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 ...
Search found 6 matches
- Mon Aug 18, 2008 11:39 pm
- Forum: Code Snippets
- Topic: 2d Tiles and Maps Tutorial
- Replies: 13
- Views: 13160
- Mon Aug 18, 2008 11:38 pm
- Forum: Code Snippets
- Topic: 2d Tiles and Maps Tutorial
- Replies: 13
- Views: 13160
- Mon Aug 18, 2008 11:37 pm
- Forum: Code Snippets
- Topic: 2d Tiles and Maps Tutorial
- Replies: 13
- Views: 13160
- 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 ...
- Sat Jul 26, 2008 12:52 am
- Forum: Beginners Help
- Topic: question about: drop()
- Replies: 2
- Views: 237
- 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 ...
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 ...