Google C++ Style Guide
Posted in c++ on August 3rd, 2009 No Comments »
This is a nice comprehensive guide without the rhetoric you usually get in a C++ style guide. I’m still working through it
Google C++ Style Guide
Posted in c++ on August 3rd, 2009 No Comments »
This is a nice comprehensive guide without the rhetoric you usually get in a C++ style guide. I’m still working through it
Google C++ Style Guide
Posted in c++, programming on March 23rd, 2007 2 Comments »
It’s a huge subject and while I haven’t been full-time looking at this stuff I have done some more research and dug up some more references.
LKmalloc, the basis allocator for the allocator used at MS Internally at MS the LKmalloc library is referred to as ROCKALL, not part of the std C library distributed with visual [...]
Posted in c++, programming on March 23rd, 2007 No Comments »
Collecting yet more references for implementing a custom heap for C++. One of the issues you run into when using a custom heap is the notion of placement new: void *operator new (size_t size, Heap &heap) { return heap.Allocate(size); }
Object allocations now appear so:
Heap local; obj *p = new (local) obj();
And when deleting the memory you must [...]
Posted in c++ on March 21st, 2007 No Comments »
I’ve recently had the task of replacing the STL allocator and thought I would record some of the more useful resources while doing this:
Allocators (STL) @ Codeguru. A good article about writing a pool allocator replacement.
This article provides a good introduction to the subject with a sample replacement allocator. Things get a little more interesting [...]
Posted in c++, game programming, ruby, rubycube on March 9th, 2007 4 Comments »
Since I’ve not had a lot of time for home-hack projects lately I’ve been focusing on getting RubyCube ready for release. It’s a small, well contained project, it’s easy to make good progress with only 30 minutes of invested time.
RubyCube is a ruby extension that gives a high level ruby API on top of GLUT [...]
Posted in c++, sample code, xna on October 17th, 2006 No Comments »
I’ve been pretty much computer-less at home for the past week but in the bits of time here and there I put together a small sample framework that uses render targets to do a blur effect. Now this is not a proper motion blur, or even a proper blending kernel, it doesn’t look all that [...]
Posted in c++, debugging, game programming, holdem, symbian on September 29th, 2006 No Comments »
I fixed a bunch of bugs in holdem last night. I got career mode working really well, both continue career and new career. I moved a bunch of the player game save logic out into it’s own class called ‘SaveData’. This aggregates the player basic information as well as extended stats. It uses a binary [...]
Posted in c++, debugging, holdem on September 14th, 2006 No Comments »
Fixed a bunch of nagging UI bugs tonight. I’m still not totally happy with the fonts and some of the color blending. When you’re a non-green background and you alpha blend a green menu it’s a bit jarring. Even green on green is not very appealing.
At least on a green background it looks semi-decent. It [...]
Posted in c++, game programming, holdem, symbian on September 11th, 2006 No Comments »
This picture is of a pretty low quality. I’ll just blame the camera.. the display on the phone is nice and makes the game look pretty sharp. I think I need to scale the fonts up a bit though as they seem a little on the small side.
Massimo says: so what are you up to now? [...]
Posted in c++, game programming, holdem, symbian on September 10th, 2006 No Comments »
And it looks amazing! For the record Dragonfly by Lemon D was the song that was playing when the app actually started up and ran and the time is 3am. I have been pursuing this goal of having this game engine run on a symbian smart phone for some time now. I finally tracked down [...]