Home » Community » Forums » » Enginuity, Part I
  Intel sponsors gamedev.net search:   
[Control Panel] [Register] [Bookmarks] [Who's Online] [Active Topics] [Stats] [FAQ] [Search]

Add Forum to Favorites |  Send Topic To a Friend | View Forum FAQ | Track this topic

Page:   1 2 »»

 Last Thread Next Thread 
 Enginuity, Part I
Post Reply 
Wow, perfect timing. I've just recently been looking around for some articles about general game engine design for my project (freepop.sf.net), and this looks promising. When might we expect part II?


The following statement is true. The previous statement is false.

 User Rating: 1324   |  Rate This User  Send Private MessageView Profile Report this Post to a Moderator | Link

I look forward to this series, the first one was written well enough and made sense to me.

 User Rating: 916   |  Rate This User  Send Private MessageView Profile Report this Post to a Moderator | Link

Finally!

EDIT: The title is really cool too

[edited by - Taharez on May 29, 2003 3:52:54 AM]

 User Rating: 1049   |  Rate This User  Send Private MessageView Profile Report this Post to a Moderator | Link

Enginuity? ENGINUITY???

HANG YOUR HEAD IN SHAME

Looking forward to part two.


pan narrans | My Website | Study + Hard Work + Loud Profanity = Good Code

 User Rating: 1788   |  Rate This User  Send Private MessageView ProfileView Journal Report this Post to a Moderator | Link

Nice article superpig!

I've been fooling around with engine-designs, this helps alot.

.lick


 User Rating: 1469   |  Rate This User  Send Private MessageView ProfileView Journal Report this Post to a Moderator | Link

Great topic!!

Look forward to next week!

 User Rating: 1015    Report this Post to a Moderator | Link

you can't build Doom 3 on the Half-Life engine, for example, because Doom 3 requires some things (like per-pixel lighting) that the Half-Life engine simply doesn't provide.

Wrong! You can write a custom renderer. Simply disable client drawing and render everything with OpenGL or DirectX.

Here are some screenshots that aren't from a custom renderer.. they are just from a Quake3 bsp loader

http://www.notdotnet.co.uk/snowball.jpg
http://www.notdotnet.co.uk/snowball2.jpg
http://www.notdotnet.co.uk/snowball3.jpg

[edited by - Leffe on May 29, 2003 11:05:58 AM]

 User Rating: 1134   |  Rate This User  Send Private MessageView Profile Report this Post to a Moderator | Link

quote:
Original post by Leffe
you can't build Doom 3 on the Half-Life engine, for example, because Doom 3 requires some things (like per-pixel lighting) that the Half-Life engine simply doesn't provide.

Wrong! You can write a custom renderer. Somply disable client drawing and render everything with OpenGL or DirectX.


I would consider that modification of the engine itself. The renderer is not specific to the game.

I'm pleased to see people like the first one Articles 2, 3, and 4, are all written, and being proofread. If you want to see them sooner rather than later, well, petition Dave.

Superpig
- saving pigs from untimely fates, and when he's not doing that, runs The Binary Refinery.

 User Rating: 2118   |  Rate This User  Send Private MessageView ProfileView JournalView GD Showcase Entries Report this Post to a Moderator | Link

About Time !!


Yeah!!!

We should petition Dave, cause its all very well throtling article release so that there's a backlog, but the amount of time that passed between days where the same thing sat there.........

I also had begun engine developement using the proof article, but I like to have good stuff to read (there's only so many time you can read GPG :D )

My finals will be over in all but a week in a half and im lookin forward to gettin some code laid !

Well done SuperPig (And please don't do what that guy who did Code On The Cob Did - stop just as its gettin good) !

[edited by - voodoo_john on May 29, 2003 9:24:08 AM]

 User Rating: 1027   |  Rate This User  Send Private MessageView Profile Report this Post to a Moderator | Link

*nods in approval* great article! looking forward to the next installment

 User Rating: 1015   |  Rate This User  Send Private MessageView Profile Report this Post to a Moderator | Link

this is fantastic news ... really looking forward to the rest of the series :-)

Joel Martinez
http://www.codecube.net/

 User Rating: 1138   |  Rate This User  Send Private MessageView Profile Report this Post to a Moderator | Link

quote:
Original post by voodoo_john
We should petition Dave, cause its all very well throtling article release so that there's a backlog, but the amount of time that passed between days where the same thing sat there.........

What do you mean? There have been 4-6 new articles posted consistently every week since, oh, March or so.

In any case, assuming I get the articles from superpig in time, I'll be posting them every one to two weeks (probably more like two to give him enough time to keep up with me).

 User Rating: 2088   |  Rate This User  Send Private MessageView ProfileView Journal Report this Post to a Moderator | Link

quote:
What do you mean? There have been 4-6 new articles posted consistently every week since, oh, March or so.

In any case, assuming I get the articles from superpig in time, I'll be posting them every one to two weeks (probably more like two to give him enough time to keep up with me).


Not to get anyone's back up.....

But I'm talking about thourough, in-depth articles such as The Direct-X GUI series ans SuperPig's etc, and not the "lite" ones like CRC Checking or a sample chapter from a book or sweet snippets, which while fine in themselves aren't meaty enough reading IMHO. The terrain geomorphing article recently was excellent, about the length and detail I personally like to see in an article.

I think this is why flipcode has died a death because the "articles" they publish are about a page long and really not worth bothering with.

All this said, the quality *is* picking up and is much appreciated.

Keep up the good work Dave,

Cheers


*EDIT* To be honest, im just frustrated i keep having to shell out £50 for books to be able to advance my knowledge. Sorry :'(

[edited by - voodoo_john on May 29, 2003 11:35:59 AM]

 User Rating: 1027   |  Rate This User  Send Private MessageView Profile Report this Post to a Moderator | Link

quote:
Original post by Myopic Rhino
What do you mean? There have been 4-6 new articles posted consistently every week since, oh, March or so.

Dave, I've noticed it and I can't tell you how great it is to see a new article every day or two!

Keep up the good work!


- Houdini


 User Rating: 1111   |  Rate This User  Send Private MessageView Profile Report this Post to a Moderator | Link

quote:
Original post by pan narrans
Enginuity? ENGINUITY???

HANG YOUR HEAD IN SHAME



Oh yeah baby. That's why I didn't mention the name beforehand in the game programming forum... the puns only get worse as the series continues, I assure you.

But Dave, you messed up my title! It was meant to be called "Enginuity, part 1; or How I'm Going to Lose the Next Few Weeks."

Superpig
- saving pigs from untimely fates, and when he's not doing that, runs The Binary Refinery.

 User Rating: 2118   |  Rate This User  Send Private MessageView ProfileView JournalView GD Showcase Entries Report this Post to a Moderator | Link




LMAO or perhaps "How To Increase Procrastination Towards Studying".


[edited by - voodoo_john on May 29, 2003 1:06:51 PM]

 User Rating: 1027   |  Rate This User  Send Private MessageView Profile Report this Post to a Moderator | Link

I want part II!!

.lick


 User Rating: 1469   |  Rate This User  Send Private MessageView ProfileView Journal Report this Post to a Moderator | Link

(Seconded)^2

 User Rating: 1027   |  Rate This User  Send Private MessageView Profile Report this Post to a Moderator | Link

quote:
Original post by Houdini
Dave, I've noticed it and I can't tell you how great it is to see a new article every day or two!

Keep up the good work!

Thanks!
quote:
Original post by superpig
But Dave, you messed up my title! It was meant to be called "Enginuity, part 1; or How I'm Going to Lose the Next Few Weeks."

It's in the printable version at least... it seemed too long to fit into the title graphic or on the main page. Did you like the icon I came up with for it?

 User Rating: 2088   |  Rate This User  Send Private MessageView ProfileView Journal Report this Post to a Moderator | Link

quote:
Original post by voodoo_john
Not to get anyone's back up.....

But I'm talking about thourough, in-depth articles such as The Direct-X GUI series ans SuperPig's etc, and not the "lite" ones like CRC Checking or a sample chapter from a book or sweet snippets, which while fine in themselves aren't meaty enough reading IMHO. The terrain geomorphing article recently was excellent, about the length and detail I personally like to see in an article.

Yeah, I understand. A lot of people do appreciate those other articles, though. We have an incredibly broad audience, and in trying to provide content for all of them, there are obviously going to be articles that don't appeal to everyone. We've had complaints that our articles are too beginner oriented, as well as complaints that they're too advanced. Go figure.

I just thought you were saying that articles in general aren't being posted very frequently, which isn't true anymore.

 User Rating: 2088   |  Rate This User  Send Private MessageView ProfileView Journal Report this Post to a Moderator | Link

No!

Sorry, dave, you're doing a good job :D

cheers,


 User Rating: 1027   |  Rate This User  Send Private MessageView Profile Report this Post to a Moderator | Link

quote:
Put it this way: If you can work out what a 'templated class that inherits from multiple virtual base classes and overloads the pointer-to-member operator' is, then you're ready. If not, then sorry, but you simply won't understand some of the code and design techniques I'm going to use in the series


Why in 's name would you want something like that?...anyway...I was bored so...

 
class V1
{
public:
	V1()
		: miSum1(0)
	{}

	virtual void Once() = 0;
	int Sum1() const { return miSum1; }

protected:
	int miSum1;
};


class V2
{
public:
	V2()
		: miSum2(0)
	{}

	virtual void Twice() = 0;
	int Sum2() const { return miSum2; }

protected:
	int miSum2;
};


template<class T0> class WTF : public V1, public V2
{
	struct Stats
	{
		T0 tNumTeeth;
	} mStat;

public:

	WTF( T0 val )
	{
		mStat.tNumTeeth = ( (int)&miSum2 - (int)&miSum1 ) / val;
	}

	void Once() { miSum1 += mStat.tNumTeeth; }
	void Twice() { miSum2 -= mStat.tNumTeeth; }

	Stats* operator -> () { return &mStat; }
};        


I dunno what the hell it can be used for though. Will I understand your series now?


==================CAUTION!!==CAUTION!!==CAUTION=================
IT WAS CLEARLY STATED THAT I WOULD UNDERSTAND. FAILURE TO ASSERT
MY UNDERSTANDATION OF THE SWERIES WILL RESULT IN EXTREME LEGAL
and ILLEGAL ACTIONS AGAINST THE CULPRIT. ALL PIGLY ASSETS WILL
BE REVOKED ON NON-COMPLIANCE
================================================================



:::: [ Triple Buffer V2.0 ] ::::


[edited by - ifoobar on May 29, 2003 3:42:27 PM]

 User Rating: 1531   |  Rate This User  Send Private MessageView Profile Report this Post to a Moderator | Link

quote:
Original post by IFooBar
Why in 's name would you want something like that?...anyway...I was bored so...

<complex source code demonstrating the concept>

I dunno what the hell it can be used for though. Will I understand your series now?


Beautiful!

I can't think of any situation off hand where it actually *gets used* - it's just a combination of the most complex C++ language features that get used.

So yes, given that you could manage a templated class that inherits from multiple virtual base classes and overlods the pointer-to-member operator, you will understand the rest of my series (from a C++-language point of view, at least).

Dave: ah, I see it now. Perhaps when there are enough of these up (because there will probably be at least 6), they'll get their own subsection in the Game Programming section, and the subtitles can be put up there? And yes, the icon is simply beautiful. Mind if I try working it into one of the demos?

Superpig
- saving pigs from untimely fates, and when he's not doing that, runs The Binary Refinery.

[edited by - Superpig on May 29, 2003 4:31:08 PM]

 User Rating: 2118   |  Rate This User  Send Private MessageView ProfileView JournalView GD Showcase Entries Report this Post to a Moderator | Link

actually that was a very nice article, very nice indeed!

i have one question.
why did you choose FMOD instead of Ogg Vorbis?
also i think you should put this link up:
Cone3D

anyway great work! hope to see the next article!

 User Rating: 1750   |  Rate This User  Send Private MessageView ProfileView Journal Report this Post to a Moderator | Link
Page:   1 2 »»
All times are ET (US)

Post Reply
 Last Thread Next Thread 
Forum Rules:
You may not post new threads
You may post replies
You may not edit your posts
You may not use HTML in your posts
Jump To:
Administrative Options: