Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : cartertemm via Audiogames-reflector


  


Re: sound shooter in C++. A problem

@kianooshDo your stuff, then pan*100Here's another function which will undoubtedly save you hoursdouble range_convert(double old_value, double old_min, double old_max, double new_min, double new_max){return ((old_value - old_min) / (old_max - old_min) ) * (new_max - new_min) + new_min;}

URL: http://forum.audiogames.net/viewtopic.php?pid=356563#p356563





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : jonikster via Audiogames-reflector


  


Re: sound shooter in C++. A problem

Well, I will make my choice if you tell me how. I've worked with C#, I like it, I started working with Java not so long ago, but I still did not understand whether I like it or not, but by the first sensation it's faster yes than not

URL: http://forum.audiogames.net/viewtopic.php?pid=356416#p356416





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: sound shooter in C++. A problem

@jonikster, ... obviously not?

URL: http://forum.audiogames.net/viewtopic.php?pid=356361#p356361





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : pauliyobo via Audiogames-reflector


  


Re: sound shooter in C++. A problem

@ post 13, you would know if you would stick with one language and explore is features rather than switching every 2 milliseconds.Having said that you can go search online, and you'll find that many games use python in their backend or in their game logic. So don't come and say to me that doing games in python will not be performant. I could be wrong, but I'm sure you can make a game with python which performance is good. If you don't want python, that's fine. But fucking get stick with what you want to use, or you'll end in doing nothing lol. You want to use c++? fine, stick with it. But I know, that in like 2 milliseconds you'll do an other post about using an other particular languageIf you found me rude, I am sorry, just trying to raise my point.PS:for the python games go checkpython games in the python wiki 

URL: http://forum.audiogames.net/viewtopic.php?pid=356387#p356387





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : pauliyobo via Audiogames-reflector


  


Re: sound shooter in C++. A problem

The thing is, I can not tell you how to do it. I'm not you, so I can not make choices for youI can tell you what's my point, which I did, now it's up to you make a decision. You shouldn't think that everyone should choose things for you or tell you how to do it.In this case the only thing that can tell you how to choose is your mind.

URL: http://forum.audiogames.net/viewtopic.php?pid=356423#p356423





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : jonikster via Audiogames-reflector


  


Re: sound shooter in C++. A problem

What about UE? Is it accessible to the blind?

URL: http://forum.audiogames.net/viewtopic.php?pid=356347#p356347





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : jonikster via Audiogames-reflector


  


Re: sound shooter in C++. A problem

What about performance?

URL: http://forum.audiogames.net/viewtopic.php?pid=356291#p356291





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : kianoosh via Audiogames-reflector


  


Re: sound shooter in C++. A problem

OK hay there! Speaking about rotational stuff and sound renderring with rotation in other programming languages, Could someone tell me how do i do such a thing in C#? You know i was thinking about coding the sound pool written in bgt into C# but the thing is C#'s max pan which would be to the most right is 1.0 while in bgt is 100.0 i think. Maybe your thinking how stupid this guy is! but any formulas that i can use in this sichuation would be really a pritiated. I just need this, I can do other parts myself. Or even if you know a library in C# which supports rotational sound panning i'd be happy if you provide some of their names. I know it's not the right topic but since people are talking about these stuff in here i decided to try my chance except of posting another topic.

URL: http://forum.audiogames.net/viewtopic.php?pid=356558#p356558





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : pauliyobo via Audiogames-reflector


  


Re: sound shooter in C++. A problem

post 32, I was talking about performance.

URL: http://forum.audiogames.net/viewtopic.php?pid=356560#p356560





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : jonikster via Audiogames-reflector


  


Re: sound shooter in C++. A problem

Ethin, depending on what kind of physics you are talking about. I think that in some moments it is necessary to use physics, some do not.

URL: http://forum.audiogames.net/viewtopic.php?pid=356513#p356513





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : jonikster via Audiogames-reflector


  


Re: sound shooter in C++. A problem

Ethin, are you talking about Mono? Did you use it? I'm familiar with the Java programmer who programs for Android. He tried using Mono. It is a pity that you did not hear how he swore. You can develop applications, but not efficiently. C# does not have a good opportunity for this, as has Java.

URL: http://forum.audiogames.net/viewtopic.php?pid=356533#p356533





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : jonikster via Audiogames-reflector


  


Re: sound shooter in C++. A problem

pauliyobo, I laughed at your post, excuse me.Have you played this game? I played all the versions. When it was on PureBasic, it worked well. But when it was in Python ... I can describe this in one word. Horror. There were a lot of mistakes, I'm not talking about performance.

URL: http://forum.audiogames.net/viewtopic.php?pid=356532#p356532





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: sound shooter in C++. A problem

@Rastislav Kiss, and again you show just how un-understanding you are. Physics -- really realistic physics -- is probably the most important part of a game -- any game! I'd be happy to rattle off to you how many games have suffered miserably because their physics engines were terribly or hardly there at all. This and this are two sites that aptly demonstrate how important physics is. You don't think realistic physics are used in good audio games like AHC or BK? Think again -- realistic physics are there in one way or another. If you think physics aren't used in audio games just because they supposedly aren't helpful to us blind players, then your an idiot.

URL: http://forum.audiogames.net/viewtopic.php?pid=356488#p356488





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : jonikster via Audiogames-reflector


  


Re: sound shooter in C++. A problem

Rastislav Kiss, thank you for your contacts, I'll write to you.About choosing a programming language, you say that we should choose the language with which it is more convenient for us. For example, for me now it is not relevant. I studied many programming languages. Now C# is convenient for me, but I can not use it for Android. Now I started studying Java, I like it, but now I can not say more precisely, because I do not know Java at the level that I know C#.I have chosen the language for several years. I understand how stupid it is and I will not be offended if you call me an idiot. But I'm really confused. I was told that if I'm afraid for performance, I'd use C++. I like C++, but it takes several years to study C++, and it's hard to find a job in C++. I like C#, but I can not develop for Android. If I want to write a game for Android, or a cross-platform game? Java on the one hand is a good choice, on the other hand I was told that Java is bad for games, which is more for developing enterprise applications.I'm like Ethin. I do not blame BGT, but I'm against Python. If you prove to me that Python will be enough for good 3D shooters, for example as RTR, I'll shut up.

URL: http://forum.audiogames.net/viewtopic.php?pid=356515#p356515





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : pauliyobo via Audiogames-reflector


  


Re: sound shooter in C++. A problem

@post 29 I don't know if you know the game death match by danny, but that was a 3d space FPS audiogame online.This is the only audiogame 3d with python that I know off.You can search for other python games created though

URL: http://forum.audiogames.net/viewtopic.php?pid=356520#p356520





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: sound shooter in C++. A problem

@jonikster, do you have the nasty habbit of skipping posts? I said like 8-10 posts back that C# can make apps for android and iOS.

URL: http://forum.audiogames.net/viewtopic.php?pid=356524#p356524





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : Rastislav Kiss via Audiogames-reflector


  


Re: sound shooter in C++. A problem

Hi guys,well, I am getting tired too, but from other things.@Ethin: it looks like you're very allergic to bgt. Whenever this word is wrote in forum, you criticise it without taking in the connection in which it was used.I just said, that it would be worst to rewrite its code to c++ and use it there, not to use bgt itself.About the bullet engine and box 2d. I agree that they are great engines, which you can't write at your own, if you haven't school for it. Btw, did you ever tried to implement those libraries?But... Does english have the phrase, that use of something is like using a cannon to kill a sparrow? I really don't know, in Slovak it exists, and is exactly for this situation in my view.Okay, realistic phisics may be good for sighted players, because they actually see the movement of characters, items etc. but tell me one reason how it can be useful for blind player?Also, can you tell me just one audiogame, which uses these super physics engines? Redspot? Stw? Or when you hate bgt, may be Swamp? Or RTR? Topspeed?Aprone wrote few tutorials about the map movement some time ago, also the tutorial for sound rendering, so I doubt he used Bullet or Box_2d. In spite of it, Swamp is the greatest game I ever plaied and I am absolutely not interested in if it uses superrealistic physical engine or not.Game world is still a game world, it doesn't matter how much realistic you want to do it, other things are important in my opinion.So, for Jonikster, my recommendation is, don't waste time by struggling with implementation of such a libraries. Instead, invest your attention in to things like the ballance of weapons strengths (RTR showed greatly, how important it is), fair play between old and new players on the server and enjoyable maps creation.These are things, which will actually make your game more popular and playable, not the fact, that you falled from the wall 100 milliseconds less than in other games, because you used a super physics engine.@Jonikster:I wrote above, what I think about using libraries, it is now upto you to choose, what you will use. If you select a library, it is okay, your decision, in that case however I am not able to help you.If you on the other side choose to make a normal game physics, like in other successful games, and you are interested in the formulas and algorithms, feel free to write me at:rastislav.k...@gmail.comAnd we can discuss closer whatever you want. I have experiences from the Blindcraft project and few others, non-published, so I can give you tips how to manage certain problems effectively, if you want.@pauliyobo: great formulation, you can use whatever you want for development, more than a speed of language will influence you how you feel in the language and how good you can use it.I think people here are overdramatising speed sometimes at all, draving scene to the screen is more harder task than game processing, and cpus are managing it. If you don't write very very stupid things in the code, then things like a shooter game will be nothing for cpu.Another thing is also, that if you choose to develop in Python, and still scare about speed, there are many friendly implementations of high optimised game engines in c++, so they will make all independently from Python speed, and you will only must to code controlling mechanism with a performance hit in milliseconds.So, my summary, choose one programming language, which you feel best in, and then search the best way, how to do what you want in it.Best regardsRastislav

URL: http://forum.audiogames.net/viewtopic.php?pid=356485#p356485





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : jonikster via Audiogames-reflector


  


Re: sound shooter in C++. A problem

pauliyobo, I agree with you, and you are right. I still have not made the final choice, simply because I do not know what is best for me.C++ is a good choice, but in the future I will not be able to use this language for work. It's hard to find a job for C++.If we talk about C# and Java, I do not know which one is better. On the one hand, for Windows the best C#, on the other hand, if I want to develop an application on Android, I can not do it on C#.

URL: http://forum.audiogames.net/viewtopic.php?pid=356392#p356392





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : pauliyobo via Audiogames-reflector


  


Re: sound shooter in C++. A problem

Why, insteado fchoosing the better language, don't you choose the one with which you are confortable?C# and java are both 2 beasts, but no one said that you should pick the best of them. You can pick the one with which you fell confortableI choosed python because I feel really confortable with it. Yes an interpreted language is slower than a compiled one. But fuck it, I feel my self confortable in it.

URL: http://forum.audiogames.net/viewtopic.php?pid=356412#p356412





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : pauliyobo via Audiogames-reflector


  


Re: sound shooter in C++. A problem

@ post 13, you would know if you would stick with one language and explore is features rather than switching every 2 milliseconds.Having said that you can go search online, and you'll find that many games use python in their backend or in their game logic. So don't come and say to me that doing games in python will not be performant. I could be wrong, but I'm sure you can make a game with python which performance is good. If you don't want python, that's fine. But fucking get stick with what you want to use, or you'll end in doing nothing lol. You want to use c++? fine, stick with it. But I know, that in like 2 milliseconds you'll do an other post about using an other particular languageIf you found me rude, I am sorry, just trying to raise my point.

URL: http://forum.audiogames.net/viewtopic.php?pid=356387#p356387





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: sound shooter in C++. A problem

@17:So you are talking about a physics engine, like Bullet3D or Box2D. Second... lots and lots of OCR and fiddling around. And lots of time. Not helpful, I know, but its sort of something you need to figure out on your own.

URL: http://forum.audiogames.net/viewtopic.php?pid=356345#p356345





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: sound shooter in C++. A problem

@jonikster, I know you are. But the big problem with engines is that they all require to use a particular editor that's most likely not even accessible with windows 10 OCR. Some are, but its rare. And the best ones (Godot and UE4) editors are not. The only truly accessible way to develop true games in C++ is to use UE4 (you'll need sited assistance for making levels, but that's all), or by coding it using Visual Studio's DirectX 12 templates.

URL: http://forum.audiogames.net/viewtopic.php?pid=356331#p356331





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : jonikster via Audiogames-reflector


  


Re: sound shooter in C++. A problem

Firstly, I'm talking about such engines as Bullet Physics.Second, can we use UE 4? How!

URL: http://forum.audiogames.net/viewtopic.php?pid=356340#p356340





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : pauliyobo via Audiogames-reflector


  


Re: sound shooter in C++. A problem

@post 8 definitelywhy not?

URL: http://forum.audiogames.net/viewtopic.php?pid=356289#p356289





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : Rastislav Kiss via Audiogames-reflector


  


Re: sound shooter in C++. A problem

Hi,so, first, libraries are great, but I recommend to don't be crazy about them. Sometimes a small your own writed physics functions can:a. Fulfill your needs in easier and more efficient way than a library or third party game engineb. run faster than a massive library with many functions you actually don't need.Then, the situation is easy. If you want to use a physics library or game engine, then you don't need to know math for your described tasks, it will do them for you.If don't, then is there another way to go on. You developed in bgt before, am I right? In that case, you can grab the code from Rotational package by Samtupy, it is perfectly usable for your game. Or, better said, it is perfectly usable for 2d game like Swamp or Rtr, for an 3d game, Samtupy coded according formulas incorrectly, so it can't be used.Luckyly, me and other coders have coded each his own way to manage this, so I can send you proper methods if you're interested.Best regardsRastislav

URL: http://forum.audiogames.net/viewtopic.php?pid=356277#p356277





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: sound shooter in C++. A problem

@jonikster, if your going to ask for help from developers, you should at least provide code examples and the game engine your trying to use. Just saying "how do I do x" is hardly ever going to get you an answer unless it involves something like how to do something with a particular library.

URL: http://forum.audiogames.net/viewtopic.php?pid=356274#p356274





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : ironcross32 via Audiogames-reflector


  


Re: sound shooter in C++. A problem

That first question isn't even a question, doesn't even make sense. You're not giving detailed issues, you're just saying, I don't know how to do X.

URL: http://forum.audiogames.net/viewtopic.php?pid=356267#p356267





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : pauliyobo via Audiogames-reflector


  


Re: sound shooter in C++. A problem

That depends in how you code the gameEven if you code the game in c++ if you don't code itproperly it will have a bad performanceFrom what I know in c++ you even have to do some memory management, which is done automatically in python, don't quote me on this though.

URL: http://forum.audiogames.net/viewtopic.php?pid=356304#p356304





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: sound shooter in C++. A problem

And here people going on again, getting on about BGT is best and all that. OK, no one actually said it but its practically implied here. And I'm frankly getting tired of it. You want to develop games that are actually fun (like as fun as BK is)? Don't use BGT! You want a game that's not considered a virus *every* time an AV program sees it, either forcing you to uninstall that program, or add the installed location as an exception? Don't use BGT!Now, @7, big, big problem here. Hand-coded physics are probably one of the worst ideas you can ever come up with in a true game. Unless you have a doctorate in Physics, and you know the formulas front to back, can solve them mathematically, and can manage to implement them programmatically, writing your own hand-coded physics is only going to end in a headache and difficulties you'll never be able to fix. The Awesome Lists recommend some good physics engines for various programming languages. The awesome-cpp sub-list has libraries for Artificial Intelligence, Asynchronous Event Loop, Audio, Biology, BitTorrent, CLI, Compression, Concurrency, Containers, Cryptography, and much more, including -- you guessed it -- Physics! Good physics engines that it recommends are engines like Bullet3D for 3D physics and Box2D for 2D physics. Like I said though, whatever you do, don't go writing your own physics handling functions by hand unless you know the theory forwards and backwards and can solve all the physics formulas your going to implement manually with standard mathematics and complex mathematics, too (just knowing the formula doesn't mean you know how to implement it).

URL: http://forum.audiogames.net/viewtopic.php?pid=356319#p356319





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : jonikster via Audiogames-reflector


  


Re: sound shooter in C++. A problem

I have chosen the programming language for a very long time, for several years. I know, it's stupid.Why C++? Because using this language, I can develop any game.C# is bound to NET. Ported libraries? There is no guarantee that this works the same as on unmanaged code.Now I'm inclined to C++ and Java.I was advised to use bulletphysics.

URL: http://forum.audiogames.net/viewtopic.php?pid=356254#p356254





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : jonikster via Audiogames-reflector


  


Re: sound shooter in C++. A problem

Rastislav Kiss, yes, I'm interested. Can we exchange contacts?

URL: http://forum.audiogames.net/viewtopic.php?pid=356282#p356282





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : pauliyobo via Audiogames-reflector


  


Re: sound shooter in C++. A problem

you could make a game even with python if that, just you'd have to act in a different way than you would do with c++

URL: http://forum.audiogames.net/viewtopic.php?pid=356269#p356269





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : jonikster via Audiogames-reflector


  


Re: sound shooter in C++. A problem

pauliyobo, are you sure? I saw the Sound RTS, I saw undead assoult. These are not productive games. Are you saying that in Python 3 I can develop a good shooter if I want to?

URL: http://forum.audiogames.net/viewtopic.php?pid=356281#p356281





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : jonikster via Audiogames-reflector


  


Re: sound shooter in C++. A problem

About Python. I will never use Python for games. Now I want to understand if I can use for C++ games. But I think the best solutions for C# and Java games.Ethin, I do not want to develop it manually. I'm looking for engines.

URL: http://forum.audiogames.net/viewtopic.php?pid=356322#p356322





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : jonikster via Audiogames-reflector


  


Re: sound shooter in C++. A problem

pauliyobo, that is, you want to say that in Python 3 I will have enough performance to develop a shooter like RTR or video game Call Of Duty?

URL: http://forum.audiogames.net/viewtopic.php?pid=356309#p356309





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sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : jonikster via Audiogames-reflector


  


sound shooter in C++. A problem

Hi!I decided to try to create a sound shooter in C++, and I ran into a problem.I decided to use libraries and API, but they use it as a sprite player.If you create your own engine with the player class, xy z coordinates, etc, I need to calculate 3D, rotations, etc, physics. But I do not know higher mathematics and physics.Which exit?Thanks in advance!

URL: http://forum.audiogames.net/viewtopic.php?pid=356200#p356200





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Re: sound shooter in C++. A problem

2018-03-26 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: sound shooter in C++. A problem

I'm honestly wondering why... oh, nevermind. Anyway, you need to provide a lot more detail than just this (you want to create a game, you want to be able to calculate 3D coordinates, you don't know the correct formula or do not have the required mathematical skills to devise your own). We don't even know what game engine your trying to use. Chances are it has this already implemented. If it doesn't have a physics engine already implemented, than its not a fully qualified game engine.

URL: http://forum.audiogames.net/viewtopic.php?pid=356238#p356238





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