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1301504 Posts in 57991 Topics- by 49057 Members - Latest Member: mrlimppickle

June 22, 2017, 05:51:47 pm

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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)C++ Game Development Templates library
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RLofC
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« on: February 25, 2017, 10:40:12 am »

Started working on a new 3D platformer when I realized, yet again, that I want to do everything from scratch  Well, hello there!
So, went about and wrote my own game dev toolkit in C++  Facepalm
Just pushed it to https://github.com/rlofc/GameDevTemplates - might be useful for the adventurous..

« Last Edit: February 25, 2017, 10:48:29 am by RLofC » Logged

elastico90
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« Reply #1 on: February 25, 2017, 01:27:15 pm »

Looks very decent, I'm not into 3D, but I like your code, so I may read it through Smiley
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Prinsessa
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« Reply #2 on: February 26, 2017, 11:29:43 am »

Heh, the template style to configure the app with backends for things like rendering and so in is very similar to something I've been figuring out lately!
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RLofC
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« Reply #3 on: February 26, 2017, 12:30:13 pm »

elastico90 - Thanks! check out my earlier 2D toolkit at http://libcage.org
Prinsessa - it's been a while since I used C++ up until recently - got myself a copy of Effective Modern C++ and went nuts with templates and CRTP. Happy to learn more tricks.
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buto
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« Reply #4 on: March 06, 2017, 11:13:21 am »

It looks nicely designed and coded. However, I wondered if you considered compile times in your design. The larger those template based codes get, the more annoying the compile times tend to be. Especially in experimental game-dev, where frequent recompilation may be necessary, this really is noticeable. This changes if you have a majored code base and data/script based game creation, of course. Just wondering...

Kind regards,
Sebastian
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smartyMARTY
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« Reply #5 on: April 12, 2017, 06:51:17 am »

I starred it, interesting way to do dependency injection with templates. While I work in C++ I don't get to do it professionally (make sense of that). Any ideas on getting a compute backend put in there?
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RLofC
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« Reply #6 on: June 18, 2017, 12:25:30 am »

@buto, yes, compile time could become an issue Sad I'll have to look deeper into this, especially for the asset classes which could introduce numerous template instances in a single module.
 
@smartyMARTY, thanks! I have very little experience using GPUs for compute. My next step in the project is to write a GPU-based particle system, so I suspect I will have to add some elements of compute-like functionality in.
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