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Category Archives: game engine
(Single-Threaded) Latent Functions in C++
I’ve been recently considering conversion of one object oriented Unreal Script like language code into C++ to improve its run-time performance. And while most of the features of the language seemed easy to transform from one to another there was one that … Continue reading
Posted in game engine, general programming, scripting languages
Tagged latent function calls, latent functions
4 Comments
Practical C++ RTTI for games
There’s at least few popular approaches to C++ based RTTI (aka Run-Time Type Information) implementation in games. The goal of this post is to discuss strengths and weaknesses of major ones. But before that let’s have a look at some of … Continue reading
Posted in game engine, general programming
4 Comments
Robust iCloud implementation for games
For my second iOS game Monstaaa! I wanted to take advantage of the new iOS 5 feature iCloud and use it to store savegames – play on one device, then later continue on another one. Pretty basic iCloud usage scenario … Continue reading
Posted in game engine, ios, mobile game development
10 Comments
C-like singletons
It is my impression that template based singleton patterns for C++ like this one are very popular and widely used. Why? I believe it’s mostly because OOP design patterns in people’s minds often take precedence over code simplicity and prevent … Continue reading
Posted in game engine, general programming
2 Comments
Simple handles
So, here’s my first post – hello everyone out there! Today I’m going to show you an extremely simple (and some may say hardcore!) way of managing user side handles to objects such as particle effects, sounds or animation instances … Continue reading