C++ Builder DrawGrid usage - c++builder-6

I am currently working on a Tetris Game in C++ Builder, using a DrawGrid.
I have already implemented the classes for the game and the pieces movement in
the DrawGrid. But I have no idea how to implement now the collision of 2 pieces.
Does anyone know how should I do that?
I will post here some code if you ask me to do that.
Thankss!!

Related

Cocoa framework integrated with GLUT and OpenGL

I am new to MAC OS X programming. I am trying to develop an application that represents the rotation movement of the earth in 3D. What I want to do (probably I have mixed concepts, so sorry me) is to develop a Cocoa app where I will can visualize some controls in the window.xib that will allow me to change the rotation speed of the earth and things like that. The big issue that I have here, is that I don't know how to "connect" this controls with a 3D sphere and his functionality. I wrote a C++ program that uses GLUT libraries, that represents the sphere and the rotation movement, but I think I am going in the wrong way. Please somebody can clarify me how to integrate GLUT with a Cocoa application and the controls that Coca framework provides? If this is not possible I will appreciate any guide, tutorial or advice to continue with the development of my app.
Thank you so much and sorry for my poor english.
So your basic options for Open GL and OS X are Open GL or GLKit. GLKit is essentially an Objective-C wrapper around Open GL that integrates it into Cocoa.
My first suggestion however would be Unity 3D
Also you can look into Objective-C++ if you really want to go down that route, however I'd advise against it.

How to draw lines on the screen for an iOS game

I am working on a game where I need to draw a bunch of lines to create a wireframe sort of object, I can do this in sprite kit using nodes but adding a bunch of nodes to the screen will drop the frame rate down a lot. I don't know how to use OpenGL Es at all so that's not an option for me. Is there anything that would just allow me to draw lines on the screen in Sprite kit without adding nodes or is there another framework that will allow me to do that?
If you want a 3D wireframe then your choices are sprite kit (which is built on top of OpenGL), OpenGL, or Metal. Or I guess you could use somebody's 3rd party framework that is also built on top of OpenGL or Metal.
I tend to agree with nhgrif's comment that you're "I don't know xyz so I can't do that" is needlessly limiting. If you can't do anything that involves learning new APIs then you're never going to get very far as a developer.

Cocos2d side scrolling game best way to implement it?

I was wondering if its better to add sprite by sprite(spritesheets) for the each level of the game? or is it better to add segment by segment for the levels in the game?
The thing is that i want to be able to have animated objects in my game.. like moving platforms, falling platforms, part of the wall that can smash your player, but the thing is the level has an end. its not an endless game like jetpack joyride... it has end per level like Badland
example:
Badland Side-Scrolling Action Adventure Game
Hello I would use SpriteHelper and LevelHelper. I have learned that they are very helpful in making game with levels. With these applications, you can plan out your level sprite by sprite. They are cheap. I know on the Mac App Store, LevelHelper is $24.99 and SpriteHelper is $16.99. SpriteHelper is a sprite packer and LevelHelper allows you to lay out your game world/level. Here are the websites for both.
LevelHelper- http://www.gamedevhelper.com/levelhelper/
SpriteHelper- http://www.gamedevhelper.com/spritehelper/
Ray Wenderlich has great tutorials on those two apps.
Here is the link: http://www.raywenderlich.com/28713/how-to-make-a-game-like-jetpack-joyride-using-latest-levelhelper-spritehelper-cocos2d-edition-part-1
This tutorial uses the example of "a game like Jetpack Joyride." I know that this is not the game you want to learn how to make but it gives you great insight about how to use LevelHelper and SpriteHelper. The links for the apps also have guides on how to use the two apps.
Hope this helped and Good Luck!

Using Cocos2D vs UIKit to create an app which incorporates puzzle games

I searched SO a bit but was not able to find an answer. I am going to be working on an app which incorporates different type of games in it. I am not sure if i should dive in to learn cocos2d or just keep learning UIKit. The games are going to be 2D puzzle like games. In the game a user will need to move pieces around, color them in and they will have some kind of animation when the level is finished, for example stars flying or fireworks. Can this be done with UIKit alone? Are there specific books/tutorials on UIKit on how to create such puzzle games?
Thank you!
It depends only on your design and creative features, if there will be lots of animation tricks You should try to use cocos2D (for it has some useful components for memory regulations), if the engine is pretty simple - UIKit will be enough for your game.

Corona SDK 3d engine

I have been using Corona SDK for almost a year, and have a couple simple games developed. What I am looking for now is some way to create 3D illusions in Corona SDK. If anyone has any experience with 3D in Corona, I would appreciate any advice. I've tried several game engines, but they either don't work with Corona, or cost way too much.
You can create a 3D model in Sketchup, export an image, and add it to your Corona app.
If you want animations, you can also export a bunch of sprites from Sketchup (sort of) and use the movieclip library to play the animation.
Check out LIME library for Corona sdk, you can simulate 3D effect with parallax or orthogonal view. And there is some code in code sharing section of corona, but i dont know if that can be useful:
http://developer.anscamobile.com/code/texturemapped-raycasting-engine
http://developer.anscamobile.com/code/raycasting-engine

Resources