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sss_abaker

Member Since 08 Jun 2012
Offline Last Active Jul 20 2012 03:54 PM

Posts I've Made

In Topic: "Make Games, Not Engines".. But how?

17 July 2012 - 03:28 PM

Yah this is all good advice, and its something I have been trying to hammer home with my hobby team. It's especially important if you lack experience. My team and I are creating a disposable game at the moment just to see if we have the people to do it. After that we'll decide if we want to make somethign more serious at which point we'll start from scratch and plan it using the mistakes we made as a guideline to creating something a little more all purpose. (Reuse, refactor, rewrite, etc). We'll also have a better idea of what kind of game we're capable of making, besides it being fun ;p

In Topic: Why Game Programming?

13 July 2012 - 03:20 PM

I'm building my own engine because engines like Unity are unappealing to me.... And not because of the fact that it does or doesn't provide me what I need, but simply because I want to get something more out of it and that is knowledge and experience. If I build an engine, but I stop there and I don't make a game, I'll be happy.

In Topic: Programming Techniques

09 July 2012 - 02:27 PM

Decompose functions. Every function should be short (2-10 lines) and every statement should be at the same level of abstraction. This will do wonders to avoid duplication and (if you name your functions well) dramatically improve readability. If you have a long function, and you're not sure how to split it up, first just chunk it into blocks, then look at what each of those blocks does. Whenever you end up with two short functions that are similar, try to make them identical and then remove one.

That's a little extreme. You shouldn't break a function up into many smaller functions unless you need to. You seem to be advocating doing this for the sake of doing it.

In Topic: C++ Directx 11 CBuffers and HLSL.

05 July 2012 - 04:57 PM

I figured. Thanks for the confirmation. I was nodding my head throughout this thread until I came across that claim and was pretty sure that's not how it worked.

In Topic: C++ Directx 11 CBuffers and HLSL.

05 July 2012 - 04:27 PM

__declspec(align(16)) seems like a simpler option, but will that translate over to video memory? You're aligning it in system memory just fine, but I'm not sure if it is treated the same way when you map it.

Please confirm.

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