I have a SceneGraph class which for now is just a simple list implementation, and the only optimization I've planned so far is a check is something like this: //GetDistance returns the distance ...
How can I avoid using default new() to create each object? My previous demo had very unpleasant framerate hiccups during dynamic memory allocations (usually, when arrays are resized), and creating ...
I haven't found tutorials that are concerned about deleting scenenodes and entities. I assume that the scenemanager will take ownership of them when they are attached (am I right?). However, I can ...
My first question is about stateManagers. I do not use the singleton pattern (read many random posts with various reasons not to use it), I have gameStateManager which runs the pointer ...
I've decided I want to write a central ResourceManager/ResourceCache class for my hobby game engine, but am having trouble designing a caching scheme. The idea is that the ResourceManager has a soft ...