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Norman Barrows
June 30, 2015
Beautiful code part 3 - bottom up design
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…
2,187 views
Norman Barrows
June 30, 2015
Beautiful code - part 2 - top down design
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…
2,253 views
Norman Barrows
June 30, 2015
Skinned mesh code part 5 - implementation example 2
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.

void draw_caveman2(int a){// a is animal #int n;// n is npc #location f;// npc location for frustum cullint rad;// rad is…
2,601 views
Norman Barrows
June 30, 2015
Skinned mesh code part 4 - implementation example
Skinned mesh code part 4 - implementation example

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…
2,731 views
Norman Barrows
June 30, 2015
Skinned mesh code part 3 - mesh and controller memory pools
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…
2,511 views
Norman Barrows
June 30, 2015
Skinned mesh code part 2 - Rockland skinned mesh API
Skinned mesh code part 2

Rockland skinned mesh API
// ------------------------ Rockland skinned mesh API -------------------------- // -------------------------------- load skinned mesh -----------------------------------// loads a skinned mesh from a .x file, and creates an animation controller…
2,831 views
Norman Barrows
June 30, 2015
Skinned mesh code part 1 - Low level Microsoft code
skinned mesh code part 1

low level Microsoft code from DXUT.h and tiny.cpp. June 2010 DX9.0c SDK.
// -------------------------------------------------------------------------------// ----------------------------- directx skinned mesh code -----------------------// --------------------------------…
3,550 views
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Norman Barrows
June 30, 2015
L Spiro on scene managers vs state managers
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…
2,682 views
Norman Barrows
June 30, 2015
Servant of the Lord on inheritance vs composition
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…
2,119 views
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