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Member Since 21 May 2011
Offline Last Active Mar 17 2014 03:26 AM

Posts I've Made

In Topic: Loading an Image cause game lag

11 November 2013 - 07:39 AM

Also - I understand that performance is generally better if your image/texture is sized on each dimension as 2^n (so here 512/1024/2048/4096).... and pre-processed mip-maps obviously... (all your mip-maps will be powers of 2 also)

In Topic: Help with Polymorphic Class Design

25 May 2013 - 06:52 AM

 Ahh, I guess I miissed what you were asking sorry. In the example I would usually call the VPause method something more like OnPause or OnPauseChanged though it's all a matter of opinion there smile.png I think the name VPause threw me as I wasn't sure what the V was for.


I generally can take either approach, depending on the situation.  I would usually base the choice on whether it is valid for the base implementation to be skipped ie. if you allow someone to overriide the function then you are stating that "if you don't want the default behaviour, don't call the base class". If the base functionality is not optional (ie. the base class implementation must be performed regardless of what a derived class wants to do) then I would do what your first example does.



Thanks - that makes sense.

In Topic: Help with Polymorphic Class Design

24 May 2013 - 10:58 AM

Hmmm, I would say that the Process object itself shouldn't be maintaining the paused state. The process doesn't care whether or not it's paused, it just cares whether or not its update method is called.


Rather the 'paused' status of the application is managed by some higher level state of the application. For example, taking a game-engine approach, you would generally have a GameState system.


Given two game states "Active" and "Paused", the active state calls the processes update method and the paused state doesn't. This can be extended to other process management styles also ofcourse.


I just don't think 'paused' is a state that belongs to the process itself and should be externally managed by the application.



nfactorial - yes, I think you are right if the Process doesn't need to be paused independently (which I guess mostly it doesn't....) - it can also get more complicated in some processes such as Sound Processes whereby actions must be performed entering and exiting the paused state...- however, this was just a simple example to illustrate the general concern of mixing implementation detail and interface in the same virtual functions.

In Topic: Help with Polymorphic Class Design

24 May 2013 - 04:04 AM

I believe this is relevant: http://www.gotw.ca/publications/mill18.htm

Good link! Gets right to the heart of the matter.... I've been taking examples for game system designs from Game Coding Complete which mostly uses Public Virtual Interface methodology and have suffered with the complexity of my derived classes. The alternative is much kinder on the smaller-brained.

In Topic: Managing Overlapping Multiple Viewports

10 April 2013 - 11:53 PM

Thanks - that's helpful.