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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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