Was just thinking about using some PIMPL in a project I'm working on and had a thought about avoiding the (probably irrelevant) cost of having to new the implementation for a value class.
Would this work?
Would this work?
// thing.hclass Thing{public: Thing();private: classs Imp; Imp &imp(;; char imp_data…
Quick entry, no images, nothing much to show except that I wanted to formalize my current plan.
I'm fed up with battling against everything else in a game to get the idea of a grappling hook working. Its ridiculous. I went from having a cool 3D platformer to a 2D physics based game to support it, an…
I'm fed up with battling against everything else in a game to get the idea of a grappling hook working. Its ridiculous. I went from having a cool 3D platformer to a 2D physics based game to support it, an…
Attempting to write a journal on my phone. Not going to end well.
So I've decided that rather than scrap the grapple idea, I'm going to instead scrap a spatial dimension :)
I keep thinking about Little Big Planet and how cool a 2D game with 3D graphics can be. The recent indie game where you play the…
So I've decided that rather than scrap the grapple idea, I'm going to instead scrap a spatial dimension :)
I keep thinking about Little Big Planet and how cool a 2D game with 3D graphics can be. The recent indie game where you play the…
My article on varadic template implementation of signals and slots is now up waiting approval, for those who asked last time so nicely.
Started working in a new game project now. I decided what the world needs is a soft-body swinging physics game, much like my old Squishy project, but rendered in 3D…
Started working in a new game project now. I decided what the world needs is a soft-body swinging physics game, much like my old Squishy project, but rendered in 3D…
Quick snippetty post today. Been looking at making a clean signals/slots system using varadic templates. This is only tested with GCC 4.7.2
#ifndef DELEGATE_H#define DELEGATE_H#include #include template class Event;class BaseDelegate{public: virtual ~BaseDelegate(){ }};template class AbstractDele…
Been playing around with a typesafe signal/slot system (yes another one) using varadic templates tonight. Its so much cleaner than the existing approaches pre-C++0x. It's a real demonstration of the usefulness of this awesome new feature:
#include #include #include template class Signal;template cla…
Decided to rip out the grab and shimmy system and start again because the previous version was buggy and wouldn't cope with corners very well. It is important to me to maintain a smooth velocity as you shimmy from one shape to another and this was impossible with the old system.
The approach now is …
About time I updated here. Been working on edge grabbing and shimmying. Animations are a bit pants but the basic actions are working okay.
Shimmying thankfully uses the same edges I generated for the edge walking in previous entries here. I just use a closest point to line method to check whether bo…
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