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Ryan Fleury —
Be careful using anonymous structs in the union, however; this can lead to name collisions.
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Parker —
Yes, you can access the members inside the unnamed structs by name, which is why I find this metho…
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Italo —
That seems to be a nice way to handle something like this. Let me just see if I understood what yo…
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Caius —
For this specific case you could do: typedef struct { particle_t particle; } player_h; typedef st…
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Parker —
Here's one possible way of doing it: // You don't necessarily need these: typedef Entity Player; …
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Timothy Wright —
Hey Handmade community, Feverishly working on my Kiss engine project, I have everything for a 2D g…
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Italo —
Ok, thanks for the help, you guys are awesome. Can I ask one more question? I have 3 structures li…
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Ryan Fleury —
Effectively, yeah; it , however, still a method of organizing data in a non-OOP way. It differs fr…
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Alex Baines —
Not a huge amount has changed since the last update, the main thing is probably that insobot now h…
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Simon Anciaux —
@Delix: Your method is more a way to achieve polymorphism without virtual functions. I think what …
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Simon Anciaux —
The Win32MainWindowCallback function is, as its name imply, a callback function, meaning that it's…
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Ryan Fleury —
A union says the following: "This block of memory can be interpreted to mean of the following thi…
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Italo —
I think I get what you're suggesting, but I have a technical question about your structure. Wouldn…
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Ryan Fleury —
Following up on what mmozeiko said, I recommend creating a single state struct and using it diffe…
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Jeremiah Goerdt —
You evil human being! You just pulled a 'to be continued...' on us and it killing me!
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Jeremiah Goerdt —
I don't have a final answer for the long-term just yet, but in the beginning, I'll be giving acce…
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Neo Ar —
For the month of April, we did the following: This month we hit the books hard, learning all abou…
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UnsightedMonk —
Greetings, I'm on day 003 (just starting). I'm debugging win32_handmade.exe using Visual Studio'…
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Mārtiņš Možeiko —
The code fragment you posted is not handling data in OOP way. Are you asking how to write code tha…
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Italo —
So, I'm still learning so this question might be dumb, but here it is: Imagine the following code …
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Stas Lisetsky —
The heart of Cascade it it's layout engine - the second most complicated thing in the app. (Scale …
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Abner Coimbre —
Community, This is a short one, and if you're a Patron this should be a rehash of the same request…
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Ryan Fleury —
Hey everyone! Sorry updates have been a bit dry recently; it's nearing the end of the semester at …
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Jeremiah Goerdt —
Apologies for the dirty joke. I know I have a problem. The title pretty much says it all. I launch…
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Ginger Bill —
Odin v0.2.1
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Benjamin Arnaud —
The latest revision of MotionBox () now implements three repeat options: "Repeat playlist", "Repe…
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Simon Anciaux —
Since SecondaryBuffer->Play(0, 0, DSBPLAY_LOOPING); is after the first fillSoundbuffer it should no…
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Anurag Jain —
Hi Simon, Thanks for your reply. You certainly provided more useful insight about the working of d…
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Anton Swifton —
The semester is over, though, so May should be more fertile.
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Simon Anciaux —
If the sound buffer played only one tone continuously, you could fill it once and let it play fore…
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