Re: [hlcoders] Particle System

2002-06-28 Thread Tom
while on the subject of linked lists, why is it that all of the tutorials (and my C++ book) never delete any of the memory they have created?! Is it just bad programming or can you leave it for windows to clean up? - Original Message - From: Persuter [EMAIL PROTECTED] To: [EMAIL

[hlcoders] Re: Particle System

2002-06-28 Thread scottv
Miguel: I'm short on time, but in a nutshell my opinion is That's exactly what I meant; I seem to have a skill at not being clear sometimes. As far as being arrogant, I'm more of a modest and humble person. Back to the discussion... You can easily create a particle system using dynamic

Re: [hlcoders] Particle System

2002-06-28 Thread Cortex
*Normally*, Windows _should_ clean up the memory you've allocated... But I think it's not very safe to trust Windows lol So, always use delete. - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st ) - email : [EMAIL PROTECTED]ICQ : 71548738 - Original Message -

Re: [hlcoders] More Drag and Drop vgui Probs

2002-06-28 Thread Cortex
Why don't you simply set the button position according to the mouse position ? Something like : // pseudo-code :) GetMousePos(x, y); SetBoutonPos(x, y); Perhaps there's an evidence I didn't think about, but I think it'd be a good solution for your problem... There may be a little jump of the

Re: [hlcoders] Particle System

2002-06-28 Thread botman
At least we came to some sort of consensus. To Botman: I just did not appreciate Scott's, I am too smart, I know I am right, I don't have the time for this... attitude. Then again, I haven't really talked to very many people this week either... :P I think everybody has a bad day every once

Re: [hlcoders] Particle System

2002-06-28 Thread botman
In my OpenGL system I just have one linked list for all of my particle entities. To render I simply go through the entire list. To add a particle I simply dynamically allocate one add it to the end. For removing a particle, I deallocate it and update the links of the one before and after it.

Re: [hlcoders] Moving large amounts of data from client to server

2002-06-28 Thread botman
I have considered it. Two problems: One is, I'm not quite sure how to get the IP of the client from the server, or vice versa for that matter. Secondly, I don't know UNIX sockets that well, and I'd have to port it over for the Linux dedicated server. But it's something I've considered. The

Re[2]: [hlcoders] Particle System

2002-06-28 Thread polymorph
I fully agree with you. In my particle system which involves the use of STL's linked-list templates, I pre-allocate a big amount of particles when the client.dll is loaded. When a particle is allocated I just pick an unused particle from the pre-allocated array and append it to the linked-list.

Re: Re[2]: [hlcoders] Particle System

2002-06-28 Thread botman
Only thing that makes it still slower than I want it, is the iteration that occurs most of the time to find a free particle in the array. Just think of _not_ doing it this way: for (int i=0;iMAX_PARTICLES;i++) { if ( !m_pMyArray[i]-bInUse ) return m_pMyArray[i]; }