Showing only posts by Jonathan Hale. Show all posts.

al_uninstall_sytem()

I spent 2 hours debugging last night and another 2 hours today to find the reason for random crashes at application exit.

When using Allegro 5 in a shared library, it is very important to use al_uninstall_system() manually (I guess allegro can’t call this in atexit() in those cases …

Vector Normalising Problems

Yeah, sure, this guy can’t even do such a simple thing as normalizing vectors?

No***,*** the math was not the problem, trust me ;)

I kept getting a vector with 2 nan components. Sadly I spent about 3 hours looking for the problem, thinking this could not be possible, until …

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Switching to Allegro 5

Since Allegro 5 has been released a long time ago, I thought I’d give it a try. I was pretty impressed by it, so I started rewriting my vsge2D game engine (which really just had only a basic structure though) using Allegro 5.

This turned out to be a …

Random Crashes? Possible Solution...

I have this problem in two of my projects where applications just crash at random moments. And if I say random, I mean random. No connection to what is going on in the rest of the application.

I am making this demo-game for vsge2D: “Blue Moon”, a project I have …

Copying Pointers does not do the job.

When shooting bullets, entities must be able to copy a bullet entity. That bullet entity is stored as a pointer in that entity, which has the ability to shoot. Okay, then let’s create a copy-constructor and create a new instance as a copy of that.

So what’s the …

Fixed my MinGW + Allegro Problems

In the end it wasn’t even the sjlj/dw2 problem after all. I thing I had a buggy snapshot of MinGW or so, or failed when using mingw-get-inst ;P

Whatever it was, my compiler is working and I’m happy.

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Problems and more Problems

So Allegro 4.3 doesn’t work. Apparently it has something to do with me having updated MinGW to 4.6.2 and having to recompile all my libraries and therefor all their dependencies and in the end noticing I wouldn’t be able to compile the MiniDirectX SDK needed …

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