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erpeo93
mrmixer I was more thinking of not having function pointers at all. 1 2 3 4 5 6 7 8 9 1…
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Mārtiņš Možeiko
Are you saying this doesn't work: 1 2 3 4 5 6 7 8 9 10 11 12 high_entity *EntityHigh …
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Huntress77
I was going through the beginning of Day 62 and was baffled as to why my Sword.High entity was re…
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orin tresnjak
Whoohoo, first blog post... So! Almost at the exact same time as this project was approved by Ha…
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Jeremiah Goerdt
It sounds like your going for a utility-based AI system. There are some great talks and articles …
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Jeremiah Goerdt
That's a big list of changes. Well done
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Simon Anciaux
I was more thinking of not having function pointers at all. 1 2 3 4 5 6 7 8 9 10 11 12 …
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the_calling
Many thanks for sharing :)
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Ray
After almost six months of hard work, new raylib version is ready! Some highlights of this new …
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Thomas Kingsvik
CaptainKraft I think that the openness and customizability will be used by people using 4coder wh…
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erpeo93
graeme The loop is best inverted yeah. But I agree with ratchetfreak--it probably won't matter. I…
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erpeo93
Yes, it seems to me that for now the best thing to do is to stay simple and go with the switch. …
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r2d2
Yes, you were right about the initialisation. Zeroing game_input on startup was correct choice of…
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Dan Zaidan
I'll definitely will keep that in mind. It's awesome that mmozeiko shared his WASAPI implementati…
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Simon Anciaux
The next step would be to make sure that you initialize the game_controller_input to zero on star…
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Daniel Bross
This is great news. Using 4coder for the last month or two has been a breath of fresh for produc…
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r2d2
Thanks for the ideas. Yes, I've spent some time in the debugger. If the work queue variable defin…
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Simon Anciaux
The method I explained is a way I used and that was working for me on a small project. Please don…
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graeme
The loop is best inverted yeah. But I agree with ratchetfreak--it probably won't matter. If that …
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ratchetfreak
that change from 216 to 96 cycles may seem significant may seem significant but it's only part of…
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Dan Zaidan
Thinking about the write/play cursor relation as write cursor - play cursor = sound latency is re…
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Simon Anciaux
Last year I worked on a card game (like Hearthstone) for a few month, and each card had a special…
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Simon Anciaux
The problem is that you're not supposed to write in the buffer between the play cursor and the wr…
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Timothy Wright
Why did you want to remove SDL and the crt?
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Simon Anciaux
I don't have much experience with that. But you can try a few things: - Leave the complete multi-…
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erpeo93
No, I absolutely don't need them to be dynamic... I just want to define one time how the "attack …
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Mārtiņš Možeiko
Do you really need to change those formulas at runtime? Do they need to be so dynamic? Why not si…
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erpeo93
Hi all, I'm currently developing a (very rudimentary) artificial intelligence for my game, and …
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Mārtiņš Možeiko
Yes, super sampling is a valid way to do antialiasing. But as you already mentioned - it will be …
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jeringa
Wouldn't "super sampling" be an alternative to multi sampling? If you render to 2xWidth, 2xHieght…
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