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wintertime

Member Since 04 Jan 2013
Offline Last Active Private

Posts I've Made

In Topic: How to deal with fire and forget questions?

24 April 2015 - 02:20 AM

You always seemed very keen on answering all those ambiguous questions you now tell you dont like seeing; and seemed to get points fast, because on average your posts got more positive than negative reactions.

Maybe you are just a bit tired of these? But changing the world to serve you is going to be difficult.

You could improve on not jumping as fast on such conclusions or assumptions about other people, btw.


In Topic: Assess Project Interface Namespace Design

24 April 2015 - 01:18 AM

Avoiding " = delete" while at same time using r-value-referenes is wrong, as they are both C++11. One of the reasons they both got introduced is probably to make the hacky make-private-way of preventing copying useless. You are better off just having things movable, if they can not be copied; and otherwise follow the rule of zero.

UnitTests should just call the public methods to test them, then you avoid useless backwards dependencies on tests and you can keep the tests in a separate file.

The MapKey thing is useless, you probably dont want virtual when you are later using a template anyway.

 

Inheriting from too many useless things will only serve to needlessly complicate your code and make you think you would need multiple inheritance and even virtual base classes, while you dont.


In Topic: Design: Managers VS Single Entities

24 April 2015 - 12:58 AM

I think, you did not understand he wants you to ditch the idea of a huge RenderSystem with dependencies on "everything", make the most basic one by avoiding it having any dependence on game objects and just take simple structures, which are still descriptive enough to render everything, as they contain only low-level data.

Then you can have any number of independent higher level systems, which only know of one type of game object and the RenderSystem interface and do the job of translating the data into the mentioned simple structures and feeding it into the RenderSystem.


In Topic: CMake or Custom ?

22 April 2015 - 03:39 AM

Well, there is platforms-support in Premake: https://github.com/premake/premake-core/wiki/Configurations_and_Platforms

Hope you excuse me for linking it more than once, after only using the 4.4beta for a personal project and beeing very happy with its ease of use.
 

When getting a cmake-project I dont even try anymore to have it automatically find libraries on Windows and just start cmake-gui to plug the folders in manually, then check all options in the list, as I dont trust it having been scripted correctly.


In Topic: Write ToLower As Efficient, Portable As Possible

21 April 2015 - 02:45 AM

Well, Wikipedia was right in that I can type it in with shift+alt-gr+ß => ẞ on Windows, which I never knew of.

I guess, I saw a street-sign once having it, but really noone uses it or people don't know of it and therefore think its just the lowercase one inbetween uppercase letters, as they look very similar.

Though, the main point of Unicode is having ALL letters, even the most obscure, ancient or unused ones, for text storage without degradation. What you do with it, to render it onscreen or if you sometimes treat different codepoints the same, is a follow-up problem you probably should avoid dealing with (never advertise case-insensitivity and require the input to be in the correct form).


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