12 years, 6 months ago
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Community contributions featured12 years, 6 months ago
Using WM_CHAR will save you a lot of trouble. If you are going to interpret the keystrokes as text (player is entering their name), you should use WM_CHAR. For playe…
12 years, 6 months ago
I have a simple portal/sector rendered FPS maze that's around 'DOOM' or Quake 1 geometric complexity. Of course, I'm using OpenGL and VBOs. Shaders are optional in m…
12 years, 6 months ago
I have a struct with a function pointer in it. This compiles fine: typedef struct gx_quadpatch_s { gx_vbuffer_t* vb; struct gx_quadpa…
12 years, 7 months ago
We all know about stack overflows. You overwrite your buffer on the stack, and you are now trashing another buffer, or even worse, the return address. Then when 'ret…
12 years, 7 months ago
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See all in DiscussionsI have a simple portal/sector rendered FPS maze that's around 'DOOM' or Quake 1 geometric complexity. Of course, I'm using …
12 years, 6 months ago
Using WM_CHAR will save you a lot of trouble. If you are going to interpret the keystrokes as text (player …
12 years, 6 months ago
The problem with polling is you can miss something. If the user presses and releases a key before you get …
12 years, 6 months ago