If you want to visit that distant planet, set course and actually fly there! If you want to get in a fight to the death with a menacing enemy, raise your shields, ready your weapons and prepare to really battle! If you want to roll up your sleeves and do some actual work in engineering, get in there and do it! The possibilities are endless with this extensive list of features. The system will help your crew work together and function as a team like a real crew would to make your ship run more smoothly and efficiently. 38.9K subscribers AssaultCube Reloaded Gameplay Well This version AssaultCube looks a bit more advanced than stock AssaultCube but there is a small problem, I can not find servers either. Realism from Battlefield, anti-cheat from the Quake engine, perks from Call of Duty, and fast-paced gameplay with a low system footprint from AssaultCube. This game combines the best of all worlds. This ship will change the way you and your crew role play by emphasizing more actual things to do and less role playing everything out. AssaultCube Reloaded is a free-and-open-source first-person-shooter aimed at improving its predecessor, AssaultCube. If it does.From the depths of the Delta quadrant comes the long awaited Gen 2 Assault Cube 2.0! Here at Section 31 we have spent the last few years developing the Gen 2 system and are excited to finally be able to show you all the new features "The Complete Trek RP System" now has to offer. If you have C++11, you have two options, depending on whether or not your compiler supports range-based for-loops: This will also allow you to access each Player using the container's iterators. I agree with about making an std::vector of Players. Note that main() should not have access to anything within the game beyond the ability to start it. You will simply initiate the game in main() by creating a Game object. CheatBook (06/2010) - Issue June 2010 - A Cheat-Code Tracker with Hints, Tips, Tricks for several popular PC Action and Adventure Games. There should also be a Game class to keep a collection of Players and handle the gameplay. For instance, Player can become a class instead of a struct so that it can be kept private. This would look and function better with more classes, especially since it's a game. Good for a lan maybe, but there are better-looking and -playing FOSS shooters out there. From what I remember, the gunplay was horrible, and there were otherwise no distinguishing qualities. ago Played this for a bit a few years ago. Summary Files Reviews Support Code Mirror Donate Download Latest Version acrv2.18.2-w.zip (61. Honestly, AssaultCube is fun as heck, and I like it a lot. I would normally recommend C++-style static_cast(object) instead of your C-style (type)object casting, but in your case I think it would just reduce readability even more without giving much benefit.Īnd finally, not directly code related: It's either Pythagoras' theorem, or the Pythagorean theorem. AssaultCube Reloaded Files A fun realistic multiplayer free-and-open-source first-person-shooter Status: Beta Brought to you by: theonlypwner As of, this project can be found here. Download AssaultCube Reloaded Portable 2.5.7 Dev Test 1 46.3 MB Download / 63. I'm sure you agree player_one_base_offset is much more readable and understandable than 0xDF73C. App: AssaultCube Reloaded Category: Games Description: AssaultCube Reloaded is a 5-month-old project that aims to improve the original AssaultCube with addition features such as ricocheting bullets and better anti-cheat mechanisms. Players = Player((int**) ((UINT) GetModuleHandleW(0) + player_one_base_offset)) For example: const std::size_t player_one_base_offset = 0xDF73C Use symbolic, rather than literal, constants. You risk forgetting to dereference a pointer if you're lucky you get undefined behavior from violating the strict aliasing rule if you're not. It is error prone, and some of the potential errors can be really hard to find. I'm not sure if all your pointer fiddling is really necessary. Using ( and ) instead compiles, but means something entirely different! (It will default-construct 0x34 = 52 objects.) Int* getClosestPointer(int** basePointer, int offsets, int levels) in the last example. * but it is more prone to undefined behaviour and I am more likely to get away with the first method. * Another more elegant looking method is to use int as if it were int*, int**, etc * I am using int* as if it were the same thing as int**, int***, etc. Do you see any ways I can improve readability, maintainability and performance, and make it more object-oriented? /* I am actually quite new to C++, although I have previously programmed in Java.
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