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by Brian Beuken
Mon Mar 04, 2019 1:40 am
Forum: C/C++
Topic: Coding Games Tutorial in MagPi Help
Replies: 30
Views: 2024

Re: Coding Games Tutorial in MagPi Help

No Sorry, but no. That's not how C++ works. Its not really productive to enforce your working methods on a system designed around totally different working methods. I think it would be more productive for you to have some simple lessons on using Code::Blocks rather than heading down a blind developm...
by Brian Beuken
Sun Mar 03, 2019 4:59 pm
Forum: C/C++
Topic: Coding Games Tutorial in MagPi Help
Replies: 30
Views: 2024

Re: Coding Games Tutorial in MagPi Help

Sorry but what you're asking for really isn't viable, a program capable of doing the basics of even a simple game, needs several classes/functions/systems to work. Graphics, input, files, etc..its a lot of different things to keep track of. You "could" put it all in one file, but it would be an edit...
by Brian Beuken
Sat Mar 02, 2019 6:58 pm
Forum: C/C++
Topic: Coding Games Tutorial in MagPi Help
Replies: 30
Views: 2024

Re: Coding Games Tutorial in MagPi Help

:D C++ and other OOP languages work on the principles of collections of objects, called classes, which themselves make use of other classes, each is defined in its own file, the more classes you have the more files you have. Each class needs an h file and a CPP file to be viable in normal usage. Ask...
by Brian Beuken
Sat Mar 02, 2019 3:36 pm
Forum: C/C++
Topic: Coding Games Tutorial in MagPi Help
Replies: 30
Views: 2024

Re: Coding Games Tutorial in MagPi Help

If I get some time I'll try to port the demos to Geany, but at the moment I'm snowed under with work, so maybe someone else could do that? I can't stress enough though, that using the right tools makes the task much easier, Geany from my 1st look at it, isn't a project base IDE, its a file editor, d...
by Brian Beuken
Fri Mar 01, 2019 9:50 pm
Forum: C/C++
Topic: Coding Games Tutorial in MagPi Help
Replies: 30
Views: 2024

Re: Coding Games Tutorial in MagPi Help

Sorry I can't help more, as I say Geany isn't an IDE I use, its a bit too primitive. The articles were written for Code::Blocks which really is pretty straight foward, and you can load the projects and build and run them. If you must work with Geany, you can maybe review the way Code::Blocks include...
by Brian Beuken
Fri Mar 01, 2019 7:16 pm
Forum: C/C++
Topic: Coding Games Tutorial in MagPi Help
Replies: 30
Views: 2024

Re: Coding Games Tutorial in MagPi Help

hmm I'm quite pleased I don't use Geany it looks like a lot of effort to build a project

I listed the libs names and include directories in the previous reply, it looks like you'll have to enter them the same way you are doing pthreads.
by Brian Beuken
Fri Mar 01, 2019 2:20 pm
Forum: C/C++
Topic: Coding Games Tutorial in MagPi Help
Replies: 30
Views: 2024

Re: Coding Games Tutorial in MagPi Help

Now as to vol 66 (part 2): 1st, do I have to install a graphic lib or package (presumably openGL)? in case yes, how to? (I am using an old Pi2 with Stretch) (again the screenshots are incredible small by font size, and additionally blurred when enlarging the pictures, and it's hard to recognize any...
by Brian Beuken
Thu Feb 28, 2019 1:33 pm
Forum: C/C++
Topic: Coding Games Tutorial in MagPi Help
Replies: 30
Views: 2024

Re: Coding Games Tutorial in MagPi Help

No it does say in every article that the code is availlable at the magpi git hub, its where all code for all projects can be downloaded, but if you are not aware of how git hub works it might be confusing. Hope you're ok with it now, any problems feel free to ask here or on my support site at www.sc...
by Brian Beuken
Wed Feb 27, 2019 12:17 pm
Forum: C/C++
Topic: Coding Games Tutorial in MagPi Help
Replies: 30
Views: 2024

Re: Coding Games Tutorial in MagPi Help

All the source code is available to download from the MagPi github, you don't need to type in from the images

https://github.com/themagpimag
by Brian Beuken
Wed Feb 27, 2019 1:00 am
Forum: C/C++
Topic: Coding Games Tutorial in MagPi Help
Replies: 30
Views: 2024

Re: Coding Games Tutorial in MagPi Help

yes :D
by Brian Beuken
Tue Feb 26, 2019 12:30 pm
Forum: C/C++
Topic: Debugging on a Pi
Replies: 18
Views: 21850

Re: Debugging on a Pi

Rant is very valid, but when teaching total beginners, especially those who do not yet demonstrate an aptitude for coding and are very easily deflated, I honestly think that its important to avoid any complications in what you are explaining. The word print just makes sense to new coders. I've seen ...
by Brian Beuken
Tue Feb 26, 2019 12:20 pm
Forum: C/C++
Topic: Coding Games Tutorial in MagPi Help
Replies: 30
Views: 2024

Re: Coding Games Tutorial in MagPi Help

There was indeed a typo on that issue it should have said apt-get install As for the layout, Code::Blocks does update from time to time and things get shuffled around, don't worry to much about it not being identical to the magazine. The key things are all still there. The concepts of C++ are always...
by Brian Beuken
Sun Jan 13, 2019 2:34 pm
Forum: C/C++
Topic: C++ IDE
Replies: 40
Views: 7022

Re: C++ IDE

I honestly think IDE's are totally subjective, for every single IDE someone mentions you'll find somone who hates it.. IDE's vary mainly on what language(s) they are intended to support and also what target systems they are targetting. Full screen graphic projects for example are impossible to debug...
by Brian Beuken
Sun Jan 13, 2019 2:30 pm
Forum: C/C++
Topic: C++ IDE
Replies: 40
Views: 7022

Re: C++ IDE

sorry... double post.
by Brian Beuken
Thu Jan 10, 2019 12:08 am
Forum: C/C++
Topic: The best library for a 3D game?
Replies: 21
Views: 1889

Re: The best library for a 3D game?

sure you can use C libs in C++, its not too hard.
by Brian Beuken
Wed Jan 09, 2019 12:22 pm
Forum: C/C++
Topic: The best library for a 3D game?
Replies: 21
Views: 1889

Re: The best library for a 3D game?

Well, library is a term that refers to a specific subset of pre-coded features, many games require a number of features that require you to either write code, or include a library that has the features you want. So You might need to include a large number of libs to build a game. On the basis, there...
by Brian Beuken
Tue Jan 08, 2019 1:28 pm
Forum: The MagPi
Topic: FAO Brian Beuken
Replies: 4
Views: 1242

Re: FAO Brian Beuken

Hi wildfire your request has been approved, sorry but the email system is disabled at the moment, so you don't get a confirmation, I was getting massive amounts of spam registrations who were able to bypass question systems by responding to the confirmations, so manually checking them is the best so...
by Brian Beuken
Tue Jan 08, 2019 11:47 am
Forum: The MagPi
Topic: MagPi 74 Missing code
Replies: 3
Views: 1209

Re: MagPi 74 Missing code

thank you, I hope you enjoy the book, feel free to post any questions or concerns you have on the support forum, I'm always happy to help.
by Brian Beuken
Tue Jan 08, 2019 10:05 am
Forum: The MagPi
Topic: MagPi 74 Missing code
Replies: 3
Views: 1209

Re: MagPi 74 Missing code

apologies, it should be there now or very shortly, I noticed you joined my forum on my website, your access has been approved and you can find the files in the MagPi section.

www.scratchpadgames.net
by Brian Beuken
Thu Dec 27, 2018 10:15 pm
Forum: C/C++
Topic: Problems compiling with GLM on new stretch
Replies: 7
Views: 3429

Re: Problems compiling with GLM on new stretch

There is an open question on the GLM git hub that relates to this issue, so I am sure they will look into it and provide a more compatable fix. Not everyone wants or needs to compile to C++14, but then again, its time for some of us old un's to learn a few new tricks.
by Brian Beuken
Thu Dec 27, 2018 2:06 pm
Forum: C/C++
Topic: Problems compiling with GLM on new stretch
Replies: 7
Views: 3429

Re: Problems compiling with GLM on new stretch

Sorry to have not responded to this after posting for help, I got distracted by work and other related issues, Thanks, the Change to C++14 does fix it, it seems GLM has moved on to C++14 with no regard to those still using C++11

Onward and upward I guess :D
by Brian Beuken
Sun Oct 28, 2018 3:44 pm
Forum: C/C++
Topic: Problems compiling with GLM on new stretch
Replies: 7
Views: 3429

Re: Problems compiling with GLM on new stretch

not really, my project is kinda big, and I only updated the SD with new stretch (and new GLM) due to an SD failure, at which time all my standard projects fail to compile.

Also I'm using VisualGDB and visual Studio to compile, all settings are standard and have served me fine up till now.
by Brian Beuken
Fri Oct 26, 2018 2:49 pm
Forum: C/C++
Topic: Problems compiling with GLM on new stretch
Replies: 7
Views: 3429

Problems compiling with GLM on new stretch

Has anyone else had issues trying to compile GLM maths lib, with the latest installation of Raspbian Stretch? I get masses of errors like this error : 'constexpr const T& glm::vec<2, T, Q>::operator[](glm::vec<2, T, Q>::length_type) const' cannot be overloaded 1> GLM_FUNC_DECL GLM_CONSTEXPR T const&...
by Brian Beuken
Mon Apr 16, 2018 1:40 pm
Forum: OpenGLES
Topic: function to return available GPU memory?
Replies: 2
Views: 5999

Re: function to return available GPU memory?

Thanks I only really need it at start up to set up the current amounts, I can calculate the remainders with reach allocation
by Brian Beuken
Sat Apr 14, 2018 6:03 pm
Forum: OpenGLES
Topic: function to return available GPU memory?
Replies: 2
Views: 5999

function to return available GPU memory?

Aside from the obvious idea of keeping track of all memory you allocate, that won't really help if you don't know the size of the memory allocated to the GPU in preferences.


Is there a simple way to find out how much GPU memory has been allocated, and how much is still free?

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