Search found 80 matches

by Slidy
May 20th, 2020, 5:33 pm
Forum: Everything
Topic: map::emplace with multiple parameter constructor ?
Replies: 12
Views: 9178

Re: map::emplace with multiple parameter constructor ?

Doesn't the emplace function perform a move? Don't think there are any copies performed here. If you think a move is still expensive for your object you could always store a pointer (preferably unique_ptr) rather than the object itself, then construct the object using new.
by Slidy
May 16th, 2020, 12:58 pm
Forum: Everything
Topic: I'm Back?
Replies: 4
Views: 2494

Re: I'm Back?

Like this: Red
by Slidy
May 14th, 2020, 1:06 pm
Forum: Everything
Topic: Z divide fundemental question
Replies: 12
Views: 6166

Re: Z divide fundemental question

The short answer is that more precision being at near plane is a "natural" byproduct, but the 1/z relationship is by design. Now for the long answer... Here's a nice image that made things very clear for me: https://developer.nvidia.com/sites/default/files/akamai/gameworks/blog/Depthprecision/graph1...
by Slidy
May 11th, 2020, 5:38 pm
Forum: Everything
Topic: local static or not ?
Replies: 5
Views: 3290

Re: local static or not ?

If it's recursive then static might not work the way you want it to in that example as it overwrites changes of the previous call. That being said, it usually isn't worth doing this kind of thing it but there is some merit to avoiding common dynamic allocations. For objects like std::string (where S...
by Slidy
May 1st, 2020, 7:23 pm
Forum: Everything
Topic: Workaround for Mac
Replies: 2
Views: 2067

Re: Workaround for Mac

FinalL made a fork thats been ported to OpenGL/glfw/glad: https://github.com/FinalL/chili_framework
Supposedly works on Linux, I'm guessing would also work on Mac.
Worth giving that a try.
by Slidy
April 29th, 2020, 4:27 am
Forum: Everything
Topic: My first release!
Replies: 9
Views: 4642

Re: My first release!

Amazing work :o The game looks extremely polished. The art and sound effects are great, and I love the little camera movements when you do an attack. The game mechanics are also fast paced and exciting, exactly my type of game :D Some things I think you could improve: - I think you could pick a bett...
by Slidy
April 14th, 2020, 4:54 pm
Forum: Everything
Topic: std::exception details ?
Replies: 4
Views: 2148

Re: std::exception details ?

My usual approach is to just step through in debugger for exceptions I don't throw myself to figure out where they're thrown. As for exceptions that I throw myself, I usually use a macro that triggers a breakpoint in debug builds. Example: #ifdef _DEBUG #define ERROR(msg) __debugbreak() #else #defin...
by Slidy
April 12th, 2020, 3:04 pm
Forum: Everything
Topic: IS_DEBUG
Replies: 5
Views: 2681

Re: IS_DEBUG

Just define it yourself in project properties.

While having debug configuration selected in properties window:
C/C++ > Preprocessor > Preprocessor Definitions > Add in IS_DEBUG
by Slidy
April 10th, 2020, 6:01 pm
Forum: Everything
Topic: Wstring ? international chars ?
Replies: 27
Views: 10392

Re: Wstring ? international chars ?

You should watch Chili's vids on smart pointers, they explain everything in depth. It's all based on the concept of ownership. To answer your questions briefly: Can I use the same smart pointer in one container AND in another container at the same time ? Kind of, it depends what kind of relationship...
by Slidy
April 9th, 2020, 3:26 pm
Forum: Everything
Topic: Wstring ? international chars ?
Replies: 27
Views: 10392

Re: Wstring ? international chars ?

Game looks sweet :O
You should definitely post a demo once it's playable

Your scripting language has some interesting syntactic choices with everything being function-like, kind of reminds me of Lisp.