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GNE Library / A place to download GNE
« Last post by ShotgunNinja on February 08, 2008, 08:14:46 PM »
Hello all,

I am a beginning game developer (aren't we all) who found your GNE system at school, and, since deciding to make a side-scrolling game of my own, thought that it would be a good idea to download. The link took me to, a site which never really had any problems with my school's content blocker, which I actually enjoyed seeing, because I used to get everything off of there. Unfortunately, and just my luck, the school administrators must have discovered my use of SourceForge, and blocked it. So I am just wondering: Is there somewhere else that I could download GNE from? Perhaps a copy of the source code on this site somewhere? That would be incredibly helpful; it's very rarely that I get my home internet connection working.
Off-Topic Discussion / 8th BME International 24-hour Programming Contest!
« Last post by challenge24 on January 22, 2008, 05:56:52 PM »
Do you like programming? Can you take challenges? Would you match yourself with others?

Here is your chance! Grab it!

The Electrical Engineering Students' Hungarian Association and the Károly Simonyi College for Advanced Studies are proud to present the

8th BME International 24-hour Programming Contest!

If you have missed the previous seven occasions, it is now time to join the adventure!

This contest is a real test of creativity, knowledge, endurance and team-work, an EXTREME CHALLENGE! Sponsors and the offered prizes worth 5000 euros contribute to the high standards of the contest. The team which gaines the utmost points can take home the award and the cup.

Those teams which will have finished registration until 17th February 2008, must do their best during the online preliminary quailifier on 24th February 2008. The best performing thirty teams can participate onsite at the Finals in Budapest Hungary, between 2nd and 4th of May 2008. During the 24-hour advanturous round, the contestants will have to solve one, but extremely complicated and interesting task. They will need all of their knowledge in the field of algorythms theory, artificial intelligence and program design, and also well-used team work competence is desired.

The contestants will be allowed to use their own computers. Technical background and catering will be provided. There are no restrictions on the hardware, software and support they use, but communication with the outside world is strictly forbidden.

For further information and for tasks from the previous years please visit the official homepage of the Challenge where future occurrents will also be available for everyone.

If you are not afraid of eXtreme challenges , you do not have anything else to do just to establish a team of 3 members and register at ! Participation is completely free of charge.

Have fun and good luck!
The Organizers

Deadline for registration: 17th February 2008
For further information please check our website, or contact us by email
Programming Questions / Re: HELP ME!!!!!
« Last post by Gillius on December 14, 2007, 11:29:46 PM »
You should get a good handle on C++ before trying to do something like a game (beyond things like guess a number or really simple stuff). The Allegro library is pretty easy to get started with, although today it is pretty aged in that it won't have support for modern graphics but it will let you do the basics.

As for the question on #define, it has two primary purposes, one is the #define/#ifdef, which supports conditional code compilation, for example if there is optional functionality or support for more than one environment (like PC vs Mac). In C code, more commonly it is used to define constants, for example "#define MY_PI 3.141526" will replace MY_PI with 3.141526. In C++ code, you should use "const double MY_PI = 3.141526;", which has the same effect except that it is cleaner and leads to less subtle errors (and better error messages if you do make mistakes).
Programming Questions / HELP ME!!!!!
« Last post by devastator_279 on December 12, 2007, 02:22:08 AM »
Hey i am new to this whole programming thing and would love to get some help for the more complicated subjects.  i would like to make my first game but don't know where to start.  I  know the basics like loops, if, switch, array, all the easy stuff but i need help with file IO's and bitmaps as well as any thing else that i may need for the game, like keyboard commands.  I use visual studio's cause i got it for free but i just can pin this down.  i think i have to much to learn. well thanks hope someone can help that would be great.  I saw some of the code for the games on this website but it was pretty complicated when if was not code like the #define that i have no clue where these came from unless it is just a global variable.  oh i am using C++ by the way.  if any one can help that would be great.  I ask my professor but he does not like to help the students in depth and loves to just tell us to find it on our own.  (guess that is school for ya).  Thanks
GNE Library / Re: macros used in GNE
« Last post by Gillius on July 29, 2007, 11:12:09 PM »
Well as I said I only expose HawkNL in two areas: one is the NL network enum passed into GNE's initGNE method, and the other is allowing users to construct GNE Address objects from NLaddress structs. The other exposures are there only because they are private implementation details (variables) of classes that are exposed to the user. To get rid of that I would have to use something like the pimpl idiom to conceal the implementation of a class from the user headers. It had been my thought towards the end of when I was still developing GNE to remove entirely the dependency on nl.h from the user code, precisely because of the fact in case I needed/wanted to use a different library. Now, HawkNL isn't maintained anymore. But even with the amount of functionality that I use in HawkNL anyway I could just "integrate" the code into GNE by taking what I want and modifying it to be better for the user's environment, as well as removing a hard-to-find dependency. Until a recent post on this board discussing HawkNL being obtained by yum through Red Hat, I didn't even think HawkNL was included as a package for any Linux distribution.
GNE Library / Re: macros used in GNE
« Last post by entity on July 27, 2007, 06:45:17 PM »

Thanks for replying. I didn't realize the macros were introduced by HawkNL. I am undefining them in cpp files where errors occur, and so far everything seems to work fine. As far as exposing NL, I don't understand why any users of GNE need to know about HawkNL, but that is your decision to expose it... and I can live with that. The only drawback is something you already mentioned: If you want to switch to another open source socket library, the user level API will change. That might happen if HawkNL does not support IPv6.

Thanks again for this well designed library.

GNE Library / Re: compiling error
« Last post by Gillius on July 27, 2007, 09:19:38 AM »
Hmm that is strange that GNE isn't compiling with the system-installed HawkNL. I wonder if there is a conflict with the nl.h header. I saw that delta3D had one there -- maybe the include was picking up that nl.h and not Hawk's?
GNE Library / Re: compiling error
« Last post by taprik on July 27, 2007, 06:21:14 AM »
I had remove hawnkl with yum remove ....
Installed with the release at
and Succesfully compiled gne
GNE Library / Re: compiling error
« Last post by taprik on July 27, 2007, 05:32:19 AM »
I installed hawknl with yum install hawknl-devel
I used the gne latest release version.
It seems that nl.h is in the right place ?
Code: [Select]
[root@localhost taprik]# find / -name nl.h
What do you think about pthreads is not here. Did I mess with the spelling of the name ...?
GNE Library / Re: compiling error
« Last post by Gillius on July 26, 2007, 08:27:23 PM »
It looks like the HawkNL header isn't getting compiled in, but it didn't complain about missing nl.h? Are you using the latest release, or the SVN version? I highly recommend the SVN one as it is compatible with more compilers. I would check your HawkNL dependency... the NL_TRUE and other constants are defined in the nl.h header.
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