Search found 12 matches
- Tue Jun 28, 2011 3:13 pm
- Forum: Jack Claw Feedback & Development
- Topic: How do we deal with exceptions?
- Replies: 3
- Views: 17855
Re: How do we deal with exceptions?
hey, if it supports exception we throw an exception otherwise we write it into a log file or something similar. Bad idea. Throwing an exception means something exceptional happened and we can't continue. If we try to somehow continue on we're going to violate some code invariant and the game will pr...
- Thu Jun 23, 2011 4:36 pm
- Forum: Jack Claw Feedback & Development
- Topic: How do we deal with exceptions?
- Replies: 3
- Views: 17855
Re: How do we deal with exceptions?
Hey, I also prefer exceptions, it's a more elegant way to handle with errors and it also makes it easier for the debugging process, coz an exception will defiantly thrown so that u got some feedback what's wrong instead a simple "return false" or something ;) Maybe we could insert a except...
- Tue Jun 21, 2011 1:14 am
- Forum: Jack Claw Feedback & Development
- Topic: On renderer API abstraction
- Replies: 16
- Views: 37005
Re: On renderer API abstraction
indeed, it answers my questions. Thx for the link. I just thought, it deals with the render pipeline of the storm engine, that kind of discussion belongs to this place. But doesn't matter, now, I'm know more ;). Is there a place where we collect all that decisions together? Like a TDD and a GDD? Who...
- Mon Jun 20, 2011 11:01 pm
- Forum: Jack Claw Feedback & Development
- Topic: On renderer API abstraction
- Replies: 16
- Views: 37005
Re: On renderer API abstraction
hi @all, I'm just thinking, why do we have actually an directX renderer? I mean, that graphics quality is great but not that high end like Crysis 2 or something. So, I guess, we can keep that quality if we just using the OpenGL render. On this way we have just care about one renderer that runs on al...
- Mon Jun 20, 2011 2:00 pm
- Forum: Jack Claw Feedback & Development
- Topic: Project Structure
- Replies: 4
- Views: 18103
Re: Project Structure
Hey @all, no, I didn't ment to redesign the entire project. I just want to reorganize the files and folders, so that u find the parts u need. For some parts it already exists, but if I open that game folder, lots of files comes out and then u have to search for the part u need. Here we could put the...
- Mon Jun 20, 2011 3:39 am
- Forum: Jack Claw Feedback & Development
- Topic: Rethinking storm3d.dll
- Replies: 3
- Views: 17660
Re: Rethinking storm3d.dll
Hey @all, well, maybe it's really an issue to think about it when we got to the point that we need some more performance. But library files have a one big advantage for this current situation. On this way we can split that project in some view logical pieces like: - engine - physics - scripts - edit...
- Mon Jun 20, 2011 12:41 am
- Forum: Jack Claw tasks
- Topic: [Code] Implement SDL 1.3 support
- Replies: 6
- Views: 7869
Re: [Code] Implement SDL 1.3 support
thx
pretty interesting to see that 
see ya
andy


see ya
andy
- Mon Jun 20, 2011 12:33 am
- Forum: Jack Claw Feedback & Development
- Topic: Project Structure
- Replies: 4
- Views: 18103
Project Structure
Hallo there, I've looked through the file directories and have tried to compile that demo and it's really not that easy to just simple compile and run it but also to find all that things u maybe need if you want to implement a new feature or even just find a point to start with. I little chaos ;) so...
- Sun Jun 19, 2011 11:43 pm
- Forum: Jack Claw tasks
- Topic: [Code] Implement SDL 1.3 support
- Replies: 6
- Views: 7869
Re: [Code] Implement SDL 1.3 support
Hi,
yeah, allright, that's actually a good point....maybe it's faster using SDL, if it works as fast and well as we need it for the game =)
U said, some other games already using SDL, can u tell me which ones? I don't know a commercial product that was build with
SDL...
see ya
Andy =)
yeah, allright, that's actually a good point....maybe it's faster using SDL, if it works as fast and well as we need it for the game =)
U said, some other games already using SDL, can u tell me which ones? I don't know a commercial product that was build with
SDL...
see ya
Andy =)
- Sun Jun 19, 2011 4:10 pm
- Forum: Jack Claw tasks
- Topic: [Code] Editor to Linux & Mac OS X
- Replies: 14
- Views: 21510
Re: [Code]Task: Editor to Linux & Mac OS X
hey @all, OR Do a new editor, maybe the best way if is hard to do that with the code we have now. We can begin with a 2D editor maybe :D That's actually a really good idea, had the same thought ;) On this way, we have the advantage to build that application for all three platforms from the ground up...
- Sun Jun 19, 2011 3:21 pm
- Forum: Jack Claw tasks
- Topic: [Code] Implement SDL 1.3 support
- Replies: 6
- Views: 7869
Re: [Code] Implement SDL 1.3 support
Hey, I hope, I'm not in the wrong subject for this question, but I think, it makes sense to use a native implementation of OpenGL and input devices support? On this way we have the complete control about the hardware. I mean, in that time that we're using to implement the new SDL library, we could u...
- Sat Jun 18, 2011 11:30 pm
- Forum: Jack Claw Feedback & Development
- Topic: Code style
- Replies: 2
- Views: 16206
Re: Code style
What about a java close style? That doesn't mean that java is my favorite, it isn't at all. But about style and documentation, java is a really good. So, that you start your file with an header like this one: /** * @author * @version * @copyright */ it's simple, and includes all necessary informatio...