Beautiful code part 3 - bottom up design
an example of beautiful code using bottom up design.
with this method, you start with the lowest level stuff, then add higher level layers until you have a sufficiently high level API.
so you go from ugly low level stuff to a beautiful high level API.
This examp…
an example of beautiful code using bottom up design.
with this method, you start with the lowest level stuff, then add higher level layers until you have a sufficiently high level API.
so you go from ugly low level stuff to a beautiful high level API.
This examp…
Beautiful code - part 2 - top down design
an example of beautiful code.
this was a result of top down design. IE high level routines fist, lowest level routines last.
first, the algo was written in comments in english.
then the highest level code was written, defining the lower level routines and their…
an example of beautiful code.
this was a result of top down design. IE high level routines fist, lowest level routines last.
first, the algo was written in comments in english.
then the highest level code was written, defining the lower level routines and their…
Skinned mesh code part 5 - implementation example 2
another implementation example from caveman 3.0:
this is the actual code that draws band members and NPCs in the game now.
another implementation example from caveman 3.0:
this is the actual code that draws band members and NPCs in the game now.
void draw_caveman2(int a){// a is animal #int n;// n is npc #location f;// npc location for frustum cullint rad;// rad is…
Skinned mesh code part 4 - implementation example
An implementation example from Caveman 3.0:
An implementation example from Caveman 3.0:
// called by draw_skinmesh_caveman // draws eyeballs attached to the headbone with an offset.// to draw a static mesh relative to the root of a bone, // start with the transform matrix for the object r…
Skinned mesh code part 3 - mesh and controller memory pools
// ----------------------------------- skinned mesh pool API ------------------------------------------- struct skinned_mesh_master{LPD3DXFRAME root;ID3DXAnimationController *controller;LPD3DXFRAME headbone;D3DXMESHCONTAINER_DERIVED *bo…
Skinned mesh code part 2
Rockland skinned mesh API
Rockland skinned mesh API
// ------------------------ Rockland skinned mesh API -------------------------- // -------------------------------- load skinned mesh -----------------------------------// loads a skinned mesh from a .x file, and creates an animation controller…
skinned mesh code part 1
low level Microsoft code from DXUT.h and tiny.cpp. June 2010 DX9.0c SDK.
low level Microsoft code from DXUT.h and tiny.cpp. June 2010 DX9.0c SDK.
// -------------------------------------------------------------------------------// ----------------------------- directx skinned mesh code -----------------------// --------------------------------…
L Spiro on scene managers vs state managers
an excellent description of scene and state managers by L Spiro from a recent thread:
[color=rgb(40,40,40)][font=helvetica] [background=rgb(250,251,252)]A scene manager manages a scene in your game.[/background][/font][/color]
[color=rgb(40,40,40)][font=helv…
an excellent description of scene and state managers by L Spiro from a recent thread:
[color=rgb(40,40,40)][font=helvetica] [background=rgb(250,251,252)]A scene manager manages a scene in your game.[/background][/font][/color]
[color=rgb(40,40,40)][font=helv…
Servant of The Lord on inheritance vs composition
a very lucid explanation of inheritance vs composition by Servant of the Lord, from a recent thread:
[color=rgb(40,40,40)][font=helvetica] [background=rgb(250,251,252)]Classes should favor [/background][/font][/color]composition[color=rgb(40,40,40)][f…
a very lucid explanation of inheritance vs composition by Servant of the Lord, from a recent thread:
[color=rgb(40,40,40)][font=helvetica] [background=rgb(250,251,252)]Classes should favor [/background][/font][/color]composition[color=rgb(40,40,40)][f…
Niklas Frykholm's articles on Managing Decoupling
I just stumbled across this excellent series of articles right here on gamedev...
https://www.gamedev.net/page/resources/_/technical/game-programming/managing-decoupling-r3034
https://www.gamedev.net/page/resources/_/technical/game-programming/managing…
I just stumbled across this excellent series of articles right here on gamedev...
https://www.gamedev.net/page/resources/_/technical/game-programming/managing-decoupling-r3034
https://www.gamedev.net/page/resources/_/technical/game-programming/managing…
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