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- > Now that I know it works, I'll write on bad_mood.
-
- Be careful when you reply to posts here, though. Unless you change the
- 'To:' field in the header they'll only reach the one you reply to.
-
- >I'll also have to recode the structures, coz I'll break them in little tables.
-
- Hmm, what do you mean by that?
- Is your definition of a table something different from an array?
-
- > With that, we can win lotsa cpu time when accessing a member of a structure.
-
- I guess that would be obvious if I knew what you ment above...
-
- > delete [] Thing_Array, and just before, a break, so the structure seems not to be
- > totally filled.
- > Does it mean that this structure isn't used, exept for the parameters when we
- > enter the if ?
-
- Yes, that function is a bit strange. The Thing_Array is supposed to hold all
- the objects and stuff in the level, but since those are not used in DVIEW
- the only thing of interest is the player's start position. When that's found
- there's no reason to do anything more.
- We'll of course have to fill the entire array.
-
- > Or explain me what is this delete please.
-
- The 'delete' is only used if you're compiling as a C++ program, otherwise
- it's the 'free(...)' that does the job. In both cases it does get rid of
- the Thing_Array, though, so you should remove it.
-
- > I understand c code, here at alcatel, I code everything in c and c++, but I'm
- > not a c master. I prefer assembler :-), so I'll probably ask that kind of
- > questions sometimes.
-
- No problem.
-
- >him, and we'll probably met in Paris. If you could send me a cleaned code for
- > tomorrow, it would be nice, and useful.
-
- Ah, I guess I can sleep during the weekend... ;-)
- I'll do my best. You can expect something, but I can't guarantee that it'll
- be the whole thing.
-
- > And please, we'll call the cleaned version the 0.1.
-
- Yes, I guess it'd be good idea to start using version numbers right away.
- The should probably be file specific, since there's likely to be a lot
- more changes to some things than to others.
-
- > I think that actually, the 3 actual priorities are :
- > - the textures,
- > - the clipped walls,
-
- If not before, I'll do that during the weekend. I still don't like your
- name for it, though. It's only making sure that the player can't go through
- the walls. Nothing to do with clipping.
- (Assuming you didn't mean something different this time.)
-
- > - the moving sprites.
-
- I think we should wait with the movement, but drawing them where they stand
- should take care of the 3D engine aspects.
-
- --
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- Gothenburg, Sweden | well? | (MGIFv5 and QLem)
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