On Saturday, 23 March 2024 at 22:37:06 UTC, Liam McGillivray
wrote:
...a tick system would go hand-in-hand with making animations
happen in a separate thread, but it sounds like you're talking
about the same thread. Are you suggesting a fixed framerate?
I have done both ways. If you're new to pr
On Saturday, 23 March 2024 at 04:32:29 UTC, harakim wrote:
* You should probably not do this, but it might give you some
ideas for later. What I would do is make a separate thread for
managing the UI state and push events to that thread through
the mailbox. I have done this once (on my third ve
On Saturday, 23 March 2024 at 23:59:18 UTC, Liam McGillivray
wrote:
I replaced `destroy(unit)` with `map.deleteUnit(unit)`, and it
solved the problem.
Nevermind. It turns out this was because the call to the Unit
destructor was missing in `Map.deleteUnit`. The segfault happens
whenever a unit
On Saturday, 23 March 2024 at 04:32:29 UTC, harakim wrote:
This comment points to a symptom of the circular
dependency: //Always set `destroy` to false when calling from
the Unit destructor, to avoid an infinite loop.
I was just doing some work on the AI system, and I had a segfault
every time
On Saturday, 23 March 2024 at 04:32:29 UTC, harakim wrote:
You should engineer the system in a way that makes sense to
you. The currency of finishing programs is motivation and that
comes from success and believing you will succeed. If you're
implementing XYZ pattern from someone else, if you d
I am not an expert but I would second the tick system. That is
pretty solid advice. Just iterate through your events or, in your
case, units and such objects and update them all. Then draw. Then
go to the next tick.
You should engineer the system in a way that makes sense to you.
The currency
On Thursday, 21 March 2024 at 16:48:39 UTC, Steven Schveighoffer
wrote:
On Sunday, 17 March 2024 at 00:14:55 UTC, Liam McGillivray
wrote:
As many of you know, I have been trying to write a tactical
role-playing game (a mix of turn-based stategy & RPG) in D.
This is the furthest I have ever gott
On Sunday, 17 March 2024 at 00:14:55 UTC, Liam McGillivray wrote:
As many of you know, I have been trying to write a tactical
role-playing game (a mix of turn-based stategy & RPG) in D.
This is the furthest I have ever gotten in making an
interactive program from the main function up. Right now
As many of you know, I have been trying to write a tactical
role-playing game (a mix of turn-based stategy & RPG) in D. This
is the furthest I have ever gotten in making an interactive
program from the main function up. Right now, it is not yet
playable as a game, but you can interact with it a