Game Coding Complete Community

This community site is a companion to Game Coding Complete, written by Mike "MrMike" McShaffry and David "Rez" Graham. Programmers of all levels are invited to participate.

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3rd party libs for VS2013?

gee6 - - Source Code v4.0 (4th Ed.)
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rezination

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How to apply the game architecture with an existing engine?

babygogogo - - General Discussions
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babygogogo

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Using overridden classes with the engine?

Neurone - - Book Forum (4th Ed.)
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rezination

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potential timing issues with command processing?

Neurone - - Book Forum (4th Ed.)
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Neurone

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Continuous Integration

QuickSilver - - Tools and Software
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rezination

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    rezination -

    Replied to the thread 3rd party libs for VS2013?.

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    Quick update: It sounds like Mike got DXUT compiling under VS 2013. He's getting closer! He's sharing the branch info with me so I can jump in there too. Hopefully it'll go a bit faster with two people hammering on it. Thanks for all your patience…
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    babygogogo -

    Replied to the thread How to apply the game architecture with an existing engine?.

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    <p>Thank you very much!Maybe some more questions later...:)</p>
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    babygogogo -

    Liked rezination’s post in the thread How to apply the game architecture with an existing engine?.

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    Quote: “ So it is perfectly fine that the render component contains the data for rendering (just like the color data of the SceneNode in TeapotRenderComponent). ” Yep. Quote: “ Also, it is natural for the render components to know how to render…
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    rezination -

    Replied to the thread How to apply the game architecture with an existing engine?.

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    Quote: “ So it is perfectly fine that the render component contains the data for rendering (just like the color data of the SceneNode in TeapotRenderComponent). ” Yep. Quote: “ Also, it is natural for the render components to know how to render…
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    babygogogo -

    Replied to the thread How to apply the game architecture with an existing engine?.

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    Thank you for replying!:) Quote: “No, because the logic still doesn't know anything about rendering. All it knows is that it has a map of Actors. The Actor class is really just a way to group everything related to a single game object in one place,…
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    rezination -

    Replied to the thread How to apply the game architecture with an existing engine?.

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    Quote from babygogogo: “Hi every one! GCC4 is a great book and I enjoyed reading it. I learned much, especially from the ideas about Process and Component. Thanks to Mike and Rez! ” Welcome! Quote: “ 1.As we know, the visual representation of the…
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    babygogogo -

    Posted a new thread: How to apply the game architecture with an existing engine?

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    Hi every one! GCC4 is a great book and I enjoyed reading it. I learned much, especially from the ideas about Process and Component. Thanks to Mike and Rez! I'm now trying to write a simple 2D game and I come across some questions: 1.As we know, the…
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    rezination -

    Replied to the thread Using overridden classes with the engine?.

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    Through the magic of polymorphism. Here's a simple example: Source Code (19 lines) That's basic polymorphism. Here's another way to look at it, which is what GCC does: Source Code (24 lines) Make sense? This is exactly how GCC works. …
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    Neurone -

    Posted a new thread: Using overridden classes with the engine?

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    In the teapot wars source code, WinMain passes control immediately over to the one for the engine. How then does the engine know to use the overridden classes i.e the engine does initInstance on gApp which is defined in the engine itself, but you'd need…
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    Neurone -

    Replied to the thread potential timing issues with command processing?.

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    Ah,, that makes sense. Thanks :)