Jump to content
  • Advertisement
  • entries
  • comments
  • views

Revise, Refactor, Rinse, Repeat.

Sign in to follow this  


When I first started this project, each game object had a two-dimensional position and an index to indicate what side of the cube it was on. When necessary, I would transform the object's x,y position and local rotation by it's side's xform matrix. I naively thought it would be easier that way. I came to the realizatin the other day that I could greatly simplify and generalize the draw routine if objects keep complete 3D xform data. So I decided to go through my code and switch out the old way for the new. It turns out that it simplifies a lot of code. Pretty much everything except for object creation routines, which is okay by me.

The downside is that there is a lot of code to go through and revise and refactor. And weird bugs happen when pre-revision code and post-revision code interact. Such is the price of naivete.

Update: Done revising camera movement and rendering code. Now I get to go through the player movement/collision code. Then, I think I'll be done with this overhaul.
Sign in to follow this  


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!