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 […]
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++, xna, sample code 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 […]
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 holdem, c++, debugging 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 […]
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? […]
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 […]
So the game is running on my phone and I’m getting closer to tracking down what is stopping the game from starting.
..........\DEV\ZTEAM\HOLDEM\S60\SRC\Series60.cpp(220): Starting window session
..........\DEV\ZTEAM\HOLDEM\S60\SRC\Series60.cpp(232): Setting up direct screen access
..........\DEV\ZTEAM\HOLDEM\S60\SRC\Series60.cpp(236): Creating double buffered drawable
..........\DEV\ZTEAM\HOLDEM\S60\SRC\Series60.cpp(270): Initializating game engine with data path: E:\System\Apps\Holdem\data
..........\DEV\ZTEAM\CORE\SRC\Gameengine.cpp(56): GameEngine::initialize(): game engine data path: E:\System\Apps\Holdem\data
..........\DEV\ZTEAM\CORE\SRC\Gamearchive.cpp(68): GRPIndex::reserve(): reserving: 1409 bytes, buffer: 0×00000000
..........\DEV\ZTEAM\CORE\SRC\Gamearchive.cpp(95): GRPIndex::reserve(): finished, […]