For questions and discussions involving the Enzyme engine code
There is some significant informatoin coming on this front. Not quite yet, as I have to do a little design work first. And by a little I mean a lot :) But since I have about 10 hours on a plane to kill, I should get through quite a bit. This is going to be a major system. And quite a selling...
With the logging system just about complete (this weekend with any luck), I'm starting to give some thought about what our next step is. In the very short term, I think I am going to do two things. The first is to fully catch up all the renderers to the same point. Right now, D3D10 is the...
Okay, with the resource import system done (for now, anyway, we can only import two types of files, we'll need more than that eventually, but that's for later), it's now time to think about our next system. I'm going to be doing several things at once here, but working toward one goal. We need...
Hey guys, Okay, new thread for a new system. This is a fairly big one, though not nearly the size of the renderer system, it is far from trivial. And this is another system we absolutely positively must get right. An engine can live or die on its ability to handle resources. I don't know that...
Hey guys, I'm going to take a step back from the font display/creation system, because I think I need to do a little coding on another system first. The plugin system. The reason for this, of course, is that the font creation tool itself is a plugin. I've implemented this as a DLL file,...
Okay, while I am still not quite finished with the low level renderer at this point, we are close enough that it is time to start thinking about the next system. Which in this case is dealing with fonts and text. We already have a String class, but that's a coding tool. What we need is a way to...
I'm going to take a slight side-track from the fonts to work on texturing. The reason I'm doing that is the font bitmaps themselves are textures, from which we will be pulling small parts (of one glyph each) to display on quads, which ultimately get displayed on the screen as a string of text. ...
It's time to move on to our next system, which is the renderer. Up until now, each system that has been added had a predefined and well understood function, and therefore they were easily put into classes. This one is going to be a little more complicated, and I think it needs to be...
I'm getting fairly close to being done with the Direct3D 10 renderer. It appears that everything works just fine, and I'm really just putting it through it's final testing/tweaking phase right now. With one exception, which I'll get to in a second. It's a little hard with static cameras to make...
So, working on the renderer/camera classes, I've finished up the matrix integration as far as the view and projection matrices go (more or less). So now the cube looks like a cube and the pyramid looks like a pyramid. So that's all good. I started thinking about the next matrix, which is the...
Alright, just a couple of classes here, an actual camera class (which will hold the per camera data) and a controller class, mainly to hold the collection of cameras. And of course controlled by the Graphics Manager, which will give the client the abiltiy to create, destroy, activate, and move the...
Okay, having finished one important subsystem for our renderer (the timer), I now will turn my attention to another one. Or three, actually. We will need classes for the vertex buffers and vertex buffer indeces, and as a corillary to these, we will need a vertex class as well. These three classes...
Alright, this ought to be a fairly brief class. It's pretty straightforward. I think we need three basic functions from the Time class 1. A function to return Time of Day (as a string?) 2. A countdown stopwatch 3. An elapsed time Two and three are basically opposites of each other,...
Alright, we're on to the string class. Perhaps slightly more complex than the Array class was, but nowhere near as complicated as the Memory Manager. I expect this will take a little longer than the former, and a lot less time than the latter. Any features you want to see (or don't want to...
Okay, the Memory Manager is done, and I've started coding the next system, which is just a simple Array container. I don't know that there will reallly be much to talk about with this one, but I'll put up a thread just in case. The Array class will be much the same as the vector class in the...
Alright, so just some general thoughts about a Memory Manager. Why do we need one? When I talk about a memory manager, what I really mean is something that controls the Heap. We aren't going to mess with the Stack or Global memory. Those are static, and we'll let the compiler deal with those....
Hey guys, I think I know what the answer to this is going to be, but I should ask, maybe somebody will see something I am not seeng that would make this much easier. I have implemented the architecture for a linked list container. As anyone that has ever taken a class in data structures...
So, what thoughts do you guys have (if any) about multiple inheritance? E.G. BaseClassA {..}; BaseClassB {..}; ClassC : public BaseClassA, public BaseClassB {..}; There are three approaches we could take with this.
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