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Jason Z

Member Since 04 Feb 2004
Offline Last Active Jan 25 2015 09:49 AM

Journal Entries

Chronicles of the Hieroglyph > Data Design for Scene Graphs Pt.II

Posted 21 December 2014

Last time around , I described current data layout of my primary scene graph class - the Entity3D. After some thought and further research into what direction I want to take the engine, I decided to make a few changes. Let's start with the printout of the current layout - after my recent changes:2> class Entity3D size(288):2> +---2> 0 |...

Chronicles of the Hieroglyph > Tune in to the Connect(); conference

Posted 10 November 2014

Just a short entry for a quick plug. In case you haven't heard of it yet, there is a very developer focused event coming up this week from Microsoft. You can find all the details on the event page here: http://www.aka.ms/connect . There is some great stuff in store, so you won't be sorry to tune in!

Chronicles of the Hieroglyph > Data Design for Scene Graphs

Posted 14 October 2014

CppCon 2014
In case you haven't heard about, all of the sessions from CppCon 2014 are being released on the CppCon YouTube Channel . This is a fantastic way for you to catch up on the latest and greatest things that people are doing with C++ (especially modern C++), and the price is about as good as it gets. There are over 100 sessions, and they are bei...

Chronicles of the Hieroglyph > Using NuGet to Manage Dependencies

Posted 01 September 2014

Managing Dependencies
Hieroglyph 3 has two primary dependencies - Lua and DirectXTK . Lua is used to provide simple scripting support, while DirectXTK is used for loading textures. Both of these libraries are included in the Hieroglyph 3 repository in source form. This allows for easy building with different build configurations and options, but it...

Chronicles of the Hieroglyph > Build & Project Configurations for Hieroglyph 3

Posted 09 July 2014

Building Hieroglyph 3

Hieroglyph 3 always has had an 'SDK' folder where the engine static library is built to in its various configuration and platform incarnations, and the include (*.h, *.inl) files are copied to an include folder. This lets a user of the engine have an easy way to build the engine and grab the result for use in another project that...