• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0


2 posts in this topic


In the following code I modified the isLittleEndian() version to eliminate the bitmask. I understand that the function of the bitmask is to zero out any bits on the unsigned (int) that are not used. But the strange thing is that if I leave out this bitmask, the output will insert 3 bytes of 0xffffff for every unsigned (int) printed to the stringstream.

This leads to my question. If static_cast<>()ing to a larger type does C++ or GCC fill the extra bits in with all 1s? I don't know why this would be the case but it seems to be.

template <class T>
std::string type_to_hex( const T arg )
std::ostringstream hexstr ;
const char* addr = reinterpret_cast<const char*>(&arg) ;
hexstr << "0x" ;
hexstr << std::setw(2) << std::setprecision(2) << std::setfill('0') << std::hex ;
if( isLittleEndian() )
for( int b = sizeof(arg) - 1; b >= 0; b-- )
hexstr << static_cast<unsigned>(*(addr+b)) ;
std::cout << hexstr.str() << std::endl;
for( int b = 0; b < sizeof(arg); b++ )
hexstr << static_cast<unsigned>(*(addr+b) & 0xff) ;
return hexstr.str() ;

int main()
std::cout << type_to_hex((float)16/9) << std::endl;


Share this post

Link to post
Share on other sites
The type const char is likely signed on your machine. Two's complement signed integers will sign-extend the value when widening to a larger type. Sign extension in two's complement counting systems will propagate the highest bit's state to all of the bits above it.

In this case, widening from signed 8bit to unsigned 32bit (depending on the compiler) copies the highest of the 8 bits into the 24 higher bits in the unsigned int.

Edit for example:

1st step: 0x3f is 00111111. The highest is 0, so zeroes are copied to the higher bits.
String is now 0x3f
2nd step: 0xe3 is 11100011. The highest is 1, so ones are copied to the higher bits.
String is now 0x3f ffffffe3
3rd step: 0x8e is 10001110. The highest is 1, so ones are copied to the higher bits.
String is now 0x3f ffffffe3 ffffff8e
4th step: 0x39 is 00111001. The highest is 0, so zeroes are copied to the higher bits.
String is now 0x3f ffffffe3 ffffff8e 39

At the end, this is the string:
0x3f ffffffe3 ffffff8e 39

Take care that you handle zeroes properly; a zero byte encountered in the number should be outputted if it isn't a leading zero. Edited by Ectara

Share this post

Link to post
Share on other sites

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
Sign in to follow this  
Followers 0