Is GML (Game Maker Language) script is clipped in C/C++ language, and GML wrote the code to Visual Studio C++, it will always be correct, because it is just under C++ language features?
I think that a bit wrong to have written that question could be to ask yet another generation of weeks. But if correct, is not need to ask again.
GML is a distinct language developed for Game Maker. It bears some similarity to C and C++ on the surface, in terms of its syntax (keywords, grammar and structure), but it is otherwise unrelated to C++ -- it certainly is not a sub- or super-set of the C or C++ languages. GML differs from C(++) in a lot of ways... for example it does not require variable declaration, has a much simpler memory allocation model, and several additional extra language constructs (such as the "with" block).
You could write your GML code within Visual Studio, but it wouldn't work well. You might get syntax hilighting, but VS could not compile GML in general and using Game Maker itself to author GML is a far better idea since the tool and the language are tightly integrated.
I just want to ask the question above ^. I want to learn C++ language. Someday i want to develop Game Application in c++ and I think it is so difficult for me to achieve that but im willing to learn and achieve that goals for may personal satisfaction and also for my CV as well. Can you give me a guidelines on how to achieve that goals? What are the languages that i need to learn together with c++? please help me.. Thank you!
of wasting it on incorrect approaches. I use Softimage as my 3D authoring tool. Target platform is OpenGL ES 2.0 running on mobile devices (iOS, Android). Programming language: C++. ... intelligence, aggressivity, etc..) ..another assets.. Can I kindly ask for a hint, how to construct my custom file format. How to organize data within my files, please? Does anoybody have a good adivce
I'm working on mobile platforms as Android, IOS... Many users of Moblox ask us a windows and an OS X version. There is no difficulties to provide these versions, because we are developing on OS X C++ code but we miss global scores and social network part (facebook, twitter). Is there any library to implement these functions on Desktops plaforms ? On mobile platforms, we have many SDK to provide theses functions as OpenFeint, ScoreLoop, Plus+. We have used cocoslive and uploaded scores with libcurl but it's very limited.
I'm creating an FPS game. I'm writing my own game engine. So far all the backend stuff is going great. I'd like to support md2 as the native file format for 3D Objects, but I also want to use skeletal meshes. Does anyone know if the md2 file format supports skeletal meshes? In-case you need to know, I'm going to use blender as my Mesh creation tool and C++ as my programming language... Thanks... for answering my question...
I been working in a project with a team for a Software Engineering class and we think that using the parallax scrolling will help our game to look really nice but we are not really sure if our idea for implementation it's the correct one, so I hope that someon will give us some guidance about our plan. First, we have three classes, Level, Tileset, Layer, the first one has two vectors of Layers..., don't doubt in ask.
In my Direct3D 11 application, I am using several sampler states to retrieve texture data. Some of them are used in all pixel shaders, some of them are only used in very specific ones. The question... SamplerState linear_sampler : register(s0); while some others would reference SamplerState point_sampler : register(s1);, possibly without referencing s0 at all. Also, is it correct, that if I never want to reference these samplers in my c++ code after creation and setting, I could just release my own external references after they are set and they will not get destroyed, as D3D is keeping internal
I need insect-like agents that have fallen/rolled on their back/side to naturally re-orient themselves. The agents are modeled as simple cuboids in the physics engine (Bullet) to approximate an ant-like shape. At the moment I correct the orientation by instantly altering it when the dot product of surface 'up' and agent 'up' is less than some number (e.g. -0.5). Thus the agents can fall over... over end? [Full disclosure: I originally posted this question on gamedev.net, to no response. I also posted in StackOverflow, but deleted the post when this stackexchange was recommended instead]
Everybody heard about the release of the Quake3 source code. But since it's plain C but uses OOP a little, isn't it too complex to decipher or to use for large projects such as a 3rd person shooter... to be a standard OSS, especially when thinking about OOP, but since I'm not looking for complex effects and since the rendering quality of quake3 seems to be good enough to me, I wanted to ask what did the release of the quake3 engine changed for open source developpers (except the infamous invsqrt method). I heard Carmack released it for students or people alike, but C++ is here: is quake3's code
( 10.0f, 0.0f, 0.0f, 1.0f ); // z rotation Are my maths and approach correct, or am I completely wrong? Finally, I'm using the glm library with OpenGL / C++ for this. Is the order of x rotation