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Extra Credits - an online weekly video series about game design

Posted by Norman Barrows, 29 July 2015 · 0 views

Extra Credits - an online weekly video series about game design

http://extra-credits.net/shows/extra-credits/



Beautiful code part 3 - bottom up design

Posted by Norman Barrows, 30 June 2015 · 0 views

Beautiful code part 3 - bottom up design

an example of beautiful code using bottom up design.

with this method, you start with the lowest level stuff, then add higher level layers until you have a sufficiently high level API.

so you go from ugly low level stuff to a beautiful high level API.

This example uses the directx 9 skinned mesh code from tiny....


Beautiful code - part 2 - top down design

Posted by Norman Barrows, 30 June 2015 · 0 views

Beautiful code - part 2 - top down design

an example of beautiful code.

this was a result of top down design. IE high level routines fist, lowest level routines last.

first, the algo was written in comments in english.

then the highest level code was written, defining the lower level routines and their APIs as it was written, before ever actually defi...


Skinned mesh code part 5 - implementation example 2

Posted by Norman Barrows, 30 June 2015 · 0 views

Skinned mesh code part 5 - implementation example 2

another implementation example from caveman 3.0:

this is the actual code that draws band members and NPCs in the game now.

void draw_caveman2(int a){// a is animal #int n;// n is npc #location f;// npc location for frustum cullint rad;// rad is NPC cliprad for frustum cullint ani;// ani is ani...


Skinned mesh code part 4 - implementation example

Posted by Norman Barrows, 30 June 2015 · 0 views

Skinned mesh code part 4 - implementation example

An implementation example from Caveman 3.0:


// called by draw_skinmesh_caveman // draws eyeballs attached to the headbone with an offset.// to draw a static mesh relative to the root of a bone, // start with the transform matrix for the object relative to the root of the bone, // then concatenate...


Skinned mesh code part 3 - mesh and controller memory pools

Posted by Norman Barrows, 30 June 2015 · 0 views

Skinned mesh code part 3 - mesh and controller memory pools
// ----------------------------------- skinned mesh pool API ------------------------------------------- struct skinned_mesh_master{LPD3DXFRAME root;ID3DXAnimationController *controller;LPD3DXFRAME headbone;D3DXMESHCONTAINER_DERIVED *body, *bra, *loincloth;}; #define MAX_SKINNED_MESHES 100 sk...


Skinned mesh code part 2 - Rockland skinned mesh API

Posted by Norman Barrows, 30 June 2015 · 0 views

Skinned mesh code part 2

Rockland skinned mesh API
// ------------------------ Rockland skinned mesh API -------------------------- // -------------------------------- load skinned mesh -----------------------------------// loads a skinned mesh from a .x file, and creates an animation controller for it.// NOTE: load mesh hierarchy from X automatica...


Skinned mesh code part 1 - Low level Microsoft code

Posted by Norman Barrows, 30 June 2015 · 0 views

skinned mesh code part 1

low level Microsoft code from DXUT.h and tiny.cpp. June 2010 DX9.0c SDK.
// -------------------------------------------------------------------------------// ----------------------------- directx skinned mesh code -----------------------// ------------------------------------------------------------------------------- // CON...


L Spiro on scene managers vs state managers

Posted by Norman Barrows, 30 June 2015 · 0 views

L Spiro on scene managers vs state managers

an excellent description of scene and state managers by L Spiro from a recent thread:




A scene manager manages a scene in your game.
A scene is any spacial 2D or 3D area in your game (a scene manager must be dedicated to either 2D scenes or 3D scenes, not both).
It inherits from nothing and contains...






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