Jump to content
  • Advertisement
Sign in to follow this  
  • entries
  • comments
  • views

Entry #110

Sign in to follow this  


  • Random Observation of the dAy!
    Caek is good. Too much caek, however, cancels out the good and inevitably turns to bad. Until you puke. Then caek is good again. GOTO: beginning.

My Dx framework is turning out kickass. I fucking love polymorphism. Every class that can render is derived from a common base class. To render something, you simply pass a pointer to the main rendering list, and voila. Doesn't matter what kind of object you give it, yadda yadda.

The neat thing is that they're stored in a multimap (string to pointer) so you can just as easily remove them. Since we're using strings to do this, scripting is PIE.

The fun doesn't stop there. The rendering list class is DERIVED FROM THE SAME BASE CLASS! Which means you can pass the main rendering list another list. Or remove a list. Which means you can easily swap around menu graphics, Quad/Oct Tree nodes, anything. Pretty fucking sweet.

Working on: Now that I've got a skeleton of a rendering framework up, I can start building all of the fun 3D stuff. I'm going to start by fixing my FVF declarations (I'm sure they're borked), then setting up some kind of system for projection and world matrices. I already have a class to generate matrices for a point, handles velocity, acceleration, rotation, rotational acceleration, friction, all that crap, so that's handled. Then I'll need to write a cCamera class.

After I get all that done, I'll probably do something easy like a basic terrain renderer. After that, the sky's the limit (probably will get started with HLSL, or something cool like that).

Sign in to follow this  


Recommended Comments

I like the idea of having all the objects based off the rendering object.... would certainly make things easier [smile]

Share this comment

Link to comment
Only objects that support the object.render(cDX*) method are based on it. But yeah, it's pretty neat. I love polymorphism! ^_^

Share this comment

Link to comment

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.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!