-
Recent Posts
Archives
Categories
RSS Links
Category Archives: general programming
(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
Rainbow Hero – my new game
After some very long and slow, mostly after hours, development I have finally released my new puzzle game – Rainbow Hero: The game is an old-school type of game as far as mechanics with some painterly stylized graphics and a fairy tale style audio. … Continue reading
Naive #include Optimizer for C++
Here’s my simple and really basic utility written in C# that optimizes Visual Studio project by removing redundant #include lines where possible. Why having redundant #includes is so bad? The answer is simple – it can severely slow down the … Continue reading
Posted in c++, general programming
Leave a comment
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
Monstaaa! development summary – part 1
Today is the day. The game I’ve been working on for the last 6 months gets released on iOS as a universal app. Monstaaa! is finally available on the Apple App Store! Yeah!!! Now, here is the summary of my indie game … Continue reading
Monstaaa! for iOS – the first announcement
Just a quick (and big) announcement today! The game I’ve been working on for the last 6 months is finally going to be released on iOS. It is called Monstaaa! and should be available on the 29th of May 2012 as a … Continue reading
Posted in general programming, mobile game development
Tagged box2d, game, ios, ipad, iphone, marmalade, physics, puzzle
2 Comments
iOS & Android game development on Windows
UPDATE: Read here about my second game Monstaaa! made on Windows using Marmalade SDK. When I started indie game development 6 months ago (see my previous post Good bye Blue Tongue (and time for indie game development)) I knew I wanted to experiment … Continue reading
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