Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 03 Apr 2005
Offline Last Active Dec 18 2011 12:14 PM

Posts I've Made

In Topic: Chewable Framework (XNA For C++)

08 April 2011 - 06:29 PM

This is a very nice Framework. I set it up, I am modifying it to incorporate windowing and input handling, but overall this is a really nice project you have here. I really hope you have tutorials come out, or that it gets more attention, like it deserves.

Hi SFloyd,

Thanks for the input!
You can check out the other engine project I'm working on, called Delectable, for windowing and input handling.
The engine was designed to run on top of the framework and focuses on the higher level stuff that Chewable doesn't incorporate.
It also has XML serialization utilities and I might look at integrating a graphics engine like Ogre or Horde3D in the future.

Delectable is not as polished as Chewable and could use a bit of refactoring.
I don't have much time to do it all at once right now because I'm developing a game with a bunch of other peple (more details and links to it over the next couple of months!).
The game utilizes both the framework & engine and a lot of the improvements made to the projects have been based off of feedback from the development process.

Feel free to message me or reply on this thread if you have any questions.

In Topic: Computer science or game programming?

30 March 2011 - 05:32 AM

The bottom line, from my perspective, is that you should consider good 4-year universities, universities with gaming or media-focussed programs, and Digipen. None of the other gaming options are worthwhile, in my opinion.

I would have to agree with Ravyne.

In my opinion, your ability to learn about game programming and computer science related material is usually only hindered by your drive and motivation to excel.
Being in any university will provides you the guidance and direction, but ultimately, the rest is up to you.

However, the one one thing I feel that people don't bring up enough when asked the "game or regular university" question is what you can learn out of the classroom.
I would say that the greatest benefit to studying at a gaming focused course is NOT about the math, physics or CS material they teach - it is the experience of producing a game.
You would not likely get this opportunity at any other university and no structured course can ever teach you how to effectively and efficiently work in a team.
Learning the dynamics of performing in a game development team is invaluable and I feel it's essential skill to work in the industry.

I'm biased towards DigiPen because I'm currently a student there and the experience has been fantastic so far.
They teach you the lower level hardcore stuff and you don't have the liberty of using commercial or open source engines for any of your projects.

Plus, being able to find a group of other students who are as passionate about you as developing a game is amazing - which extremely difficult to do in other schools.

In Topic: Chewable Framework (XNA For C++)

30 March 2011 - 01:06 AM


In Topic: C++ Singleton Across DLLs

12 August 2009 - 07:39 AM

Thanks for all your replies everyone, and RobTheBloke for being especially helpful!
I'll stick with option b) :)

In Topic: C++ Singleton Across DLLs

11 August 2009 - 02:17 AM

Okay another question...
Let's say I have this Singleton class now:

template< typename T >
class Singleton
inline static T & Instance( void )
static T _instance;
return _instance;

/// Hide constructor.
/// Hide destructor.

#define DECLARE_API_SINGLETON( type ) template EXPORT_API ::Chewable::Singleton< type >

Note: EXPORT_API is the automagical macro that does the importing/exporting depending on if its library or client build.

This time, the usage is slightly different:

#include "Singleton.h"

class MyClass
typedef Singleton< MyClass > Singleton;

void Hello( void ) { printf( "Hello" ); }


int main()
return 0;

Is this a viable way to implement a Singleton as well?