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bioglaze

Member Since 24 Oct 2012
Offline Last Active Today, 04:50 AM

#5217581 How 3D engines were made in the 80's and 90's without using any graph...

Posted by bioglaze on 19 March 2015 - 01:56 AM

Back in the day I learned software rasterization and engine coding from this tutorial: 3DICA




#5208832 Next-Gen OpenGL To Be Shown Off Next Month

Posted by bioglaze on 05 February 2015 - 01:52 AM

I'm waiting for this talk and luckily will be able to attend it live. Will definitely write a blog post afterwards.




#5208830 Any cool books out there on Game Programming tips

Posted by bioglaze on 05 February 2015 - 01:30 AM

GPU Pro is also a great book series.




#5208600 Asset for testing normal mapping

Posted by bioglaze on 04 February 2015 - 05:43 AM

On this topic, does anyone know of any place to get test assets for a "typical" PBR pipeline? I.e. diffuse-, spec-, gloss/roughness-, spec-power,masking- and normal/heightmaps (and other stuff I can't think of?).

 

I haven't personally tested this, but bookmarked some time ago, they claim to support PBR: http://gametextures.com/




#5208175 Clean up and what to keep in mind

Posted by bioglaze on 02 February 2015 - 06:38 AM

Some points are slightly off-topic, but these are some of the things I do to maintain code quality:

 

* Avoid mutable global state including static variables inside methods

* Make sure that classes and methods do not do too many things ("Separation of Concerns")

* Avoid boolean parameters to functions, they are not very readable and are often used to select code paths that belong to their own separate functions

* Express intent by using algorithms instead of loops, wrapping stuff into well-named methods etc.

* Use forward-declarations as much as possible

* Declare everything const and use non-const variables only when you have to

* Avoid too many method parameters

* Read Effective C++ series

* Use static-analysis tools like CppCheck and PVS-Studio and high warning level in your compiler

* Compile your code using different compilers to find missing STL #includes and non-standard code




#5203665 Handmade Hero discussion thread

Posted by bioglaze on 12 January 2015 - 08:14 AM

I have been enjoying the series even though I'm an experienced engine/game/graphics programmer. Always learning some little things.




#5202585 Writing a game in Erlang, tips wanted!

Posted by bioglaze on 07 January 2015 - 07:28 AM

This blog has many posts on Erlang and concurrent/functional game development in general:

http://prog21.dadgum.com/




#5197556 Current-Gen Lighting

Posted by bioglaze on 11 December 2014 - 05:48 AM

To add to L.Spiro's list, read on Image-Based Lighting (IBL), Cook-Torrance, energy conservation, Tonemapping, ambient obscurance etc.




#5195648 Unity or C++?

Posted by bioglaze on 01 December 2014 - 01:39 AM

You'll learn different things, so I'd go for both using an existing engine and maybe later try making your own. I've done mostly my own engines but at the cost that I haven't finished many games.




#5195138 Critique My Implementation Of Pong?

Posted by bioglaze on 28 November 2014 - 04:09 AM

* You are including unnecessary files in headers and are not using forward declarations.

* Some of your shaders are version 330 and some are 410.




#5189351 Mac or PC - Really, this is a programming question.

Posted by bioglaze on 27 October 2014 - 01:37 AM

Mostly Mac/Xcode, but also Xamarin, Xubuntu, Emacs, Windows 8 and VS2013. Most of my projects work on all big operating systems.




#5185504 [Issue Solved]

Posted by bioglaze on 07 October 2014 - 05:38 AM

It would be nice to know what the issue was and how it was solved. As is, this thread adds no value.




#5172562 FBX model load

Posted by bioglaze on 10 August 2014 - 01:56 AM

Tell me what format 3D models for games is better to choose?

 

Games usually have their own model formats to keep runtime dependencies low and loading performance high.




#5159680 What happens if I don't deallocate dynamic memory on application exit?

Posted by bioglaze on 11 June 2014 - 12:48 AM

Operating system frees it, but does not necessarily overwrite it, so if you have passwords etc. in memory, you should overwrite them.




#5158745 how to design my programs and games structure?

Posted by bioglaze on 06 June 2014 - 11:20 AM

Separation of Concerns

Separate different parts of your code into logical units. For example, file system access could be in its own module so it can be replaced more easily when porting to another platform. Also, don't mix low-level UI code and game logic so it's easier to replace UI libs if needed.

 

DRY (Don't Repeat Yourself)

If you find using a chunk of code in several places, extract a method and replace usages with a call to that method.

 

Tell, Don't Ask

If you find some object getting various data from another object and performing logic on it, consider moving the logic into the target object's method instead.

 

Avoid magic numbers

Unnamed numbers are confusing and if a certain value is used in many places, updating it will easily lead to mistakes when you forget to update all occurrences. Use well-named variables instead.

 

Avoid excessive branching

Control flow is hard to follow if there are many nested branches. Some branches can be converted into methods.

 

Declare variables close to their usage

The smaller the scope, the easier is your mental load.

 

Express intent

If you find yourself doing a for-loop to find a value from a collection, use a specific find-method instead. It makes it clear to the reader what you're doing.

 

Comment "why" instead of "what"

Don't write in comments things that can be seen from the code.






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