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C++ and Video Game DevelopmentA blog about C++ Video Game Development, Agile, Scrum, TDD and BDD.
http://logicle-cplusplus.blogspot.com/
A blog about C++ Video Game Development, Agile, Scrum, TDD and BDD.
http://logicle-cplusplus.blogspot.com/
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C++ and Video Game Development | logicle-cplusplus.blogspot.com Reviews
https://logicle-cplusplus.blogspot.com
A blog about C++ Video Game Development, Agile, Scrum, TDD and BDD.
logicle-cplusplus.blogspot.com
C++ and Video Game Development: August 2009
http://logicle-cplusplus.blogspot.com/2009_08_01_archive.html
C and Video Game Development. Using C to create video games and related game development topics. Wednesday, August 26, 2009. Const and Containment, or Do as the Vectors Do. What does it mean to be const-correct for an accessor? It's not uncommon to see an accessor method declared const that returns a mutable object stored in a member container:. Class World { public: GameObject * getGameObjectAt(int index) const { return m gameObjects[index]; } private: std: vector. M gameObjects; };. This brief, contriv...
C++ and Video Game Development: Notes on Scaling a Multiplayer Game Server
http://logicle-cplusplus.blogspot.com/2010/01/notes-on-scaling-multiplayer-game.html
C and Video Game Development. Using C to create video games and related game development topics. Friday, January 22, 2010. Notes on Scaling a Multiplayer Game Server. Connect to the server. Handle incoming messages to update the world. Send local player input to the server. Clean up when the server disconnects. Operations. Every FPS I've worked on was inherently O(n 2) in its messaging. Basically, this happens when every client causes some update that generates traffic to every other client conne...In th...
C++ and Video Game Development: A Brief Refresher on Member Initialization
http://logicle-cplusplus.blogspot.com/2010/01/brief-refresher-on-member.html
C and Video Game Development. Using C to create video games and related game development topics. Friday, January 22, 2010. A Brief Refresher on Member Initialization. So, I forgot something that is maybe a little important, especially when it comes to multithreaded code. Struct MakeThreads { MakeThreads() : thread(threadFunc, this) , done(false) MakeThreads() { done = true; thread.join(); } void threadFunc() { while(! Done) { / do stuff } } Thread thread; bool done; } MakeThread letsScrewUp;. Like any l...
C++ and Video Game Development: October 2009
http://logicle-cplusplus.blogspot.com/2009_10_01_archive.html
C and Video Game Development. Using C to create video games and related game development topics. Monday, October 26, 2009. Fun In A Box. So, I've been wandering aimlessly through my "stack of stuff" to play. I revisited Mass Effect, and it scratched a few gaming itches I've had for a while now. I'm embarassed to have let it collect dust for so long. I've also played Stardock's "Sins of a Solar Empire", which is a fine 4X indie title and well worth the money I spent on it. Maybe you'll find a Citation, ma...
C++ and Video Game Development: Writing Great User Stories
http://logicle-cplusplus.blogspot.com/2014/03/writing-great-user-stories.html
C and Video Game Development. Using C to create video games and related game development topics. Wednesday, March 5, 2014. Writing Great User Stories. A few years ago, I was introduced to Behavior-Driven Development (BDD), RSpec and shortly afterward, Cucumber. Having advocated for Test-Driven Development (TDD), I was curious and cautiously optimistic. Working with Cucumber ( http:/ cukes.info. There is a great example of this approach on the cucumber wiki. 5:09pm] Luis Byclosure: why do I want to be rec...
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C++ and Video Game Development
C and Video Game Development. Using C to create video games and related game development topics. Wednesday, September 13, 2017. Faster builds for C projects. AAA titles in the video game industry really push boundaries in tech. Game engines and code content requirements lead to massive projects - almost exclusively in C . In spite of ever faster mass-storage, and CPU speed, build times suffer worse with each generation of titles. What is a tech team to do? Do a great job distributing computation workloads.
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