| bio | website | |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 2 years, 8 months |
| seen | Apr 14 at 16:31 | |
| stats | profile views | 74 |
I am fascinated by computer programming. My main interest is C++ and C#. Recently I grew a strong interest to generic programming and template meta-programming which is opening up a fascinating world of programming that is absolutely beautiful and exciting to unravel.
By profession, I am a game developer and specialize in core engine development.
Twitter: @samaursa
|
Feb 17 |
comment |
Is there a fully featured OBB class for Ogre3D? What's with the downvote? This is a legitimate question. Take a +1 from me - I have used Ogre3D quite a bit (my last use was a year ago - so take this with a grain of salt) and as far as I know there isn't an OBB, but if you search their wikis, you will find an implementation that you can use. |
|
Feb 13 |
comment |
Using C++11 for cross-platform Game Engine Development Very interesting (+1) |
|
Dec 27 |
comment |
Should Vector3 inherit from Vector2? @LaurentCouvidou: :) |
|
Dec 26 |
comment |
Entity property system @MaelmDev I agree with miguel. This is not what you are doing. Your entity should be nothing more than an ID (with perhaps transformations built-in). Your components can be attached to the entity by storing them directly in the entity using some container or using a manager that ties together the entity and the components it has. |
|
Dec 26 |
comment |
Should Vector3 inherit from Vector2? @LukeB. Although in OPs case I agree that it seems there is no reason to inherit from Vector2 but inheriting from a base Vector<N>? That makes perfect sense. Moreover, why does inheritance automatically mean polymorphic behaviour? One of the best things about C++ is that you can have zero cost inheritance. No need to add any virtual methods (including virtual destructors) in the base Vector<N> class. |
|
Dec 26 |
comment |
Should Vector3 inherit from Vector2? @bobobobo With explicit instantiations and not including your inline file in the header, compile times will be no different. Additionally, the template angle bracket bloat is just one typedef away. |
|
Dec 26 |
comment |
Should Vector3 inherit from Vector2? @LaurentCouvidou No, you will need the virtual destructor only if you are trying to delete a derived Vector<N> class by the base class pointer. That is, you are designing your Vector<N> class to be polymorphic, which I have never seen in any engine. Vector<N> base class is quite common however. You can easily protect against deletion by base class pointer by having a protected dtor (and probably a protected ctor) in the base class. It is actually quite advantageous to have all the common functionality in the base Vector<N> class. |
|
Dec 23 |
comment |
Should Vector3 inherit from Vector2? @LaurentCouvidou: Why would you need a virtual table?? There is no reason for Vector<N> to be polymorphic. |
|
Dec 23 |
comment |
Float or int for currency? @SamHocevar: That is not guaranteed either. Numbers within the range that are still whole numbers start accumulating error on the first division: ideone.com/AKbR7i |
|
Dec 23 |
comment |
Float or int for currency? @SamHocevar: That reasoning doesn't work in all cases. See: ideone.com/nI2ZOK |
|
Nov 28 |
accepted | Using C++11 for cross-platform Game Engine Development |
|
Nov 27 |
comment |
Using C++11 for cross-platform Game Engine Development @snake5: auto, lambda's, template alias, c-tor delegation. These features will not only make our code more readable/maintable but imo increase productivity. Just the auto keyword is one of the things I miss a lot when I switch from C++11 to C++03. Other features such as variadic templates, although very powerful and can definitely improve code, we can do without (and are not implemented so far by VC++ compiler). |
|
Nov 27 |
asked | Using C++11 for cross-platform Game Engine Development |
|
Nov 21 |
comment |
What is the difference between Constant Vertex Attributes and Uniforms? @NicolBolas: The first quote is from the book directly followed by "A constant vertex attribute value is specified using any of the following functions:" where the functions listed are (I am ommiting the numbers) glVertexAttrib#f() and glVertexAttrib#fv() |
|
Nov 21 |
comment |
What is the difference between Constant Vertex Attributes and Uniforms? @SeanMiddleditch: Yes, that part I am clear about. |
|
Nov 20 |
accepted | What is the difference between Constant Vertex Attributes and Uniforms? |
|
Nov 19 |
asked | What is the difference between Constant Vertex Attributes and Uniforms? |
|
Oct 19 |
comment |
Object-Oriented OpenGL @NicolBolas: Could I not check to see if there is a context and only initialize then? Or perhaps only allow managers to create the objects which require an OpenGL context? --- btw, great set of tutorials (link in your profile)! Somehow I never came across them when searching for OpenGL/Graphics. |
|
Sep 26 |
awarded | Yearling |
|
Sep 1 |
answered | How to convert Maya shaders and Renderman shaders to GLSL? |