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How hard would it be to make a video or even a list of everything destructable in either game.
To me atleast BF3 has far more destruction in total, cover, concrete walls, building facades, and many other objects.
BC2 has total destruction but only of ...
Started by Brainhurts on
, 12 posts
by 8 people.
Answer Snippets (Read the full thread at tacticalgamer):
I miss the total destruction, it made the maps seem much larger and more destruction, or they....
But to me that doesn't mean more destruction
BC2 had total destruction but it was very limited, only less total destruction.
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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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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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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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