Well, it seems like forever since I've posted a new journal entry so I thought I should probably get on the ball.
I haven't browsed through my journal so I'm not quite sure where I left off but I think it had something to do with me not getting a job. Well, they called me back a few months later an…
I haven't browsed through my journal so I'm not quite sure where I left off but I think it had something to do with me not getting a job. Well, they called me back a few months later an…
Well, unfortunatelly I didn't get the job. They said it was a tough decision, but unfortunatelly the other candidate had more game development experience than I did. Although they did tell me they would definitely be interested in hiring me in the future when another position opens up. I know, t…
Everyone clap for my monthly post :)
I thought it might be a good time to let the sooper people of journal land know what I've been up to lately.
First off, I scored an interview with a game company recently. They flew me out to meet the team and go grab a bite to eat. It was a short visit (one nig…
I thought it might be a good time to let the sooper people of journal land know what I've been up to lately.
First off, I scored an interview with a game company recently. They flew me out to meet the team and go grab a bite to eat. It was a short visit (one nig…
Haven't updated in a while so here goes...
After much debate, I have decided to revert back to 2D for a while. I feel that I don't have enough base knowledge of basic gameplay to be able to seperate the engine from the game successfuly. I also think that I need to spend a little bit more time on t…
After much debate, I have decided to revert back to 2D for a while. I feel that I don't have enough base knowledge of basic gameplay to be able to seperate the engine from the game successfuly. I also think that I need to spend a little bit more time on t…
It's been a while since my last update as I haven't felt that I made much coding progress in the meantime.
I've been trying to sort out my scene graph and the implementation of a spatial structure such as an octree, kd-tree, quadtree, etc. I haven't quite figured out which one would suit my engine …
I've been trying to sort out my scene graph and the implementation of a spatial structure such as an octree, kd-tree, quadtree, etc. I haven't quite figured out which one would suit my engine …
Wahoo! My account finally got straightened out and can post in my journal once more! BTW, my username used to JohnMMena.
To get caught up on what's been going on, you can read this journal entry (or just scroll down):
August 19, 2005
To get caught up on what's been going on, you can read this journal entry (or just scroll down):
August 19, 2005
Journal Entry for 8/23/05 12:30 A.M.
Well, if you're reading this, then you've most likely noticed that I am almost at the bottom of the journal page. Oh well, I'm sure they'll get around to reactivating it soon.
Anyway, I accomplished some more on memory management tonight. I implemented a heap tr…
Well, if you're reading this, then you've most likely noticed that I am almost at the bottom of the journal page. Oh well, I'm sure they'll get around to reactivating it soon.
Anyway, I accomplished some more on memory management tonight. I implemented a heap tr…
Well, unfortunatelly I found out today that my smart pointers are slower than pack sloths in the desert. I ran a time analysis between a normal pointer with new and delete and my smart pointers with new and release.
In this test, I did n=1,000,000 allocations/deallocations for each run. Here are t…
In this test, I did n=1,000,000 allocations/deallocations for each run. Here are t…
Tonight I got the new error logger implemented. I utilized the idea of XML/javascript from this article:
https://www.gamedev.net/reference/programming/features/xmltech/
I must say, this is one of the sexiest loggers I have ever had. The only portions I ended up using from the article were t…
https://www.gamedev.net/reference/programming/features/xmltech/
I must say, this is one of the sexiest loggers I have ever had. The only portions I ended up using from the article were t…
I finally cleaned up all the excessive debug messages in the smart pointers and now I just have a bunch of log calls :).
Either way, here is my current solution to smart pointers.
Either way, here is my current solution to smart pointers.
#ifndef CMN_MEMORY_H
#define CMN_MEMORY_H
#include
#include
#include "garbage_collector.h"
#include "logger.h"
#define DEBUG_…
Here is my current smart pointer.
#ifndef CMN_MEMORY_H
#define CMN_MEMORY_H
#include
#include
#include "garbage_collector.h"
#include "logger.h"
#define DEBUG_MEMPTR
template
class mem_ptr
{
private:
static std::map m_mapActive;
T* m_tObj;
void addRef(void);
void remRef(int bForceDelete = false);
public:
me…
#ifndef CMN_MEMORY_H
#define CMN_MEMORY_H
#include
#include
#include "garbage_collector.h"
#include "logger.h"
#define DEBUG_MEMPTR
template
class mem_ptr
{
private:
static std::map m_mapActive;
T* m_tObj;
void addRef(void);
void remRef(int bForceDelete = false);
public:
me…
I waited a couple of days to post as I hadn't done much work on the engine and didn't want to waste server space otherwise.
What have I been working on? As the title states: Memory Management. About a year ago a buddy of mine and I developed our own memory management of sorts. It was based on the…
What have I been working on? As the title states: Memory Management. About a year ago a buddy of mine and I developed our own memory management of sorts. It was based on the…
I figured I might as well post a pic of the engine before I tear it all apart for the revamping.
It really is much faster than 85 fps! I currently have V-Sync enabled to prevent tearing.
So as you can see, it's not too terribly complex. There was actually a newer version with lighting but it got lo…
It really is much faster than 85 fps! I currently have V-Sync enabled to prevent tearing.
So as you can see, it's not too terribly complex. There was actually a newer version with lighting but it got lo…
Well, here he is:
This is Ned, Ned the Naive. He's a character I came up with about 6 months ago while playing around in MS Paint. I did the glow effect in PS about 5 minutes ago for fun.
He has a whole profile which I will post in the coming days to give you guys an idea of exactly what type of gu…
This is Ned, Ned the Naive. He's a character I came up with about 6 months ago while playing around in MS Paint. I did the glow effect in PS about 5 minutes ago for fun.
He has a whole profile which I will post in the coming days to give you guys an idea of exactly what type of gu…
I have finally began to actually read my latest purchase: "3D Game Engine Architecture" and let me say this, if you are interested in developing your own 3D engine, then this book is a must have. I am only about 100 pages into it and already have a brain full of ideas to improve upon my already ex…
Advertisement
Popular Blogs
Advertisement