR | Registered: Nov 2003
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I think Pascal is a great place to start, although I don't think there's any modern alternatives to Delphi which are free that you can start with.
Posts: 12690 | From: Australia | Registered: Jan 2001
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Go to this page: http://www.bloodshed.net/dev/devcpp.html When there, scroll down. Click the SourceForge link immediately underneath the heading "Dev-C++ 5.0 beta 9.2 (4.9.9.2) (9.0 MB) with Mingw/GCC 3.4.2". The download should start after it goes to a SourceForge page (if you're on dial-up, you may want to download it at night).
Then, install it to a directory name without spaces (C:\Dev-Cpp\ should be the default, and it is acceptable). Start Dev-Cpp. In the new project window (which should come up by default, choose to make a new console program in C++. Hit Okay, then hit compile & run. Your (mostly blank) program should compile and run after you save the source, and it should pop up a console window that says "Press any key to continue . . ." or something similar.
Then just write your program, once you know the compiler works.
-------------------- Constantinople! We shall never forget your zany barge poles! Posts: 4232 | From: Gresham, OR | Registered: Nov 2003
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If you can't compile simple C++ programs then it's either your PC or compiler. E.G.: I could never get DevC++ to run, but Visual C++ works fine. Neither runs on my old machine, in spite of being designed for its specs. My advice is to get someone else to try the program, and if they can compile it, try using a different compiler on your machine. If you still have problems, it's likely to be your PC...
-------------------- "Carpé Agnus" {GS} Pwnz I like reviving old topics, it makes me feel needed...
{GS} is dead, sorry.
I've finally changed my av! Posts: 2885 | From: Great Britain | Registered: Apr 2005
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You need to remember a couple different things
A) What compiler is the book using?
Most compilers, while similar, are also vastly different in implementation. MSVC++ is worlds apart from dev-c++. Dev-C++ sticks closer to strict standards of implementation, whereas the microsoft compiler is very lax, and uses a lot of its own implementation that is proprietary, or just plain wrong.
B) How old is the book you are using?
Over time, the standards of c++ have changed slightly, making some things standard through official certs, and other things have become obsolete. If you have an older book, using older code, it is possible it has had a code update, and the compiler standards are different from years past. When buying new books, you should try to buy from 1-2 years ago if at all possible. (You'll see a lot of books have 3rd, 4th, even 5th editions, which are all updates to code, and fixes to stuff)
C) Is the author reputable?
There are many books that are just made to be made, and are HORRIBLE examples of code, whether its lazy programming and leaving things out, to just plain INCORRECT code, it does happen. One of my favorite authors for C++ books is John Wiley (and a lot of his books can be found in my ebooks folder)
Again, you should always ensure your getting a new book, if there is a sixth edition out, you really should NOT be reading the third or fourth edition.
posted
Due to massive increase in traffic (up to 17gb of bandwidth, which is fine because i have unlimited, but still)
I have password protected the ebook directory. If you want access, simply send me an email at net_zero1@hotmail.com and include a username and password, and I will add you within a day.