Jump to content

  • Log In with Google      Sign In   
  • Create Account

FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


Read more in this forum topic or make sure you're signed up (from the right-hand sidebar on the homepage) and read Thursday's newsletter to get in the running!






Tiny bit of art, some programming talk

Posted by Servant of the Lord, in AdventureFar, Pixel art, Code snippets 21 July 2013 · 682 views

art
Here's a few pieces of art I made for my game, in between programming.

Stone fence
Attached Image

I just finished this a few minutes ago - it took about an hour.

Cobblestone
Attached Image

I guess about a week ago? Maybe two.


Programming

Didn't get anything done today - rather lazy. Still have a few hours left in the day, so I'm going to crack back into the code for a bit more work.

Yesterday and the day before I made great progress finally figuring out a good resource-management system for my game. This is after a week or two of false-starts, and several concepts drawn on paper over the past few months. The end result isn't anything special - but all my prior attempts were either too limiting in capability, or else too generalized to be useful. I've gotten it mostly working already, and yesterday I started connecting it up to the old area-drawing code that I haven't seen in several months. I'm happy with the area-drawing code - it's still stable and clean - but the tile-drawing and image-sharing code that I was replacing just was too clunky.

One bit of code I'm somewhat proud of is a new serializing system I wrote up to replace my old one. The new one is more reusable and a pleasure to use, though there is one annoying thing I'd like to fix later.

The new serializer is heavily template-based for great flexibility, observe:
struct MyStruct
{
	std::tuple<std::pair<std::string, int>, float, std::vector<std::string> > tupleOfPairsAndVectorsOfStrings;
	float otherStuff;
};

//Template specialization for serializing 'MyStruct'.
template<>
size_t Serialize<MyStruct>(Serializer &serializer, MyStruct &tileDetails, size_t pos)
{
	//Automaticly calls the overload for floats.
	pos = Serialize(serializer, tileDetails.otherStuff, pos);
	
	//Automaticly calls the overload for tuples, which in-turn calls the overload for each tuple's member,
	//which in this case calls the overload for std::pair<> which then calls the overload for std::string and int,
	//and also calls the overload for std::vector, which calls on each element the overload for std::string.
	pos = Serialize(serializer, tileDetails.tupleOfPairsAndVectorsOfStrings, pos);
	
	//Sound slow? Not when you remember template functions are resolved at compile-time. =P
        //It shouldn't be any slower than most other serializing methods.
	return pos;
}

class Foo
{
public:
	Foo();
	
	//Calling Serialize() on class 'Foo' automaticly detects that Foo has a Foo::Serialize() function, and calls that instead.
	size_t Serialize(Serializer &serializer, size_t pos)
	{
		//Calls the Serialize() function for vectors... which automaticly detects the type of element in the vector,
		//and calls Serialize<ElementType>() for each element in that vector.
		return Serialize(serializer, this->arrayOfStructs, pos);
	}
	
private:
	
	std::vector<MyStruct> arrayOfStructs;
};
While not intentional, I think it's also loads faster than my old class, which is a nice plus. I haven't profiled it yet to see.

Better still, I don't have to code almost-identical read and write serializing functions for classes - just one function, that reads OR writes, using the same code. Serialize() depending on the nature of the Serializer passed in, reads or writes using the same functions. And without a bunch branching statements - it redirects to the read or write function using a function pointer.

Using a function-pointer also allows me to redirect to Safe or Fast read functions at run time (or for individual pieces of code), depending on the requirements of the program. If I want to, I could later also add Encrypted read/write functions, or Compressed read/write functions, without changing any existing code, but by just adding the new functions to the Serializer class that handles the incoming bytes.




Recent Entries

Recent Comments

Latest Visitors

PARTNERS