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<0> hi <0> does anyone know where i can get information on how to handle binary data structures properly (in regards to little/big endian) <1> generally you shouldn't have to except when dealing directly with the network <0> how would i parse a BMP file then? ive created the various structures.. and i read the file into a unsigned char byte array...? <1> cast the beginning of the file to the structure, read out the fields, use those to figure the size of the rest of the thing, then parse it <0> ill be honest <0> this whole endian thing is really pissing me off.. its a dumb idea <0> they should just stick with big endian <2> But you know how it is. <2> Being different is so cool! <2> Make your own protocols and standards! <0> stonecydh: what do you mean cast the beginning of the file to the structure?
<1> you're pretty new to c/c++, aren't you <0> i know what casting means <0> im not sure exactly what you mean <1> fill a buffer with the file and cast the beginning to the structure <1> i don't know how to be any plainer than that. <0> lets say i have char *buf; ..and in there i have my bytearray with the bmp data .. and lets say i have bitmapfileheader_t bmfh; <0> bmfh = (bitmapfileheader_t)buf; ? <0> stonecydh: mind showing me a simple example of what you mean? <3> bitmapfileheader_t *bmfh = (bitmapfileheader_t*)buf; <0> gotcha <0> then bitmapinfoheader_t *bmih = (bitmapinfoheader_t*)(bmfh + sizeof(bitmapfileheader_t)); <0> correct ? <3> if the bitmapinfoheader is just after the file header, yes <0> perfect. thank you <3> duh <3> no <3> use buf instead of bmfh <0> er yes, sorry <2> =) <4> ah all the usual people are still here :) <2> Welcome back :D <4> eheh <4> it's been a while <1> gambutt <4> I might have even been an oper last time, too, I don't remember <1> you were, yes <4> heya Stonewang, whatup? <1> not a ton. working out numbers on business spreadsheets. <4> MeshMan, anyways, so mostly for internal use... maybe use it as resume fodder as well? <2> Gambit, sure. Nothing beats the experience coding your own engine. <2> One of its biggest downfalls is time and the habit of never working on a game :) <2> Ask 99% of the guys in here, they can tell you that ;) <4> hehe well yeah, and that engines are mad complicated <2> Mad fun :P <4> that too <4> I really want to pick up somr again, but I need a linux box to dev for it properly :/ <2> So your an OpenGL'er? <4> yeah <4> though for somr I'm experimenting with a third party library <4> I'm not sure if I like it, I tend to just write my own wrapper above it, which leads to a lot of wrappers prior to the actual rendering <4> but it's nice not ****ing with stupid stuff like loading textures etc. <2> For sure. <1> Gambit-: i've been playing with ODE lately. It's a pile of fun. <2> That giants game, i quit making an engine as such yet again.
<2> It uses, Ogre, FMOD, Novodex, RakNEt etc... <2> These still need piecing together though. <4> ODE? <4> MeshMan, ogre for the graphics, fmod for the sound, novodex for the ...? <2> Physics <4> ahh <4> how do you like ogre then? <4> i got the impression you felt it was pretty poor <5> lol. been awhile gambit <1> open dynamics engine <2> Ogre is terribly terribly bloated. <2> DLL managing nightmare because of its cross-platform stuff. <1> it's commercial friendly, built for speed and stability over accuracy, supports weird composite objects and off-center weight distributions <1> all sorts of fun stuff <4> moebius-, eheh :) <4> MeshMan, so what, recommended, not? <4> StoneCydh, physics is fun like that :) <2> Recommended if you want to hold onto the feeling of writing an engine and a game at the same time :) <1> well the joy of ODE is that it's generally un-painful <3> how can a physics engine be built for stability over accuracy? usually accuracy => stability ;) <1> no <1> stability means numbers not going out of control <1> you know how without fine tuning, an object that gets bounds-broken with a wall in some engines will sit there for a few minutes then just go flying the hell away? <1> that all but doesn't happen in ODE <4> heh <4> MeshMan, So what, it requires a lot of monkey-wrenching to get working right? <1> and some of the most accurate physics systems out there are the ones with the biggest such problems <2> For sure. <2> And then there came a time for GUI... <2> And then OGRE has lots of addons for CrazyEddies GUI <4> MeshMan, and you wrote your own? :) <2> Welcome to another 8 DLL's on your project. <4> well dll's aren't too bad as long as they work on all platforms :) <2> Ogre will make you eat your words :P <1> huhuhu <4> hehe that much fun, huh? <5> i wanna get my hands on unigine so bad. those crazy russians. <4> unigine? <5> http://unigine.com/ <2> Gambit needs to be surfing the gamedev community me thinks :) <5> $2k tho :/ <4> yeaaah I"m way out of the llop :) <4> i've been too busy with other things lately... still read my gamedev mags but that's about it :/ <6> I didn't even read gamedev mags when I was working in games. They were just so bad. <4> well really the postmortums are amusing, but that's about it <0> unigine looks awesome <5> i like the gui in unigine <5> in the demos <5> looks slick <5> i bet they get bought out when v.4 comes around with subsurface scattering <5> like reality engine did <5> cuz epic wants to keep the little guys down <5> :D
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