Search found 6 matches

by dmbush
Mon Aug 18, 2008 11:39 pm
Forum: Code Snippets
Topic: 2d Tiles and Maps Tutorial
Replies: 13
Views: 13160

Ok, so remember how we said in the last part how maps are basically just two dimensional arrays of map nodes? Well I wasn't lying about that either. I actually use vectors instead of arrays because I love vectors. Not going to fool around this time. Heres the code.

cTileMap.h


/*
8/11/08
cTileMap ...
by dmbush
Mon Aug 18, 2008 11:38 pm
Forum: Code Snippets
Topic: 2d Tiles and Maps Tutorial
Replies: 13
Views: 13160

Ok I know how to draw cache and draw tiles now! Lets draw maps

Well actually, I lied we're not going to learn about maps in this section. We're going to learn about the individual sections of maps that I like to call nodes. A map node is essentially a tile, (or group of tiles drawn on top of ...
by dmbush
Mon Aug 18, 2008 11:37 pm
Forum: Code Snippets
Topic: 2d Tiles and Maps Tutorial
Replies: 13
Views: 13160

Part 1:

What is a tile?

Those of you who already know can feel free to skip this paragraph. Many games will create worlds by piecing together smaller images referred to as "tiles." Generally these tiles are squares (though they can also be diamonds, hexagons etc...). If you have a skilled ...
by dmbush
Mon Aug 18, 2008 11:36 pm
Forum: Code Snippets
Topic: 2d Tiles and Maps Tutorial
Replies: 13
Views: 13160

2d Tiles and Maps Tutorial

I've been browsing these forums for a few weeks now, and feel that it's time I gave something back to the community. I hope some of you might find this useful. Also I wasn't sure whether to post this in snippets or tutorials section, so if someone thinks this should be moved by all means do so ...
by dmbush
Sat Jul 26, 2008 12:52 am
Forum: Beginners Help
Topic: question about: drop()
Replies: 2
Views: 237

Wow, quick response. This place could grow on me :). That clears it up thank you!
by dmbush
Fri Jul 25, 2008 11:59 pm
Forum: Beginners Help
Topic: question about: drop()
Replies: 2
Views: 237

question about: drop()

Hi, I'm brand new to irrlicht and these forums and had this question.

We all know memory leaks are bad, so I wanted to better understand use of the drop() function in irrlicht objects. My main question is, what determines which objects need to be dropped?

For example...

Lets say I have a ...