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I'm looking for an example of how to implement 2D terrain destruction that you see in games like scorched earth or on the iphone iShoot .
I'm looking to implement a game that needs to do destructible terrain and render it using OpenGL (LWJGL in Java) ...
Started by Dougnukem on
, 3 posts
by 3 people.
Answer Snippets (Read the full thread at stackoverflow):
If you actually want the terrain to collapse like it did in Tank Wars, you'll need... .
Hit detection is always done on the mask.
As I recall, in Worms they used two images; The "pretty" terrain with colour, and a mask terrain that is pure black and white .
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Does ISO C++ standard mandate any sort of destruction order of objects inside STL containers?
Are std::list / std::vector / std::map elements destroyed starting from the beginning or the end of the container? Can I rely on std::map storing its elements...
Started by Checkers on
, 3 posts
by 3 people.
Answer Snippets (Read the full thread at stackoverflow):
Yes, but this means ....
Unspecified in the standard.
Unspecified Yes, you can depend on std::map storing it's elements in std::pairs, but I don't see anything which specifies the Key portion of a std::pair being destructed before a Value portion.
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What will happen when we subclass a windows dialog and dialog is closed?
Scenario is that I am subclassing a dialog and application can launch many instances of that dialog.
Is it necessary to add unsubclassing code to all the dialogs in thier destruction...
Started by Alien01 on
, 3 posts
by 3 people.
Answer Snippets (Read the full thread at stackoverflow):
If you're using instance subclassing (SetWindowLongPtr), then since when....
Though be aware that if you've any resources you're managing manually, you must have tidied them up in the WM_CLOSE message .
Assuming you're talking straight Win32 API, then yes.
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Ask your Facebook Friends
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Does InputStreams and OutputStreams in Java close() on destruction? I fully understand that this may be bad form (esp in C and C++ world), but I'm curious.
Also, suppose I have the following code:
private void foo() { final string file = "bar.txt"; Properties...
Started by Calyth on
, 6 posts
by 6 people.
Answer Snippets (Read the full thread at stackoverflow):
There's only the Garbage Collector, which.
There's no such thing as "destruction" (in the C++ sense) in Java.
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Hi, is the following code safe (it works in DEBUG) :
void takesPointer(const Type* v);//this function does read from v, it doesn't alter v in any way Type getValue(); ... takesPointer(&getValue());//gives warning while compiling "not an lvalue" ... Type...
Started by J.Colmsee on
, 6 posts
by 6 people.
Answer Snippets (Read the full thread at stackoverflow):
And no, the optimzier can't destruct the result of getValue() before calling.
It to a const pointer lvalue.
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It's been at least 5 years since I worked with Java, and back then, any time you wanted to allocate an object that needed cleaning up (e.g. sockets, DB handles), you had to remember to add a finally block and call the cleanup method in there.
By contrast...
Started by j_random_hacker on
, 5 posts
by 5 people.
Answer Snippets (Read the full thread at stackoverflow):
Deterministic destruction hasn't been implemented in Java and .NET, by the way - it tends to involve reference.
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I’m trying to create a simple Win32 DLL. As interface between DLL and EXE I use C functions, but inside of DLL i use C++ singleton object. Following is an example of my DLL implementation:
// MyDLLInterface.cpp file
#include "stdafx.h" #include <memory...
Started by mem64k on
, 4 posts
by 4 people.
Answer Snippets (Read the full thread at stackoverflow):
Is it possible to force.
It looks like the destruction off MySingleton happens after EXEs exit.
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I have made the following little Program: (basically a class that couts if it gets created, copied or destroyed and a main that does some of that)
class Foo { public: Foo(string name): _name(name) { cout << "Instance " << _name << " ...
Started by AndreasT on
, 5 posts
by 5 people.
Answer Snippets (Read the full thread at stackoverflow):
Try adding this function to Foo:
Foo& operator = (const Foo& rval) { cout << _name << " = " <&... .
At that point one of the "albert" instances becomes "bert" .
When you do v1 = v2 that operator is used .
There is an auto generated = operator.
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Can I control the order static objects are being destructed? Is there any way to enforce my desired order? For example to specify in some way that I would like a certain object to be destroyed last, or at least after another static onject?
Cheers, Gal...
Started by Gal Goldman on
, 8 posts
by 8 people.
Answer Snippets (Read the full thread at stackoverflow):
You can always use a singleton to control the order of construction/destruction of your global in a single translation-unit the initialization....
You should never rely on the other of construction/destruction of static objects.
No, you can't.
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I have 2 static objects in 2 different dlls :
An object Resources (which is a singleton), and an object User . Object User in its destructor has to access object Resources.
How can I force object Resources not to be destructed before object User?
Started by Igor Oks on
, 5 posts
by 4 people.
Answer Snippets (Read the full thread at stackoverflow):
But this one.
I don't think you can change order of destruction of globals a new issue: global variable destruction order is not garanteed by the c++ language.
Code in destructors.
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