La villa di prestigio in vendita in Sardegna è situata all’interno di un contesto incantevole quale un ampio giardino nel borgo di Porto Istana a pochi passi dall’omonima spiaggia con vista sulla splendida isola di Tavolara. La città di Olbia dista soltanto 10 km e il borgo più vicino è quello di Murta Maria. All’interno della villa troviamo, una cucina, tre camere e un servizio; non mancano due…
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La villa di prestigio in vendita nel Lazio si trova a 3 km dal paese di Poggio Catino, in una collina esposta a sud est che affaccia sulla valle, per un estensione di oltre 5 ettari, ed è composta da due dimore principali. La “Villa delle Feste”, una villa per ricevimenti di oltre 600 mq con grandi saloni al piano terra ed un ampio appartamento al primo piano. All’esterno è presente una…
"Poggio Catino" prestigiosa villa in vendita in Lazio
La prestigiosa villa in vendita nel Lazio è situata a 3 km dal paese di Poggio Catino, in una collina esposta a sud est che affaccia sulla valle, per un estensione di oltre 5 ettari. La villa si compone di due dimore principali: la villa delle feste, di oltre 600 mq con grandi saloni al piano terra ed un ampio appartamento al primo piano e la “Villa Residenza” una villa padronale di 400 mq…
La villa di prestigio in vendita in provincia di Terni a soli 5km di distanza da Orvieto è una proprietà costruita con sistema antisismico e risparmio energetico nel rispetto dei parametri dell’ ”edilizia eco-sostenibile”. Circondata da giardino esclusivo di circa 280 mq è dislocata in due livelli, di 67,21 mq ciascuno con piano giorno e notte- La villa fa parte di un bellissimo complesso…
Prestigiosa villa in vendita a Porto Santo Stefano, Monte Argentario, all’interno di un parco di 18 ettari, con vista sulle isole di Giannutri, Giglio, Elba e Montecristo. La superficie abitabile, di circa 380 mq, è composta una villa principale, una dependance per ospiti. La villa è composta da ingresso, 3 camere da letto ognuna con bagno ensuite, una camera singola con bagno, luminoso soggiorno…
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I really want to implement drawing order in my node based graphics engine in vsge.
Node based meaning, that I actually have a nodetree, each node containing a pointer to the parent and a children list. This means that each node handles drawing of the children, so the graphics engine only calls the base drawing function (which draws its children, which draw their children).
Now back to drawing order. If I don't use the z-Buffer which isn't supported by allegro itself, therefore requires a lot of weird work wit openGL and I wouldn't be able to use the allegro blitting functions with it.
My idea was to create a list out of the nodetree and sort it by a z-coordinate. I would have to do that every frame though, which can't be good for performance.
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 lot of work, but eventually I got the graphics back, and am almost done with the input (joypad).
I once had the idea to have a game programming library abstraction layer. Don't know what happened to that :P
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 long ago abandoned because started with too less programming skills. Now it's supposed to help me add new features to vsge2D.
In my last post I wrote about entities shooting bullets. There was this point where I got that working, but the game tended to crash after a random number of bullets. (It was not a certain amount of time until the crash, I checked that as well.)
That's a quite scary moment for me as a programmer who didn't have to deal with such a strange problem for a long time now, because my usual debugging methods don't apply for this sort of bug. But I didn't give up, and found the problem:
First thing you have to know is that my graphics based on nodes is drawn recursively. Nodes have children which are drawn when the graphics engine draws their parent node.
Only the upper-most nodes are added to the graphics engine itself. (I wonder if it would be more efficient to add everything to one node in the engine??)
That means the parent pointer is NULL when the node is in the engine. In the entity copy-constructor the node is copied and entity determines whether it has a parent and so whether to add it to the engine or not. (I am getting the feeling my idea with the one node makes a lot more sens :P )
The problem in the end was that in the copy-constructor of the node, I had not set the pointer to the parent to NULL, so it got a random value from the RAM. Sometimes this went well, and well.... sometimes it didn't and the application crashed.
(Okay, I think I'll do that one node in engine thing... or does somebody have a better idea, maybe?)